audio: update Audio module to new object system
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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281884e9b0
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314abeb988
4 changed files with 210 additions and 223 deletions
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@ -1,6 +1,7 @@
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/// Load two opus sound files:
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/// - One long ~3 minute sound file (BGM/Background music) that plays on repeat
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/// - One short sound file (SFX/Sound effect) that plays when you press a key
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/// Loads and plays opus sound files.
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///
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/// Plays a long background music sound file that plays on repeat, and a short sound effect that
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/// plays when pressing keys.
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const std = @import("std");
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const builtin = @import("builtin");
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@ -12,61 +13,68 @@ const sysaudio = mach.sysaudio;
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pub const App = @This();
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// TODO: banish global allocator
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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pub const mach_module = .app;
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pub const mach_systems = .{ .start, .init, .deinit, .tick, .audio_state_change };
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pub const mach_systems = .{ .main, .init, .tick, .deinit, .audioStateChange };
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// TODO(object)
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pub const components = .{
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.is_bgm = .{ .type = void },
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};
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pub const main = mach.schedule(.{
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.{ mach.Core, .init },
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.{ mach.Audio, .init },
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.{ App, .init },
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.{ mach.Core, .main },
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});
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pub const deinit = mach.schedule(.{
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.{ mach.Audio, .deinit },
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});
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/// Tag object we set as a child of mach.Audio objects to indicate they are background music.
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// TODO(object): consider adding a better object 'tagging' system?
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bgm: mach.Objects(.{}, struct {}),
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sfx: mach.Audio.Opus,
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fn start(
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core: *mach.Core,
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audio: *mach.Audio,
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app: *App,
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) !void {
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core.schedule(.init);
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audio.schedule(.init);
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app.schedule(.init);
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}
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fn init(
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entities: *mach.Entities.Mod,
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pub fn init(
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core: *mach.Core,
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audio: *mach.Audio,
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app: *App,
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app_mod: mach.Mod(App),
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) !void {
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// TODO(allocator): find a better way to get an allocator here
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const allocator = std.heap.c_allocator;
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core.on_tick = app_mod.id.tick;
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core.on_exit = app_mod.id.deinit;
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// Configure the audio module to send our app's .audio_state_change event when an entity's sound
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// finishes playing.
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audio.on_state_change = app_audio_state_change.id;
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audio.on_state_change = app_mod.id.audioStateChange;
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const bgm_fbs = std.io.fixedBufferStream(assets.bgm.bit_bit_loop);
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const bgm_sound_stream = std.io.StreamSource{ .const_buffer = bgm_fbs };
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const bgm = try mach.Audio.Opus.decodeStream(gpa.allocator(), bgm_sound_stream);
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const bgm = try mach.Audio.Opus.decodeStream(allocator, bgm_sound_stream);
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// TODO(object): bgm here is not freed inside of deinit(), if we had object-scoped allocators we
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// could do this more nicely in real applications
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const sfx_fbs = std.io.fixedBufferStream(assets.sfx.sword1);
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const sfx_sound_stream = std.io.StreamSource{ .const_buffer = sfx_fbs };
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const sfx = try mach.Audio.Opus.decodeStream(gpa.allocator(), sfx_sound_stream);
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const sfx = try mach.Audio.Opus.decodeStream(allocator, sfx_sound_stream);
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// Initialize module state
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app.init(.{ .sfx = sfx });
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app.* = .{ .sfx = sfx, .bgm = app.bgm };
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const bgm_entity = try entities.new();
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try app.set(bgm_entity, .is_bgm, {});
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try audio.set(bgm_entity, .samples, bgm.samples);
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try audio.set(bgm_entity, .channels, bgm.channels);
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try audio.set(bgm_entity, .playing, true);
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try audio.set(bgm_entity, .index, 0);
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const bgm_buffer = blk: {
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audio.buffers.lock();
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defer audio.buffers.unlock();
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break :blk try audio.buffers.new(.{
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.samples = bgm.samples,
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.channels = bgm.channels,
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});
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};
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const bgm_obj = try app.bgm.new(.{});
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try app.bgm.setParent(bgm_obj, bgm_buffer);
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std.debug.print("controls:\n", .{});
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std.debug.print("[typing] Play SFX\n", .{});
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@ -74,38 +82,25 @@ fn init(
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std.debug.print("[arrow down] decrease volume 10%\n", .{});
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}
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fn deinit(audio: *mach.Audio) void {
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audio.schedule(.deinit);
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}
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pub fn audioStateChange(audio: *mach.Audio, app: *App) !void {
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audio.buffers.lock();
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defer audio.buffers.unlock();
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fn audioStateChange(
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entities: *mach.Entities.Mod,
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audio: *mach.Audio,
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app: *App,
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) !void {
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// Find audio entities that are no longer playing
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var q = try entities.query(.{
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.ids = mach.Entities.Mod.read(.id),
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.playings = mach.Audio.read(.playing),
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});
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while (q.next()) |v| {
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for (v.ids, v.playings) |id, playing| {
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if (playing) continue;
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var buffers = audio.buffers.slice();
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while (buffers.next()) |buf_id| {
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if (audio.buffers.get(buf_id, .playing)) continue;
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if (app.get(id, .is_bgm)) |_| {
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// Repeat background music
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try audio.set(id, .index, 0);
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try audio.set(id, .playing, true);
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} else {
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// Remove the entity for the old sound
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try entities.remove(id);
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}
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}
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// If the buffer has a bgm object as a child, then we consider it background music
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if (try app.bgm.getFirstChildOfType(buf_id)) |_| {
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// Repeat background music forever
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audio.buffers.set(buf_id, .index, 0);
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audio.buffers.set(buf_id, .playing, true);
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} else audio.buffers.delete(buf_id);
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}
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}
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fn tick(
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entities: *mach.Entities.Mod,
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pub fn tick(
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core: *mach.Core,
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audio: *mach.Audio,
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app: *App,
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@ -125,11 +120,13 @@ fn tick(
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},
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else => {
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// Play a new SFX
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const e = try entities.new();
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try audio.set(e, .samples, app.sfx.samples);
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try audio.set(e, .channels, app.sfx.channels);
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try audio.set(e, .index, 0);
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try audio.set(e, .playing, true);
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audio.buffers.lock();
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defer audio.buffers.unlock();
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_ = try audio.buffers.new(.{
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.samples = app.sfx.samples,
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.channels = app.sfx.channels,
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});
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},
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},
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.close => core.exit(),
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@ -137,14 +134,16 @@ fn tick(
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}
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}
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var main_window = core.windows.getValue(core.main_window);
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// Grab the back buffer of the swapchain
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// TODO(Core)
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const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
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const back_buffer_view = main_window.swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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// Create a command encoder
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const label = @tagName(mach_module) ++ ".tick";
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const encoder = core.device.createCommandEncoder(&.{ .label = label });
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const encoder = main_window.device.createCommandEncoder(&.{ .label = label });
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defer encoder.release();
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// Begin render pass
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@ -169,5 +168,5 @@ fn tick(
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// Submit our commands to the queue
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var command = encoder.finish(&.{ .label = label });
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defer command.release();
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core.queue.submit(&[_]*gpu.CommandBuffer{command});
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main_window.queue.submit(&[_]*gpu.CommandBuffer{command});
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}
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