audio: update Audio module to new object system

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-12-01 13:25:55 -07:00 committed by Emi Gutekanst
parent 281884e9b0
commit 314abeb988
4 changed files with 210 additions and 223 deletions

View file

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