examples: piano example working again

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-12-24 18:05:14 -07:00
parent 5ed75fb3ee
commit 94f0648be5
2 changed files with 87 additions and 59 deletions

View file

@ -20,25 +20,30 @@ const App = @This();
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: banish global allocator
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
pub const main = mach.schedule(.{
.{ mach.Core, .init },
.{ mach.Audio, .init },
.{ App, .init },
.{ mach.Core, .main },
});
// TODO(object)
pub const components = .{
.play_after = .{ .type = f32 },
};
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?
play_after: mach.Objects(.{}, struct {
frequency: f32,
}),
allocator: std.mem.Allocator,
window: mach.ObjectID,
ghost_key_mode: bool = false,
fn start(core: *mach.Core, audio: *mach.Audio, app: *App) void {
core.schedule(.init);
audio.schedule(.init);
app.schedule(.init);
}
fn init(
pub fn init(
core: *mach.Core,
audio: *mach.Audio,
app: *App,
@ -47,12 +52,22 @@ fn init(
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;
const window = try core.windows.new(.{
.title = "piano",
});
// Initialize piano module state
app.init(.{});
// Configure the audio module to call our App.audioStateChange function when a sound buffer
// finishes playing.
audio.on_state_change = app_mod.id.audioStateChange;
// TODO(allocator): find a better way to get an allocator here
const allocator = std.heap.c_allocator;
app.* = .{
.allocator = allocator,
.play_after = app.play_after,
.window = window,
};
std.debug.print("controls:\n", .{});
std.debug.print("[typing] Play piano noises\n", .{});
@ -61,41 +76,45 @@ fn init(
std.debug.print("[arrow down] decrease volume 10%\n", .{});
}
fn deinit(audio: *mach.Audio) void {
audio.schedule(.deinit);
}
/// Called on the high-priority audio OS thread when the audio driver needs more audio samples, so
/// this callback should be fast to respond.
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;
app.play_after.lock();
defer app.play_after.unlock();
if (app.get(id, .play_after)) |frequency| {
// Play a new sound
const e = try entities.new();
try audio.set(e, .samples, try fillTone(audio, frequency));
try audio.set(e, .channels, @intCast(audio.player.channels().len));
try audio.set(e, .playing, true);
try audio.set(e, .index, 0);
}
// Find audio objects that are no longer playing
var buffers = audio.buffers.slice();
while (buffers.next()) |buf_id| {
if (audio.buffers.get(buf_id, .playing)) continue;
// Remove the entity for the old sound
try entities.remove(id);
// If this object has a play_after child, then play a new sound.
if (try app.play_after.getFirstChildOfType(buf_id)) |play_after_id| {
const frequency = app.play_after.get(play_after_id, .frequency);
std.debug.print("ghost note!\n", .{});
_ = try audio.buffers.new(.{
.samples = try app.fillTone(audio, frequency),
.channels = @intCast(audio.player.channels().len),
});
// TODO(object): support cascading removal of children when parent is deleted?
//
// TODO(object): potential footgun: if object is deleted, its graph relations remain in
// tact still.
try app.play_after.removeChild(buf_id, play_after_id);
}
// Remove the audio buffer that is no longer playing
const samples = audio.buffers.get(buf_id, .samples);
audio.buffers.delete(buf_id);
app.allocator.free(samples);
}
}
fn tick(
entities: *mach.Entities.Mod,
pub fn tick(
core: *mach.Core,
audio: *mach.Audio,
app: *App,
@ -120,16 +139,23 @@ fn tick(
// Piano keys
else => {
// Play a new sound
const e = try entities.new();
try audio.set(e, .samples, try fillTone(audio, keyToFrequency(ev.key)));
try audio.set(e, .channels, @intCast(audio.player.channels().len));
try audio.set(e, .playing, true);
try audio.set(e, .index, 0);
audio.buffers.lock();
defer audio.buffers.unlock();
app.play_after.lock();
defer app.play_after.unlock();
const sound_id = try audio.buffers.new(.{
.samples = try app.fillTone(audio, keyToFrequency(ev.key)),
.channels = @intCast(audio.player.channels().len),
});
if (app.ghost_key_mode) {
// After that sound plays, we'll chain on another sound that is one semi-tone higher.
const one_semi_tone_higher = keyToFrequency(ev.key) * math.pow(f32, 2.0, (1.0 / 12.0));
try app.set(e, .play_after, one_semi_tone_higher);
const play_after_id = try app.play_after.new(.{ .frequency = one_semi_tone_higher });
try audio.buffers.addChild(sound_id, play_after_id);
}
},
}
@ -139,14 +165,16 @@ fn tick(
}
}
var window = core.windows.getValue(app.window);
// Grab the back buffer of the swapchain
// TODO(Core)
const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
const back_buffer_view = 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 = window.device.createCommandEncoder(&.{ .label = label });
defer encoder.release();
// Begin render pass
@ -171,16 +199,16 @@ fn tick(
// Submit our commands to the queue
var command = encoder.finish(&.{ .label = label });
defer command.release();
core.queue.submit(&[_]*gpu.CommandBuffer{command});
window.queue.submit(&[_]*gpu.CommandBuffer{command});
}
fn fillTone(audio: *mach.Audio, frequency: f32) ![]const f32 {
fn fillTone(app: *App, audio: *mach.Audio, frequency: f32) ![]const f32 {
const channels = audio.player.channels().len;
const sample_rate: f32 = @floatFromInt(audio.player.sampleRate());
const duration: f32 = 1.5 * @as(f32, @floatFromInt(channels)) * sample_rate; // play the tone for 1.5s
const gain = 0.1;
const samples = try gpa.allocator().alloc(f32, @intFromFloat(duration));
const samples = try app.allocator.alloc(f32, @intFromFloat(duration));
var i: usize = 0;
while (i < samples.len) : (i += channels) {