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