Files
OpenRA/OpenRA.Platforms.Default/OpenAlSoundEngine.cs
RoosterDragon 85c948fd8d Add a streaming audio playback interface.
This allows audio to be streamed, rather than needed to be fully loaded into memory.
2017-07-14 23:02:49 +01:00

679 lines
18 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
* 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 SoundDevice[] AvailableDevices()
{
var defaultDevices = new[]
{
new SoundDevice(null, "Default Output"),
};
var physicalDevices = PhysicalDevices().Select(d => new SoundDevice(d, d));
return defaultDevices.Concat(physicalDevices).ToArray();
}
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;
const int PoolSize = 32;
readonly Dictionary<uint, PoolSlot> sourcePool = new Dictionary<uint, PoolSlot>(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 {0}", label);
return new string[0];
}
var devices = new List<string>();
var buffer = new List<byte>();
var offset = 0;
while (true)
{
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.Default.GetString(buffer.ToArray()));
buffer.Clear();
// Two successive nulls indicates the end of the list.
if (Marshal.ReadByte(devicesPtr, offset) == 0)
break;
}
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 new 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++)
{
var source = 0U;
AL10.alGenSources(new IntPtr(1), out source);
if (AL10.alGetError() != AL10.AL_NO_ERROR)
{
Log.Write("sound", "Failed generating OpenAL source {0}", 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);
}
}
if (freeSources.Count == 0)
{
source = 0;
return false;
}
foreach (var freeSource in freeSources)
{
var slot = sourcePool[freeSource];
slot.SoundSource = null;
slot.Sound = null;
slot.IsActive = 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, 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);
}
uint source;
if (!TryGetSourceFromPool(out 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;
uint source;
if (!TryGetSourceFromPool(out source))
return null;
var slot = sourcePool[source];
slot.Pos = pos;
slot.FrameStarted = currFrame;
slot.IsRelative = relative;
slot.SoundSource = null;
slot.Sound = new OpenAlStreamingSound(source, loop, relative, pos, volume, channels, sampleBits, sampleRate, stream);
return slot.Sound;
}
public float Volume
{
get { return volume; }
set { AL10.alListenerf(AL10.AL_GAIN, volume = value); }
}
public void PauseSound(ISound sound, bool paused)
{
if (sound == null)
return;
var source = ((OpenAlSound)sound).Source;
int state;
AL10.alGetSourcei(source, AL10.AL_SOURCE_STATE, out state);
if (state == AL10.AL_PLAYING && paused)
AL10.alSourcePause(source);
else if (state == AL10.AL_PAUSED && !paused)
AL10.alSourcePlay(source);
}
public void SetAllSoundsPaused(bool paused)
{
foreach (var source in sourcePool.Keys)
{
int state;
AL10.alGetSourcei(source, AL10.AL_SOURCE_STATE, out state);
if (state == AL10.AL_PLAYING && paused)
AL10.alSourcePause(source);
else if (state == AL10.AL_PAUSED && !paused)
AL10.alSourcePlay(source);
}
}
public void SetSoundVolume(float volume, ISound music, ISound video)
{
var sounds = sourcePool.Keys.Where(key =>
{
int state;
AL10.alGetSourcei(key, AL10.AL_SOURCE_STATE, out 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)
{
if (sound == null)
return;
((OpenAlSound)sound).Stop();
}
public void StopAllSounds()
{
foreach (var slot in sourcePool.Values)
if (slot.Sound != null)
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);
}
~OpenAlSoundEngine()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
void Dispose(bool disposing)
{
StopAllSounds();
if (context != IntPtr.Zero)
{
ALC10.alcMakeContextCurrent(IntPtr.Zero);
ALC10.alcDestroyContext(context);
context = IntPtr.Zero;
}
if (device != IntPtr.Zero)
{
ALC10.alcCloseDevice(device);
device = IntPtr.Zero;
}
}
}
class OpenAlSoundSource : ISoundSource
{
uint buffer;
bool disposed;
public uint Buffer { get { return buffer; } }
public int SampleRate { get; private set; }
public OpenAlSoundSource(byte[] data, int channels, int sampleBits, int sampleRate)
{
SampleRate = sampleRate;
AL10.alGenBuffers(new IntPtr(1), out buffer);
AL10.alBufferData(buffer, OpenAlSoundEngine.MakeALFormat(channels, sampleBits), data, new IntPtr(data.Length), new IntPtr(sampleRate));
}
protected virtual void Dispose(bool disposing)
{
if (!disposed)
{
AL10.alDeleteBuffers(new IntPtr(1), ref buffer);
disposed = true;
}
}
~OpenAlSoundSource()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
class OpenAlSound : ISound
{
public readonly uint Source;
protected readonly float SampleRate;
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);
}
public float Volume
{
get { float volume; AL10.alGetSourcef(Source, AL10.AL_GAIN, out volume); return volume; }
set { AL10.alSourcef(Source, AL10.AL_GAIN, value); }
}
public virtual float SeekPosition
{
get
{
int sampleOffset;
AL10.alGetSourcei(Source, AL11.AL_SAMPLE_OFFSET, out sampleOffset);
return sampleOffset / SampleRate;
}
}
public virtual bool Complete
{
get
{
int state;
AL10.alGetSourcei(Source, AL10.AL_SOURCE_STATE, out state);
return state == AL10.AL_STOPPED;
}
}
public void SetPosition(WPos pos)
{
AL10.alSource3f(Source, AL10.AL_POSITION, pos.X, pos.Y, pos.Z);
}
protected void StopSource()
{
int state;
AL10.alGetSourcei(Source, AL10.AL_SOURCE_STATE, out state);
if (state == AL10.AL_PLAYING || state == AL10.AL_PAUSED)
AL10.alSourceStop(Source);
}
public virtual void Stop()
{
StopSource();
AL10.alSourcei(Source, AL10.AL_BUFFER, 0);
}
}
class OpenAlStreamingSound : OpenAlSound
{
const int BufferCount = 3;
const int BufferSizeInSecs = 1;
readonly object bufferDequeueLock = new object();
readonly CancellationTokenSource cts = new CancellationTokenSource();
readonly Task streamTask;
readonly Stack<uint> freeBuffers = new Stack<uint>(BufferCount);
int totalSamplesPlayed;
public OpenAlStreamingSound(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)
{
streamTask = Task.Run(async () =>
{
var format = OpenAlSoundEngine.MakeALFormat(channels, sampleBits);
var bytesPerSample = sampleBits / 8;
var buffers = new uint[BufferCount];
AL10.alGenBuffers(new IntPtr(buffers.Length), buffers);
try
{
foreach (var buffer in buffers)
freeBuffers.Push(buffer);
var data = new byte[sampleRate * bytesPerSample * BufferSizeInSecs];
var streamEnd = false;
while (!streamEnd && !cts.IsCancellationRequested)
{
// Fill the data array as fully as possible.
var count = await ReadFillingBuffer(stream, data);
streamEnd = count < data.Length;
// Fill a buffer and queue it for playback.
var nextBuffer = freeBuffers.Pop();
AL10.alBufferData(nextBuffer, format, data, new IntPtr(count), new IntPtr(sampleRate));
AL10.alSourceQueueBuffers(source, new IntPtr(1), ref nextBuffer);
lock (cts)
{
if (!cts.IsCancellationRequested)
{
// Once we have at least one buffer filled, we can actually start.
// If streaming fell behind, the source will have stopped,
// we also need to play it in this case to resume audio.
int state;
AL10.alGetSourcei(source, AL10.AL_SOURCE_STATE, out state);
if (state == AL10.AL_INITIAL || state == AL10.AL_STOPPED)
{
// If we resume playback from the stopped state, it resets to the beginning!
// To avoid replaying the same audio, we need to dequeue the processed buffers first.
if (state == AL10.AL_STOPPED)
DequeueBuffers();
AL10.alSourcePlay(source);
}
}
}
// Try and dequeue buffers as they become available to be reused.
// When the stream ends, wait for all the buffers to be processed
while (freeBuffers.Count < (streamEnd ? buffers.Length : 1))
{
await Task.Delay(TimeSpan.FromSeconds(BufferSizeInSecs), cts.Token).ConfigureAwait(false);
DequeueBuffers();
}
}
}
catch (TaskCanceledException)
{
// Streaming has been cancelled, we'll need to perform some cleanup.
}
finally
{
// If we never actually started the source, we need to start it and then stop it.
// Otherwise it is left in the initial state and never returned to the source pool.
int state;
AL10.alGetSourcei(Source, AL10.AL_SOURCE_STATE, out state);
if (state == AL10.AL_INITIAL)
AL10.alSourcePlay(Source);
// Ensure the source is stopped, which will mark all buffers as processed.
// Dequeue these, so they can then be freed.
AL10.alSourceStop(Source);
lock (bufferDequeueLock)
{
int buffersProcessed;
AL10.alGetSourcei(source, AL10.AL_BUFFERS_PROCESSED, out buffersProcessed);
for (var i = 0; i < buffersProcessed; i++)
{
var dequeued = 0U;
AL10.alSourceUnqueueBuffers(source, new IntPtr(1), ref dequeued);
}
}
AL10.alDeleteBuffers(new IntPtr(buffers.Length), buffers);
stream.Dispose();
}
}).ContinueWith(task =>
{
Game.RunAfterTick(() =>
{
throw new Exception("Failed to stream a sound.", task.Exception);
});
}, TaskContinuationOptions.OnlyOnFaulted);
}
async Task<int> ReadFillingBuffer(Stream stream, byte[] buffer)
{
var offset = 0;
int count;
while (offset < buffer.Length &&
(count = await stream.ReadAsync(buffer, offset, buffer.Length - offset, cts.Token).ConfigureAwait(false)) > 0)
offset += count;
return offset;
}
void DequeueBuffers()
{
lock (bufferDequeueLock)
{
// Check for any processed buffers, and dequeue them for reuse.
int buffersProcessed;
AL10.alGetSourcei(Source, AL10.AL_BUFFERS_PROCESSED, out buffersProcessed);
for (var i = 0; i < buffersProcessed; i++)
{
// Dequeue a processed buffer, so we can reuse it.
var dequeued = 0U;
AL10.alSourceUnqueueBuffers(Source, new IntPtr(1), ref dequeued);
freeBuffers.Push(dequeued);
// When we remove a buffer, we need to account for this to calculate the overall seek position.
// The final buffer in the track may be shorter then BufferSizeInSecs, so we'll need to check how
// many bytes are actually in each buffer to avoid adding too much at the end.
int byteSize;
AL10.alGetBufferi(dequeued, AL10.AL_SIZE, out byteSize);
int bitRate;
AL10.alGetBufferi(dequeued, AL10.AL_BITS, out bitRate);
totalSamplesPlayed += byteSize / (bitRate / 8);
}
}
}
public override void Stop()
{
lock (cts)
{
StopSource();
cts.Cancel();
}
try
{
streamTask.Wait();
}
catch (AggregateException)
{
}
}
public override float SeekPosition
{
get
{
// Stop buffers being dequeued whilst we calculate the seek position.
lock (bufferDequeueLock)
{
int sampleOffset;
AL10.alGetSourcei(Source, AL11.AL_SAMPLE_OFFSET, out sampleOffset);
int state;
AL10.alGetSourcei(Source, AL10.AL_SOURCE_STATE, out state);
// If the source is not stopped, add the current offset to the total offset and return that.
if (state != AL10.AL_STOPPED)
return (sampleOffset + totalSamplesPlayed) / SampleRate;
// If the source stopped, the current offset will have been reset to 0.
// We'll need to dequeue any buffers played first and then return the total.
DequeueBuffers();
return totalSamplesPlayed / SampleRate;
}
}
}
public override bool Complete
{
get { return streamTask.IsCompleted; }
}
}
}