Files
dungeoncraft/src/audio.rs
T

398 lines
13 KiB
Rust

// Audio engine: music (XM players with crossfades) and synthesised sound effects.
// The browser pulls samples through dc_audio_render() from our JS plugin (www/dc_plugin.js),
// which starts the AudioContext on the first user interaction. Desktop builds play through
// the system's sound output (module `native` below).
use crate::sfx;
use crate::tracks::TRACKS;
use crate::xm::{self, Module, Player};
use std::cell::RefCell;
use std::rc::Rc;
// Music categories; the tracks themselves are listed in tracks.rs (generated by the composer)
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
pub enum Category {
Title,
Build,
Battle,
Assault,
BossPaladin,
BossWarden,
Torture,
Temple,
Victory,
Defeat,
Surface, // above ground: flute, harp, birdsong
SurfaceBattle, // fighting above ground
}
// indices of all tracks of a category, in play order
pub fn tracks_in(c: Category) -> Vec<usize> {
TRACKS.iter().enumerate().filter(|(_, t)| t.1 == c).map(|(i, _)| i).collect()
}
// the calm tracks the music player offers (no battle, victory or defeat music)
pub fn player_tracks() -> Vec<usize> {
use Category as C;
TRACKS.iter().enumerate().filter(|(_, t)| matches!(t.1, C::Title | C::Build | C::Surface | C::Torture | C::Temple)).map(|(i, _)| i).collect()
}
pub fn track_id(t: usize) -> &'static str {
TRACKS.get(t).map_or("", |t| t.0)
}
pub fn track_by_id(id: &str) -> Option<usize> {
if id.is_empty() {
return None;
}
TRACKS.iter().position(|t| t.0 == id)
}
// the song title stored in the XM module (without the "DungeonCraft - " prefix)
pub fn track_title(t: usize) -> String {
let Some(d) = TRACKS.get(t).map(|t| t.2) else { return String::new() };
let raw = d.get(17..37).unwrap_or(&[]);
let name: String = raw.iter().take_while(|&&b| b != 0).map(|&b| b as char).collect();
let name = name.trim().trim_start_matches("DungeonCraft - ").trim().to_string();
if name.is_empty() {
track_id(t).to_string()
} else {
name
}
}
const MUSIC_GAIN: f32 = 0.45; // our replayer is ~4x louder than libopenmpt; leaves headroom for effects
const SFX_GAIN: f32 = 0.55;
struct MusicVoice {
player: Player,
gain: f32,
target: f32,
speed: f32, // gain change per second
}
struct SfxVoice {
data: Rc<Vec<f32>>,
pos: usize,
l: f32,
r: f32,
}
struct Engine {
rate: f32,
modules: Vec<Rc<Module>>,
music: Vec<MusicVoice>,
voices: Vec<SfxVoice>,
sfx: Vec<Rc<Vec<f32>>>,
buf: Vec<f32>,
}
// Requests that arrive before the browser allows audio are remembered here
struct State {
music_vol: f32,
sfx_vol: f32,
muted: bool,
track: Option<usize>,
engine: Option<Engine>,
}
thread_local! {
static STATE: RefCell<State> = RefCell::new(State { music_vol: 0.6, sfx_vol: 0.7, muted: false, track: None, engine: None });
}
impl Engine {
fn new(rate: f32) -> Engine {
let modules = TRACKS.iter().map(|(_, _, d)| Rc::new(xm::load(d).expect("built-in music"))).collect();
let sfx = sfx::generate_all(rate).into_iter().map(Rc::new).collect();
Engine { rate, modules, music: Vec::new(), voices: Vec::new(), sfx, buf: Vec::new() }
}
fn start_track(&mut self, t: usize, fade: f32) {
let speed = 1.0 / fade.max(0.01);
for v in self.music.iter_mut() {
v.target = 0.0;
v.speed = speed;
}
let player = Player::new(self.modules[t.min(self.modules.len() - 1)].clone(), self.rate);
let instant = self.music.is_empty() || fade <= 0.0;
self.music.push(MusicVoice { player, gain: if instant { 1.0 } else { 0.0 }, target: 1.0, speed });
}
fn render(&mut self, frames: usize, music_vol: f32, sfx_vol: f32, muted: bool) {
self.buf.clear();
self.buf.resize(frames * 2, 0.0);
let dt = frames as f32 / self.rate;
for v in self.music.iter_mut() {
if v.gain < v.target {
v.gain = (v.gain + v.speed * dt).min(v.target);
} else if v.gain > v.target {
v.gain = (v.gain - v.speed * dt).max(v.target);
}
if v.gain > 0.0 {
v.player.render(&mut self.buf, v.gain * music_vol * MUSIC_GAIN);
}
}
self.music.retain(|v| v.gain > 0.0 || v.target > 0.0);
let g = sfx_vol * SFX_GAIN;
for v in self.voices.iter_mut() {
let n = (v.data.len() - v.pos).min(frames);
for k in 0..n {
let s = v.data[v.pos + k] * g;
self.buf[k * 2] += s * v.l;
self.buf[k * 2 + 1] += s * v.r;
}
v.pos += n;
}
self.voices.retain(|v| v.pos < v.data.len());
for x in self.buf.iter_mut() {
*x = if muted { 0.0 } else { soft_clip(*x) };
}
}
}
fn soft_clip(x: f32) -> f32 {
if x.abs() < 0.8 {
x
} else {
x.signum() * (0.8 + 0.2 * ((x.abs() - 0.8) / 0.2).tanh())
}
}
// ------------------------------------------------------------------ API for the game
pub fn set_volumes(music: f32, sfx: f32, muted: bool) {
STATE.with(|s| {
let mut s = s.borrow_mut();
s.music_vol = music;
s.sfx_vol = sfx;
s.muted = muted;
});
}
// Switch music with a crossfade (seconds); does nothing if the track already plays
pub fn play_music(t: usize, fade: f32) {
STATE.with(|s| {
let mut s = s.borrow_mut();
if s.track == Some(t) {
return;
}
s.track = Some(t);
if let Some(e) = s.engine.as_mut() {
e.start_track(t, fade);
}
});
}
// How often the current track has looped (0 before audio started)
pub fn music_loops() -> u32 {
STATE.with(|s| {
let s = s.borrow();
s.engine.as_ref().and_then(|e| e.music.iter().rev().find(|v| v.target > 0.0)).map_or(0, |v| v.player.loops)
})
}
pub fn current_track() -> Option<usize> {
STATE.with(|s| s.borrow().track)
}
// pan: -1 (left) .. 1 (right)
pub fn play_sfx(index: usize, vol: f32, pan: f32) {
STATE.with(|s| {
let mut s = s.borrow_mut();
if s.muted {
return;
}
if let Some(e) = s.engine.as_mut() {
if let Some(d) = e.sfx.get(index) {
if e.voices.len() < 24 {
let p = (pan.clamp(-1.0, 1.0) + 1.0) * 0.5;
e.voices.push(SfxVoice { data: d.clone(), pos: 0, l: vol * (1.0 - p).sqrt(), r: vol * p.sqrt() });
}
}
}
});
}
// ------------------------------------------------------------------ called from JS
#[no_mangle]
pub extern "C" fn dc_audio_init(rate: f32) {
STATE.with(|s| {
let mut s = s.borrow_mut();
if s.engine.is_some() {
return;
}
let mut e = Engine::new(rate.clamp(8000.0, 192000.0));
if let Some(t) = s.track {
e.start_track(t, 0.0);
}
s.engine = Some(e);
});
}
#[no_mangle]
pub extern "C" fn dc_audio_render(frames: u32) -> *const f32 {
STATE.with(|s| {
let mut s = s.borrow_mut();
let (mv, sv, muted) = (s.music_vol, s.sfx_vol, s.muted);
match s.engine.as_mut() {
Some(e) => {
e.render(frames as usize, mv, sv, muted);
e.buf.as_ptr()
}
None => std::ptr::null(),
}
})
}
// ------------------------------------------------------------------ desktop sound output
// The game renders a little ahead into a queue each frame; the sound card's thread takes from it.
// The engine itself stays on the game thread, like in the browser.
#[cfg(not(target_arch = "wasm32"))]
pub mod native {
use super::STATE;
use cpal::traits::{DeviceTrait, HostTrait, StreamTrait};
use std::cell::RefCell;
use std::collections::VecDeque;
use std::sync::{Arc, Mutex};
// seconds rendered ahead: covers a slow frame or two
const AHEAD: f32 = 0.07;
struct Out {
_stream: cpal::Stream,
queue: Arc<Mutex<VecDeque<f32>>>, // interleaved stereo
rate: f32,
}
thread_local! {
static OUT: RefCell<Option<Out>> = const { RefCell::new(None) };
}
// opens the default output device and starts the engine; without one the game stays silent
pub fn start() {
match open() {
Ok(out) => {
super::dc_audio_init(out.rate);
OUT.with(|o| *o.borrow_mut() = Some(out));
}
Err(e) => eprintln!("DungeonCraft: no sound ({})", e),
}
}
fn open() -> Result<Out, String> {
let dev = cpal::default_host().default_output_device().ok_or("no output device")?;
let cfg = dev.default_output_config().map_err(|e| e.to_string())?;
let rate = cfg.sample_rate() as f32;
let channels = cfg.channels() as usize;
let queue = Arc::new(Mutex::new(VecDeque::new()));
let sc: cpal::StreamConfig = cfg.config();
use cpal::SampleFormat as F;
let stream = match cfg.sample_format() {
F::F32 => build::<f32>(&dev, &sc, channels, queue.clone()),
F::I16 => build::<i16>(&dev, &sc, channels, queue.clone()),
F::U16 => build::<u16>(&dev, &sc, channels, queue.clone()),
F::I32 => build::<i32>(&dev, &sc, channels, queue.clone()),
f => Err(format!("sample format {:?}", f)),
}?;
stream.play().map_err(|e| e.to_string())?;
Ok(Out { _stream: stream, queue, rate })
}
fn build<T: cpal::SizedSample + cpal::FromSample<f32>>(dev: &cpal::Device, sc: &cpal::StreamConfig, channels: usize, queue: Arc<Mutex<VecDeque<f32>>>) -> Result<cpal::Stream, String> {
let channels = channels.max(1);
dev.build_output_stream(
sc.clone(),
move |out: &mut [T], _: &cpal::OutputCallbackInfo| {
let mut q = queue.lock().unwrap_or_else(|e| e.into_inner());
for frame in out.chunks_mut(channels) {
// an empty queue (a stalled frame) plays silence
let (l, r) = if q.len() >= 2 { (q.pop_front().unwrap_or(0.0), q.pop_front().unwrap_or(0.0)) } else { (0.0, 0.0) };
for (c, s) in frame.iter_mut().enumerate() {
let v = match (channels, c) {
(1, _) => (l + r) * 0.5,
(_, 0) => l,
(_, 1) => r,
_ => 0.0,
};
*s = T::from_sample(v);
}
}
},
|e| eprintln!("DungeonCraft: sound output: {}", e),
None,
)
.map_err(|e| e.to_string())
}
// called once per frame: tops the queue up to AHEAD seconds
pub fn pump() {
OUT.with(|o| {
let o = o.borrow();
let Some(o) = o.as_ref() else { return };
let want = (o.rate * AHEAD) as usize;
let have = o.queue.lock().unwrap_or_else(|e| e.into_inner()).len() / 2;
if have >= want {
return;
}
STATE.with(|s| {
let mut s = s.borrow_mut();
let (mv, sv, muted) = (s.music_vol, s.sfx_vol, s.muted);
if let Some(e) = s.engine.as_mut() {
e.render(want - have, mv, sv, muted);
o.queue.lock().unwrap_or_else(|e| e.into_inner()).extend(e.buf.iter().copied());
}
});
});
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn the_music_player_offers_only_calm_tracks_with_titles() {
let l = player_tracks();
assert!(l.len() > 20);
for t in l {
let id = track_id(t);
assert!(!id.starts_with("battle") && !id.starts_with("victory") && id != "defeat" && !id.starts_with("assault"), "{}", id);
assert!(!track_title(t).is_empty());
assert_eq!(track_by_id(id), Some(t));
}
assert_eq!(track_by_id(""), None);
assert_eq!(track_title(track_by_id("build13").unwrap()), "Underground River");
}
#[test]
fn engine_crossfade_and_sfx() {
dc_audio_init(48000.0);
let build = tracks_in(Category::Build);
let battle = tracks_in(Category::Battle);
assert_eq!(build.len(), 19);
assert_eq!(tracks_in(Category::Surface).len(), 4);
assert_eq!(tracks_in(Category::SurfaceBattle).len(), 2);
play_music(build[0], 0.0);
let mut peak = 0.0f32;
for k in 0..200 {
if k == 50 {
play_music(battle[0], 2.5);
}
if k % 10 == 0 {
play_sfx(k % crate::game::SFX_ALL.len(), 1.0, 0.3);
}
let p = dc_audio_render(1024);
assert!(!p.is_null());
let buf = unsafe { std::slice::from_raw_parts(p, 2048) };
for &v in buf {
assert!(v.is_finite() && v.abs() <= 1.0);
peak = peak.max(v.abs());
}
}
assert!(peak > 0.05);
assert_eq!(current_track(), Some(battle[0]));
}
}