Files
OpenRA/OpenRA.Platforms.Default/OpenAlSoundEngine.cs
2024-05-04 14:53:38 +02:00

669 lines
17 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using OpenAL;
namespace OpenRA.Platforms.Default
{
sealed class OpenAlSoundEngine : ISoundEngine
{
public bool Dummy => false;
public SoundDevice[] AvailableDevices()
{
var defaultDevices = new[]
{
new SoundDevice(null, "Default Output"),
};
var physicalDevices = PhysicalDevices().Select(d => new SoundDevice(d, d));
return defaultDevices.Concat(physicalDevices).ToArray();
}
sealed class PoolSlot
{
public bool IsActive;
public int FrameStarted;
public WPos Pos;
public bool IsRelative;
public OpenAlSoundSource SoundSource;
public OpenAlSound Sound;
}
const int MaxInstancesPerFrame = 3;
const int GroupDistance = 2730;
const int GroupDistanceSqr = GroupDistance * GroupDistance;
// https://github.com/kcat/openal-soft/issues/580
// https://github.com/kcat/openal-soft/blob/b6aa73b26004afe63d83097f2f91ecda9bc25cb9/alc/alc.cpp#L3191-L3203
const int PoolSize = 256;
readonly Dictionary<uint, PoolSlot> sourcePool = new(PoolSize);
float volume = 1f;
IntPtr device;
IntPtr context;
static string[] QueryDevices(string label, int type)
{
// Clear error bit
AL10.alGetError();
// Returns a null separated list of strings, terminated by two nulls.
var devicesPtr = ALC10.alcGetString(IntPtr.Zero, type);
if (devicesPtr == IntPtr.Zero || AL10.alGetError() != AL10.AL_NO_ERROR)
{
Log.Write("sound", $"Failed to query OpenAL device list using {label}");
return Array.Empty<string>();
}
var devices = new List<string>();
var buffer = new List<byte>();
var offset = 0;
do
{
var b = Marshal.ReadByte(devicesPtr, offset++);
if (b != 0)
{
buffer.Add(b);
continue;
}
// A null indicates termination of that string, so add that to our list.
devices.Add(Encoding.UTF8.GetString(buffer.ToArray()));
buffer.Clear();
}
while (Marshal.ReadByte(devicesPtr, offset) != 0); // Two successive nulls indicates the end of the list.
return devices.ToArray();
}
static string[] PhysicalDevices()
{
// Returns all devices under Windows Vista and newer
if (ALC11.alcIsExtensionPresent(IntPtr.Zero, "ALC_ENUMERATE_ALL_EXT"))
return QueryDevices("ALC_ENUMERATE_ALL_EXT", ALC11.ALC_ALL_DEVICES_SPECIFIER);
if (ALC11.alcIsExtensionPresent(IntPtr.Zero, "ALC_ENUMERATION_EXT"))
return QueryDevices("ALC_ENUMERATION_EXT", ALC10.ALC_DEVICE_SPECIFIER);
return Array.Empty<string>();
}
internal static int MakeALFormat(int channels, int bits)
{
if (channels == 1)
return bits == 16 ? AL10.AL_FORMAT_MONO16 : AL10.AL_FORMAT_MONO8;
else
return bits == 16 ? AL10.AL_FORMAT_STEREO16 : AL10.AL_FORMAT_STEREO8;
}
public OpenAlSoundEngine(string deviceName)
{
if (deviceName != null)
Console.WriteLine("Using sound device `{0}`", deviceName);
else
Console.WriteLine("Using default sound device");
device = ALC10.alcOpenDevice(deviceName);
if (device == IntPtr.Zero)
{
Console.WriteLine("Failed to open device. Falling back to default");
device = ALC10.alcOpenDevice(null);
if (device == IntPtr.Zero)
throw new InvalidOperationException("Can't create OpenAL device");
}
context = ALC10.alcCreateContext(device, null);
if (context == IntPtr.Zero)
throw new InvalidOperationException("Can't create OpenAL context");
ALC10.alcMakeContextCurrent(context);
for (var i = 0; i < PoolSize; i++)
{
AL10.alGenSources(1, out var source);
if (AL10.alGetError() != AL10.AL_NO_ERROR)
{
Log.Write("sound", $"Failed generating OpenAL source {i}");
return;
}
sourcePool.Add(source, new PoolSlot() { IsActive = false });
}
}
bool TryGetSourceFromPool(out uint source)
{
foreach (var kv in sourcePool)
{
if (!kv.Value.IsActive)
{
sourcePool[kv.Key].IsActive = true;
source = kv.Key;
return true;
}
}
var freeSources = new List<uint>();
foreach (var kv in sourcePool)
{
var sound = kv.Value.Sound;
if (sound != null && sound.Complete)
{
var freeSource = kv.Key;
freeSources.Add(freeSource);
AL10.alSourceRewind(freeSource);
AL10.alSourcei(freeSource, AL10.AL_BUFFER, 0);
// Make sure we can accurately determine the end of the original sound,
// even if the source is immediately reused.
sound.UnbindSource();
var slot = kv.Value;
slot.SoundSource = null;
slot.Sound = null;
slot.IsActive = false;
}
}
if (freeSources.Count == 0)
{
source = 0;
return false;
}
source = freeSources[0];
sourcePool[source].IsActive = true;
return true;
}
public ISoundSource AddSoundSourceFromMemory(byte[] data, int channels, int sampleBits, int sampleRate)
{
return new OpenAlSoundSource(data, data.Length, channels, sampleBits, sampleRate);
}
public ISound Play2D(ISoundSource soundSource, bool loop, bool relative, WPos pos, float volume, bool attenuateVolume)
{
if (soundSource == null)
{
Log.Write("sound", "Attempt to Play2D a null `ISoundSource`");
return null;
}
var alSoundSource = (OpenAlSoundSource)soundSource;
var currFrame = Game.LocalTick;
var atten = 1f;
// Check if max # of instances-per-location reached:
if (attenuateVolume)
{
int instances = 0, activeCount = 0;
foreach (var s in sourcePool.Values)
{
if (!s.IsActive)
continue;
if (s.IsRelative != relative)
continue;
++activeCount;
if (s.SoundSource != alSoundSource)
continue;
if (currFrame - s.FrameStarted >= 5)
continue;
// Too far away to count?
var lensqr = (s.Pos - pos).LengthSquared;
if (lensqr >= GroupDistanceSqr)
continue;
// If we are starting too many instances of the same sound within a short time then stop this one:
if (++instances == MaxInstancesPerFrame)
return null;
}
// Attenuate a little bit based on number of active sounds:
atten = 0.66f * ((PoolSize - activeCount * 0.5f) / PoolSize);
}
if (!TryGetSourceFromPool(out var source))
return null;
var slot = sourcePool[source];
slot.Pos = pos;
slot.FrameStarted = currFrame;
slot.IsRelative = relative;
slot.SoundSource = alSoundSource;
slot.Sound = new OpenAlSound(source, loop, relative, pos, volume * atten, alSoundSource.SampleRate, alSoundSource.Buffer);
return slot.Sound;
}
public ISound Play2DStream(Stream stream, int channels, int sampleBits, int sampleRate, bool loop, bool relative, WPos pos, float volume)
{
var currFrame = Game.LocalTick;
if (!TryGetSourceFromPool(out var source))
return null;
var slot = sourcePool[source];
slot.Pos = pos;
slot.FrameStarted = currFrame;
slot.IsRelative = relative;
slot.SoundSource = null;
slot.Sound = new OpenAlAsyncLoadSound(source, loop, relative, pos, volume, channels, sampleBits, sampleRate, stream);
return slot.Sound;
}
public float Volume
{
get => volume;
set => AL10.alListenerf(AL10.AL_GAIN, volume = value);
}
public void PauseSound(ISound sound, bool paused)
{
if (sound == null || sound.Complete)
return;
var source = ((OpenAlSound)sound).Source;
PauseSound(source, paused);
}
public void SetAllSoundsPaused(bool paused)
{
foreach (var source in sourcePool.Keys)
PauseSound(source, paused);
}
static void PauseSound(uint source, bool paused)
{
AL10.alGetSourcei(source, AL10.AL_SOURCE_STATE, out var state);
if (paused)
{
if (state == AL10.AL_PLAYING)
AL10.alSourcePause(source);
else if (state == AL10.AL_INITIAL)
{
// If a sound hasn't started yet,
// we indicate it should not play be transitioning it to the stopped state.
AL10.alSourcePlay(source);
AL10.alSourceStop(source);
}
}
else if (!paused && state != AL10.AL_PLAYING)
AL10.alSourcePlay(source);
}
public void SetSoundVolume(float volume, ISound music, ISound video)
{
var sounds = sourcePool.Keys.Where(key =>
{
AL10.alGetSourcei(key, AL10.AL_SOURCE_STATE, out var state);
return (state == AL10.AL_PLAYING || state == AL10.AL_PAUSED) &&
(music == null || key != ((OpenAlSound)music).Source) &&
(video == null || key != ((OpenAlSound)video).Source);
});
foreach (var s in sounds)
AL10.alSourcef(s, AL10.AL_GAIN, volume);
}
public void StopSound(ISound sound)
{
((OpenAlSound)sound)?.Stop();
}
public void StopAllSounds()
{
foreach (var slot in sourcePool.Values)
slot.Sound?.Stop();
}
public void SetListenerPosition(WPos position)
{
// Move the listener out of the plane so that sounds near the middle of the screen aren't too positional
AL10.alListener3f(AL10.AL_POSITION, position.X, position.Y, position.Z + 2133);
var orientation = new[] { 0f, 0f, 1f, 0f, -1f, 0f };
AL10.alListenerfv(AL10.AL_ORIENTATION, orientation);
AL10.alListenerf(EFX.AL_METERS_PER_UNIT, .01f);
}
public void SetSoundLooping(bool looping, ISound sound)
{
((OpenAlSound)sound)?.SetLooping(looping);
}
public void SetSoundPosition(ISound sound, WPos position)
{
((OpenAlSound)sound)?.SetPosition(position);
}
~OpenAlSoundEngine()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
void Dispose(bool disposing)
{
if (disposing)
StopAllSounds();
if (sourcePool.Count > 0)
AL10.alDeleteSources(PoolSize, sourcePool.Keys.ToArray());
sourcePool.Clear();
if (context != IntPtr.Zero)
{
ALC10.alcMakeContextCurrent(IntPtr.Zero);
ALC10.alcDestroyContext(context);
context = IntPtr.Zero;
}
if (device != IntPtr.Zero)
{
ALC10.alcCloseDevice(device);
device = IntPtr.Zero;
}
}
}
sealed class OpenAlSoundSource : ISoundSource
{
uint buffer;
bool disposed;
public uint Buffer => buffer;
public int SampleRate { get; }
public OpenAlSoundSource(byte[] data, int byteCount, int channels, int sampleBits, int sampleRate)
{
SampleRate = sampleRate;
AL10.alGenBuffers(1, out buffer);
AL10.alBufferData(buffer, OpenAlSoundEngine.MakeALFormat(channels, sampleBits), data, byteCount, sampleRate);
}
void Dispose(bool _)
{
if (!disposed)
{
AL10.alDeleteBuffers(1, ref buffer);
disposed = true;
}
}
~OpenAlSoundSource()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
class OpenAlSound : ISound
{
internal uint Source { get; private set; }
protected readonly float SampleRate;
bool done;
public OpenAlSound(uint source, bool looping, bool relative, WPos pos, float volume, int sampleRate, uint buffer)
: this(source, looping, relative, pos, volume, sampleRate)
{
AL10.alSourcei(source, AL10.AL_BUFFER, (int)buffer);
AL10.alSourcePlay(source);
}
protected OpenAlSound(uint source, bool looping, bool relative, WPos pos, float volume, int sampleRate)
{
Source = source;
SampleRate = sampleRate;
Volume = volume;
AL10.alSourcef(source, AL10.AL_PITCH, 1f);
AL10.alSource3f(source, AL10.AL_POSITION, pos.X, pos.Y, pos.Z);
AL10.alSource3f(source, AL10.AL_VELOCITY, 0f, 0f, 0f);
AL10.alSourcei(source, AL10.AL_LOOPING, looping ? 1 : 0);
AL10.alSourcei(source, AL10.AL_SOURCE_RELATIVE, relative ? 1 : 0);
AL10.alSourcef(source, AL10.AL_REFERENCE_DISTANCE, 6826);
AL10.alSourcef(source, AL10.AL_MAX_DISTANCE, 136533);
}
internal void UnbindSource()
{
done = true;
Source = uint.MaxValue;
}
public float Volume
{
get
{
if (done)
return float.NaN;
AL10.alGetSourcef(Source, AL10.AL_GAIN, out var volume);
return volume;
}
set
{
if (done)
return;
AL10.alSourcef(Source, AL10.AL_GAIN, value);
}
}
public virtual float SeekPosition
{
get
{
if (done)
return float.NaN;
AL10.alGetSourcei(Source, AL11.AL_SAMPLE_OFFSET, out var sampleOffset);
return sampleOffset / SampleRate;
}
}
public virtual bool Complete
{
get
{
if (done)
return true;
AL10.alGetSourcei(Source, AL10.AL_SOURCE_STATE, out var state);
return state == AL10.AL_STOPPED;
}
}
public void SetPosition(WPos pos)
{
if (done)
return;
AL10.alSource3f(Source, AL10.AL_POSITION, pos.X, pos.Y, pos.Z);
}
protected void StopSource()
{
if (done)
return;
AL10.alGetSourcei(Source, AL10.AL_SOURCE_STATE, out var state);
if (state == AL10.AL_PLAYING || state == AL10.AL_PAUSED)
AL10.alSourceStop(Source);
}
public virtual void Stop()
{
if (done)
return;
StopSource();
AL10.alSourcei(Source, AL10.AL_BUFFER, 0);
}
public void SetLooping(bool looping)
{
if (done)
return;
AL10.alSourcei(Source, AL10.AL_LOOPING, looping ? AL10.AL_TRUE : AL10.AL_FALSE);
}
}
sealed class OpenAlAsyncLoadSound : OpenAlSound
{
static readonly byte[] SilentData = new byte[2];
readonly CancellationTokenSource cts = new();
readonly Task playTask;
public OpenAlAsyncLoadSound(uint source, bool looping, bool relative, WPos pos, float volume, int channels, int sampleBits, int sampleRate, Stream stream)
: base(source, looping, relative, pos, volume, sampleRate)
{
// Load a silent buffer into the source. Without this,
// attempting to change the state (i.e. play/pause) the source fails on some systems.
var silentSource = new OpenAlSoundSource(SilentData, SilentData.Length, channels, sampleBits, sampleRate);
AL10.alSourcei(source, AL10.AL_BUFFER, (int)silentSource.Buffer);
playTask = Task.Run(async () =>
{
MemoryStream memoryStream;
using (stream)
{
try
{
memoryStream = new MemoryStream((int)stream.Length);
}
catch (NotSupportedException)
{
// Fallback for stream types that don't support Length.
memoryStream = new MemoryStream();
}
try
{
await stream.CopyToAsync(memoryStream, 81920, cts.Token);
}
catch (TaskCanceledException)
{
// Sound was stopped early, cleanup the unused buffer and exit.
AL10.alSourceStop(source);
AL10.alSourcei(source, AL10.AL_BUFFER, 0);
silentSource.Dispose();
return;
}
}
var data = memoryStream.GetBuffer();
var dataLength = (int)memoryStream.Length;
var bytesPerSample = sampleBits / 8f;
var lengthInSecs = dataLength / (channels * bytesPerSample * sampleRate);
using (var soundSource = new OpenAlSoundSource(data, dataLength, channels, sampleBits, sampleRate))
{
// Need to stop the source, before attaching the real input and deleting the silent one.
AL10.alSourceStop(source);
AL10.alSourcei(source, AL10.AL_BUFFER, (int)soundSource.Buffer);
silentSource.Dispose();
lock (cts)
{
if (!cts.IsCancellationRequested)
{
// TODO: A race condition can happen between the state check and playing/rewinding if a
// user pauses/resumes at the right moment. The window of opportunity is small and the
// consequences are minor, so for now we'll ignore it.
AL10.alGetSourcei(Source, AL10.AL_SOURCE_STATE, out var state);
if (state != AL10.AL_STOPPED)
AL10.alSourcePlay(source);
else
{
// A stopped sound indicates it was paused before we finishing loaded.
// We don't want to start playing it right away.
// We rewind the source so when it is started, it plays from the beginning.
AL10.alSourceRewind(source);
}
}
}
while (!cts.IsCancellationRequested)
{
// Need to check seek before state. Otherwise, the music can stop after our state check at
// which point the seek will be zero, meaning we'll wait the full track length before seeing it
// has stopped.
var currentSeek = SeekPosition;
AL10.alGetSourcei(Source, AL10.AL_SOURCE_STATE, out var state);
if (state == AL10.AL_STOPPED)
break;
try
{
// Wait until the track is due to complete, and at most 60 times a second to prevent a
// busy-wait.
var delaySecs = Math.Max(lengthInSecs - currentSeek, 1 / 60f);
await Task.Delay(TimeSpan.FromSeconds(delaySecs), cts.Token);
}
catch (TaskCanceledException)
{
// Sound was stopped early, allow normal cleanup to occur.
}
}
AL10.alSourcei(Source, AL10.AL_BUFFER, 0);
}
});
}
public override void Stop()
{
lock (cts)
{
StopSource();
cts.Cancel();
}
try
{
playTask.Wait();
}
catch (AggregateException)
{
}
}
public override bool Complete => playTask.IsCompleted;
}
}