Remove BASS headers and switch to streaming

This commit is contained in:
/nick haya 2022-02-09 11:01:45 +08:00
parent 0421513bad
commit d95b6594af
9 changed files with 14 additions and 2127 deletions

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/*===========================================================================
BASS_FX 2.4 - Copyright (c) 2002-2018 (: JOBnik! :) [Arthur Aminov, ISRAEL]
[http://www.jobnik.org]
bugs/suggestions/questions:
forum : http://www.un4seen.com/forum/?board=1
http://www.jobnik.org/forums
e-mail : bass_fx@jobnik.org
--------------------------------------------------
NOTE: This header will work only with BASS_FX version 2.4.12
Check www.un4seen.com or www.jobnik.org for any later versions.
* Requires BASS 2.4 (available at http://www.un4seen.com)
===========================================================================*/
#ifndef BASS_FX_H
#define BASS_FX_H
#ifdef __cplusplus
extern "C" {
#endif
#ifndef BASS_FXDEF
#define BASS_FXDEF(f) WINAPI f
#endif
// BASS_CHANNELINFO types
#define BASS_CTYPE_STREAM_TEMPO 0x1f200
#define BASS_CTYPE_STREAM_REVERSE 0x1f201
// Tempo / Reverse / BPM / Beat flag
#define BASS_FX_FREESOURCE 0x10000 // Free the source handle as well?
// BASS_FX Version
DWORD BASS_FXDEF(BASS_FX_GetVersion)();
/*===========================================================================
DSP (Digital Signal Processing)
===========================================================================*/
/*
Multi-channel order of each channel is as follows:
3 channels left-front, right-front, center.
4 channels left-front, right-front, left-rear/side, right-rear/side.
5 channels left-front, right-front, center, left-rear/side, right-rear/side.
6 channels (5.1) left-front, right-front, center, LFE, left-rear/side, right-rear/side.
8 channels (7.1) left-front, right-front, center, LFE, left-rear/side, right-rear/side, left-rear center, right-rear center.
*/
// DSP channels flags
#define BASS_BFX_CHANALL -1 // all channels at once (as by default)
#define BASS_BFX_CHANNONE 0 // disable an effect for all channels
#define BASS_BFX_CHAN1 1 // left-front channel
#define BASS_BFX_CHAN2 2 // right-front channel
#define BASS_BFX_CHAN3 4 // see above info
#define BASS_BFX_CHAN4 8 // see above info
#define BASS_BFX_CHAN5 16 // see above info
#define BASS_BFX_CHAN6 32 // see above info
#define BASS_BFX_CHAN7 64 // see above info
#define BASS_BFX_CHAN8 128 // see above info
// if you have more than 8 channels (7.1), use this macro
#define BASS_BFX_CHANNEL_N(n) (1<<((n)-1))
// DSP effects
enum {
BASS_FX_BFX_ROTATE = 0x10000, // A channels volume ping-pong / multi channel
BASS_FX_BFX_ECHO, // Echo / 2 channels max (deprecated)
BASS_FX_BFX_FLANGER, // Flanger / multi channel (deprecated)
BASS_FX_BFX_VOLUME, // Volume / multi channel
BASS_FX_BFX_PEAKEQ, // Peaking Equalizer / multi channel
BASS_FX_BFX_REVERB, // Reverb / 2 channels max (deprecated)
BASS_FX_BFX_LPF, // Low Pass Filter 24dB / multi channel (deprecated)
BASS_FX_BFX_MIX, // Swap, remap and mix channels / multi channel
BASS_FX_BFX_DAMP, // Dynamic Amplification / multi channel
BASS_FX_BFX_AUTOWAH, // Auto Wah / multi channel
BASS_FX_BFX_ECHO2, // Echo 2 / multi channel (deprecated)
BASS_FX_BFX_PHASER, // Phaser / multi channel
BASS_FX_BFX_ECHO3, // Echo 3 / multi channel (deprecated)
BASS_FX_BFX_CHORUS, // Chorus/Flanger / multi channel
BASS_FX_BFX_APF, // All Pass Filter / multi channel (deprecated)
BASS_FX_BFX_COMPRESSOR, // Compressor / multi channel (deprecated)
BASS_FX_BFX_DISTORTION, // Distortion / multi channel
BASS_FX_BFX_COMPRESSOR2, // Compressor 2 / multi channel
BASS_FX_BFX_VOLUME_ENV, // Volume envelope / multi channel
BASS_FX_BFX_BQF, // BiQuad filters / multi channel
BASS_FX_BFX_ECHO4, // Echo 4 / multi channel
BASS_FX_BFX_PITCHSHIFT, // Pitch shift using FFT / multi channel (not available on mobile)
BASS_FX_BFX_FREEVERB // Reverb using "Freeverb" algo / multi channel
};
/*
Deprecated effects in 2.4.10 version:
------------------------------------
BASS_FX_BFX_ECHO -> use BASS_FX_BFX_ECHO4
BASS_FX_BFX_ECHO2 -> use BASS_FX_BFX_ECHO4
BASS_FX_BFX_ECHO3 -> use BASS_FX_BFX_ECHO4
BASS_FX_BFX_REVERB -> use BASS_FX_BFX_FREEVERB
BASS_FX_BFX_FLANGER -> use BASS_FX_BFX_CHORUS
BASS_FX_BFX_COMPRESSOR -> use BASS_FX_BFX_COMPRESSOR2
BASS_FX_BFX_APF -> use BASS_FX_BFX_BQF with BASS_BFX_BQF_ALLPASS filter
BASS_FX_BFX_LPF -> use 2x BASS_FX_BFX_BQF with BASS_BFX_BQF_LOWPASS filter and appropriate fQ values
*/
// Rotate
typedef struct {
float fRate; // rotation rate/speed in Hz (A negative rate can be used for reverse direction)
int lChannel; // BASS_BFX_CHANxxx flag/s (supported only even number of channels)
} BASS_BFX_ROTATE;
// Echo (deprecated)
typedef struct {
float fLevel; // [0....1....n] linear
int lDelay; // [1200..30000]
} BASS_BFX_ECHO;
// Flanger (deprecated)
typedef struct {
float fWetDry; // [0....1....n] linear
float fSpeed; // [0......0.09]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_FLANGER;
// Volume
typedef struct {
int lChannel; // BASS_BFX_CHANxxx flag/s or 0 for global volume control
float fVolume; // [0....1....n] linear
} BASS_BFX_VOLUME;
// Peaking Equalizer
typedef struct {
int lBand; // [0...............n] more bands means more memory & cpu usage
float fBandwidth; // [0.1...........<10] in octaves - fQ is not in use (Bandwidth has a priority over fQ)
float fQ; // [0...............1] the EE kinda definition (linear) (if Bandwidth is not in use)
float fCenter; // [1Hz..<info.freq/2] in Hz
float fGain; // [-15dB...0...+15dB] in dB (can be above/below these limits)
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_PEAKEQ;
// Reverb (deprecated)
typedef struct {
float fLevel; // [0....1....n] linear
int lDelay; // [1200..10000]
} BASS_BFX_REVERB;
// Low Pass Filter (deprecated)
typedef struct {
float fResonance; // [0.01...........10]
float fCutOffFreq; // [1Hz...info.freq/2] cutoff frequency
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_LPF;
// Swap, remap and mix
typedef struct {
const int *lChannel; // an array of channels to mix using BASS_BFX_CHANxxx flag/s (lChannel[0] is left channel...)
} BASS_BFX_MIX;
// Dynamic Amplification
typedef struct {
float fTarget; // target volume level [0<......1] linear
float fQuiet; // quiet volume level [0.......1] linear
float fRate; // amp adjustment rate [0.......1] linear
float fGain; // amplification level [0...1...n] linear
float fDelay; // delay in seconds before increasing level [0.......n] linear
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_DAMP;
// Auto Wah
typedef struct {
float fDryMix; // dry (unaffected) signal mix [-2......2]
float fWetMix; // wet (affected) signal mix [-2......2]
float fFeedback; // output signal to feed back into input [-1......1]
float fRate; // rate of sweep in cycles per second [0<....<10]
float fRange; // sweep range in octaves [0<....<10]
float fFreq; // base frequency of sweep Hz [0<...1000]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_AUTOWAH;
// Echo 2 (deprecated)
typedef struct {
float fDryMix; // dry (unaffected) signal mix [-2......2]
float fWetMix; // wet (affected) signal mix [-2......2]
float fFeedback; // output signal to feed back into input [-1......1]
float fDelay; // delay sec [0<......n]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_ECHO2;
// Phaser
typedef struct {
float fDryMix; // dry (unaffected) signal mix [-2......2]
float fWetMix; // wet (affected) signal mix [-2......2]
float fFeedback; // output signal to feed back into input [-1......1]
float fRate; // rate of sweep in cycles per second [0<....<10]
float fRange; // sweep range in octaves [0<....<10]
float fFreq; // base frequency of sweep [0<...1000]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_PHASER;
// Echo 3 (deprecated)
typedef struct {
float fDryMix; // dry (unaffected) signal mix [-2......2]
float fWetMix; // wet (affected) signal mix [-2......2]
float fDelay; // delay sec [0<......n]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_ECHO3;
// Chorus/Flanger
typedef struct {
float fDryMix; // dry (unaffected) signal mix [-2......2]
float fWetMix; // wet (affected) signal mix [-2......2]
float fFeedback; // output signal to feed back into input [-1......1]
float fMinSweep; // minimal delay ms [0<...6000]
float fMaxSweep; // maximum delay ms [0<...6000]
float fRate; // rate ms/s [0<...1000]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_CHORUS;
// All Pass Filter (deprecated)
typedef struct {
float fGain; // reverberation time [-1=<..<=1]
float fDelay; // delay sec [0<....<=n]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_APF;
// Compressor (deprecated)
typedef struct {
float fThreshold; // compressor threshold [0<=...<=1]
float fAttacktime; // attack time ms [0<.<=1000]
float fReleasetime; // release time ms [0<.<=5000]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_COMPRESSOR;
// Distortion
typedef struct {
float fDrive; // distortion drive [0<=...<=5]
float fDryMix; // dry (unaffected) signal mix [-5<=..<=5]
float fWetMix; // wet (affected) signal mix [-5<=..<=5]
float fFeedback; // output signal to feed back into input [-1<=..<=1]
float fVolume; // distortion volume [0=<...<=2]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_DISTORTION;
// Compressor 2
typedef struct {
float fGain; // output gain of signal after compression [-60....60] in dB
float fThreshold; // point at which compression begins [-60.....0] in dB
float fRatio; // compression ratio [1.......n]
float fAttack; // attack time in ms [0.01.1000]
float fRelease; // release time in ms [0.01.5000]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_COMPRESSOR2;
// Volume envelope
typedef struct {
int lChannel; // BASS_BFX_CHANxxx flag/s
int lNodeCount; // number of nodes
const struct BASS_BFX_ENV_NODE *pNodes; // the nodes
BOOL bFollow; // follow source position
} BASS_BFX_VOLUME_ENV;
#pragma pack(push,4)
typedef struct BASS_BFX_ENV_NODE {
double pos; // node position in seconds (1st envelope node must be at position 0)
float val; // node value
} BASS_BFX_ENV_NODE;
#pragma pack(pop)
// BiQuad Filters
enum {
BASS_BFX_BQF_LOWPASS,
BASS_BFX_BQF_HIGHPASS,
BASS_BFX_BQF_BANDPASS, // constant 0 dB peak gain
BASS_BFX_BQF_BANDPASS_Q, // constant skirt gain, peak gain = Q
BASS_BFX_BQF_NOTCH,
BASS_BFX_BQF_ALLPASS,
BASS_BFX_BQF_PEAKINGEQ,
BASS_BFX_BQF_LOWSHELF,
BASS_BFX_BQF_HIGHSHELF
};
typedef struct {
int lFilter; // BASS_BFX_BQF_xxx filter types
float fCenter; // [1Hz..<info.freq/2] Cutoff (central) frequency in Hz
float fGain; // [-15dB...0...+15dB] Used only for PEAKINGEQ and Shelving filters in dB (can be above/below these limits)
float fBandwidth; // [0.1...........<10] Bandwidth in octaves (fQ is not in use (fBandwidth has a priority over fQ))
// (between -3 dB frequencies for BANDPASS and NOTCH or between midpoint
// (fGgain/2) gain frequencies for PEAKINGEQ)
float fQ; // [0.1.............1] The EE kinda definition (linear) (if fBandwidth is not in use)
float fS; // [0.1.............1] A "shelf slope" parameter (linear) (used only with Shelving filters)
// when fS = 1, the shelf slope is as steep as you can get it and remain monotonically
// increasing or decreasing gain with frequency.
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_BQF;
// Echo 4
typedef struct {
float fDryMix; // dry (unaffected) signal mix [-2.......2]
float fWetMix; // wet (affected) signal mix [-2.......2]
float fFeedback; // output signal to feed back into input [-1.......1]
float fDelay; // delay sec [0<.......n]
BOOL bStereo; // echo adjoining channels to each other [TRUE/FALSE]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_ECHO4;
// Pitch shift (not available on mobile)
typedef struct {
float fPitchShift; // A factor value which is between 0.5 (one octave down) and 2 (one octave up) (1 won't change the pitch) [1 default]
// (fSemitones is not in use, fPitchShift has a priority over fSemitones)
float fSemitones; // Semitones (0 won't change the pitch) [0 default]
long lFFTsize; // Defines the FFT frame size used for the processing. Typical values are 1024, 2048 and 4096 [2048 default]
// It may be any value <= 8192 but it MUST be a power of 2
long lOsamp; // Is the STFT oversampling factor which also determines the overlap between adjacent STFT frames [8 default]
// It should at least be 4 for moderate scaling ratios. A value of 32 is recommended for best quality (better quality = higher CPU usage)
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_PITCHSHIFT;
// Freeverb
#define BASS_BFX_FREEVERB_MODE_FREEZE 1
typedef struct {
float fDryMix; // dry (unaffected) signal mix [0........1], def. 0
float fWetMix; // wet (affected) signal mix [0........3], def. 1.0f
float fRoomSize; // room size [0........1], def. 0.5f
float fDamp; // damping [0........1], def. 0.5f
float fWidth; // stereo width [0........1], def. 1
DWORD lMode; // 0 or BASS_BFX_FREEVERB_MODE_FREEZE, def. 0 (no freeze)
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_FREEVERB;
/*===========================================================================
set dsp fx - BASS_ChannelSetFX
remove dsp fx - BASS_ChannelRemoveFX
set parameters - BASS_FXSetParameters
retrieve parameters - BASS_FXGetParameters
reset the state - BASS_FXReset
===========================================================================*/
/*===========================================================================
Tempo, Pitch scaling and Sample rate changers
===========================================================================*/
// NOTE: Enable Tempo supported flags in BASS_FX_TempoCreate and the others to source handle.
// tempo attributes (BASS_ChannelSet/GetAttribute)
enum {
BASS_ATTRIB_TEMPO = 0x10000,
BASS_ATTRIB_TEMPO_PITCH,
BASS_ATTRIB_TEMPO_FREQ
};
// tempo attributes options
enum {
BASS_ATTRIB_TEMPO_OPTION_USE_AA_FILTER = 0x10010, // TRUE (default) / FALSE (default for multi-channel on mobile devices for lower CPU usage)
BASS_ATTRIB_TEMPO_OPTION_AA_FILTER_LENGTH, // 32 default (8 .. 128 taps)
BASS_ATTRIB_TEMPO_OPTION_USE_QUICKALGO, // TRUE (default on mobile devices for lower CPU usage) / FALSE (default)
BASS_ATTRIB_TEMPO_OPTION_SEQUENCE_MS, // 82 default, 0 = automatic
BASS_ATTRIB_TEMPO_OPTION_SEEKWINDOW_MS, // 28 default, 0 = automatic
BASS_ATTRIB_TEMPO_OPTION_OVERLAP_MS, // 8 default
BASS_ATTRIB_TEMPO_OPTION_PREVENT_CLICK // TRUE / FALSE (default)
};
// tempo algorithm flags
#define BASS_FX_TEMPO_ALGO_LINEAR 0x200
#define BASS_FX_TEMPO_ALGO_CUBIC 0x400 // default
#define BASS_FX_TEMPO_ALGO_SHANNON 0x800
HSTREAM BASS_FXDEF(BASS_FX_TempoCreate)(DWORD chan, DWORD flags);
DWORD BASS_FXDEF(BASS_FX_TempoGetSource)(HSTREAM chan);
float BASS_FXDEF(BASS_FX_TempoGetRateRatio)(HSTREAM chan);
/*===========================================================================
Reverse playback
===========================================================================*/
// NOTES: 1. MODs won't load without BASS_MUSIC_PRESCAN flag.
// 2. Enable Reverse supported flags in BASS_FX_ReverseCreate and the others to source handle.
// reverse attribute (BASS_ChannelSet/GetAttribute)
#define BASS_ATTRIB_REVERSE_DIR 0x11000
// playback directions
#define BASS_FX_RVS_REVERSE -1
#define BASS_FX_RVS_FORWARD 1
HSTREAM BASS_FXDEF(BASS_FX_ReverseCreate)(DWORD chan, float dec_block, DWORD flags);
DWORD BASS_FXDEF(BASS_FX_ReverseGetSource)(HSTREAM chan);
/*===========================================================================
BPM (Beats Per Minute)
===========================================================================*/
// bpm flags
#define BASS_FX_BPM_BKGRND 1 // if in use, then you can do other processing while detection's in progress. Available only in Windows platforms (BPM/Beat)
#define BASS_FX_BPM_MULT2 2 // if in use, then will auto multiply bpm by 2 (if BPM < minBPM*2)
// translation options (deprecated)
enum {
BASS_FX_BPM_TRAN_X2, // multiply the original BPM value by 2 (may be called only once & will change the original BPM as well!)
BASS_FX_BPM_TRAN_2FREQ, // BPM value to Frequency
BASS_FX_BPM_TRAN_FREQ2, // Frequency to BPM value
BASS_FX_BPM_TRAN_2PERCENT, // BPM value to Percents
BASS_FX_BPM_TRAN_PERCENT2 // Percents to BPM value
};
typedef void (CALLBACK BPMPROC)(DWORD chan, float bpm, void *user);
typedef void (CALLBACK BPMPROGRESSPROC)(DWORD chan, float percent, void *user);
typedef BPMPROGRESSPROC BPMPROCESSPROC; // back-compatibility
float BASS_FXDEF(BASS_FX_BPM_DecodeGet)(DWORD chan, double startSec, double endSec, DWORD minMaxBPM, DWORD flags, BPMPROGRESSPROC *proc, void *user);
BOOL BASS_FXDEF(BASS_FX_BPM_CallbackSet)(DWORD handle, BPMPROC *proc, double period, DWORD minMaxBPM, DWORD flags, void *user);
BOOL BASS_FXDEF(BASS_FX_BPM_CallbackReset)(DWORD handle);
float BASS_FXDEF(BASS_FX_BPM_Translate)(DWORD handle, float val2tran, DWORD trans); // deprecated
BOOL BASS_FXDEF(BASS_FX_BPM_Free)(DWORD handle);
/*===========================================================================
Beat position trigger
===========================================================================*/
typedef void (CALLBACK BPMBEATPROC)(DWORD chan, double beatpos, void *user);
BOOL BASS_FXDEF(BASS_FX_BPM_BeatCallbackSet)(DWORD handle, BPMBEATPROC *proc, void *user);
BOOL BASS_FXDEF(BASS_FX_BPM_BeatCallbackReset)(DWORD handle);
BOOL BASS_FXDEF(BASS_FX_BPM_BeatDecodeGet)(DWORD chan, double startSec, double endSec, DWORD flags, BPMBEATPROC *proc, void *user);
BOOL BASS_FXDEF(BASS_FX_BPM_BeatSetParameters)(DWORD handle, float bandwidth, float centerfreq, float beat_rtime);
BOOL BASS_FXDEF(BASS_FX_BPM_BeatGetParameters)(DWORD handle, float *bandwidth, float *centerfreq, float *beat_rtime);
BOOL BASS_FXDEF(BASS_FX_BPM_BeatFree)(DWORD handle);
/*===========================================================================
Macros
===========================================================================*/
// translate linear level to logarithmic dB
#define BASS_BFX_Linear2dB(level) (20*log10(level))
// translate logarithmic dB level to linear
#define BASS_BFX_dB2Linear(dB) pow(10,(dB)/20)
#ifdef __cplusplus
}
#endif
#endif

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// ******************************************************************
// File: audio_fx.cc
// Descr: wrapper to BASS_FX (addon of BASS audio library) (v0.41)
// Author: Novoselov Anton @ 2018
// URL: https://github.com/ans-hub/audio_out
// *******************************************************************
#include "audio_fx.h"
namespace anshub {
AudioFx::AudioFx()
: AudioOut()
{ }
AudioFx::~AudioFx()
{
for (auto& stream : streams_)
if (stream.second.hndl_ != 0)
BASS_StreamFree(stream.second.hndl_);
}
// Loads channel by filename, saves to streams_ vector and return its handle
// Low pitch and high pitch is the pitch range for future changing tempo
bool AudioFx::LoadFx(cString& fname, bool repeat)
{
auto hndl = GetLoadedHandle_FX(fname);
if (hndl)
return audio_helpers::PrintGeneralError(fname + String(" already loaded"));
auto flags = BASS_STREAM_DECODE;
hndl = BASS_StreamCreateFile(FALSE, fname.c_str(), 0,0, flags);
if (hndl)
{
flags = BASS_FX_FREESOURCE; // stream auto free
if (repeat)
flags |= BASS_SAMPLE_LOOP;
hndl = BASS_FX_TempoCreate(hndl, flags);
streams_[fname] = std::move(SoundInfo(hndl));
return hndl;
}
else
return audio_helpers::PrintBassError("BASS_StreamCreateFile");
}
// Plays the channel (with loading its before)
bool AudioFx::PlayFx(cString& fname, bool repeat)
{
// Try to load stream (may be loaded already)
auto hndl = GetLoadedHandle_FX(fname);
if (!hndl && !(hndl = LoadFx(fname, repeat)))
return false;
// Try to play stream
if (BASS_ChannelPlay(hndl, FALSE))
return true;
else
return audio_helpers::PrintBassError("BASS_ChannelPlay");
}
// Stops playing the channel in two ways - by immediately and by
// set loop flag to 0, therefore next loop is not come
bool AudioFx::StopFx(cString& fname)
{
auto hndl = GetLoadedHandle_FX(fname);
if (!hndl)
return audio_helpers::PrintGeneralError(fname + String(" not loaded"));
BASS_ChannelSetPosition(hndl, 0, BASS_POS_BYTE);
if (!BASS_ChannelStop(hndl))
return audio_helpers::PrintBassError("BASS_ChannelStop");
else
return true;
}
// Set acessible ranges to modifiers
bool AudioFx::SetModifierRange(cString& fname, Modifier m, float min, float max)
{
// Try to get info about loaded file
auto info = streams_.find(fname);
if (info == streams_.end())
return audio_helpers::PrintGeneralError(fname + String(" not loaded"));
// Set modifier range
assert(min >= audio_consts::kFxRanges.at(m).first);
assert(max <= audio_consts::kFxRanges.at(m).second);
assert(min <= max);
info->second.ranges_[m] = std::make_pair(min, max);
return true;
}
// Set value to given modifier
bool AudioFx::SetModifierValue(cString& fname, Modifier m, float val)
{
assert(val >= audio_consts::kFxRanges.at(m).first);
assert(val <= audio_consts::kFxRanges.at(m).second);
auto hndl = GetLoadedHandle_FX(fname);
if (!hndl)
return audio_helpers::PrintGeneralError(fname + String(" not loaded"));
bool success {false};
switch (m)
{
case Modifier::TEMPO :
success = BASS_ChannelSetAttribute(hndl, BASS_ATTRIB_TEMPO, val);
break;
case Modifier::PITCH :
success = BASS_ChannelSetAttribute(hndl, BASS_ATTRIB_TEMPO_PITCH, val);
break;
case Modifier::FREQ :
success = BASS_ChannelSetAttribute(hndl, BASS_ATTRIB_TEMPO_FREQ, val);
break;
default :
return audio_helpers::PrintGeneralError("Modifier not recognized");
}
if (!success)
audio_helpers::PrintBassError("BASS_ChannelSetAttribute");
return success;
}
// Returns modifier range values (pair of floats)
AudioFx::P_Range AudioFx::GetModifierRange(const FileName& fname, Modifier m) const
{
auto info = streams_.find(fname);
if (info == streams_.end())
{
audio_helpers::PrintGeneralError(fname + String(" not loaded"));
return std::make_pair(1.0f, 1.0f);
}
return info->second.ranges_.at(m);
}
// Returns sound handle by its filename
AudioFx::Handle AudioFx::GetLoadedHandle_FX(const FileName& fname)
{
auto found = streams_.find(fname);
if (found != streams_.end())
return found->second.hndl_;
else
return 0;
}
} // namespace anshub

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// *******************************************************************
// File: audio_fx.h
// Descr: wrapper to BASS_FX (addon of BASS audio library) (v0.41)
// Author: Novoselov Anton @ 2018
// URL: https://github.com/ans-hub/audio_out
// *******************************************************************
// BASS Library docs placed here: https://www.un4seen.com/doc/
#ifndef AUDIO_FX_H
#define AUDIO_FX_H
#include <iostream>
#include <vector>
#include <string>
#include <memory>
#include <map>
#include <cassert>
#include <functional>
#include "audio_out.h"
#include "BASS/bass.h"
#include "BASS/bass_fx.h"
namespace anshub {
struct AudioFx : public AudioOut
{
enum class Modifier { TEMPO, PITCH, FREQ };
using Handle = DWORD;
using String = std::string;
using cString = const String;
using P_Range = std::pair<float, float>;
using M_Range = std::map<Modifier, P_Range>;
struct SoundInfo
{
SoundInfo() : hndl_{}, ranges_{} { }
SoundInfo(Handle hndl) : hndl_{hndl}, ranges_{} { }
Handle hndl_;
M_Range ranges_;
}; // struct SoundInfo
using V_Sounds = std::map<std::string, SoundInfo>;
AudioFx();
virtual ~AudioFx() override;
bool LoadFx(const FileName&, bool repeat);
bool PlayFx(const FileName&, bool repeat = false);
bool StopFx(const FileName&);
bool SetModifierRange(const FileName&, Modifier, float min, float max);
bool SetModifierValue(const FileName&, Modifier, float val);
P_Range GetModifierRange(const FileName&, Modifier) const;
private:
V_Sounds streams_;
Handle GetLoadedHandle_FX(const FileName&);
}; // class AudioFx
namespace audio_consts {
// Ranges for given modifiers as it said in bass_fx documentation
const AudioFx::M_Range kFxRanges
{
{ AudioFx::Modifier::TEMPO, std::make_pair(-95.0f, +5000.0f) }, // percents
{ AudioFx::Modifier::PITCH, std::make_pair(-60.0f, +60.0f) }, // semitones
{ AudioFx::Modifier::FREQ, std::make_pair(5.0f, +5000.0f) } // percents (hz)
};
} // namespace audio_consts
} // namespace anshub
#endif // AUDIO_FX_H

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@ -1,233 +0,0 @@
// ******************************************************************
// File: audio_out.h
// Descr: wrapper to BASS audio library (v0.41)
// Author: Novoselov Anton @ 2017-2018
// URL: https://github.com/ans-hub/audio_out
// ******************************************************************
// BASS Library docs placed here: https://www.un4seen.com/doc/
#include "audio_out.h"
namespace anshub {
AudioOut::AudioOut()
: inited_{false}
, loaded_samples{ }
{
inited_ = true;
}
AudioOut::~AudioOut()
{
for (auto& a : loaded_samples)
BASS_SampleFree(a.second);
if (inited_)
BASS_Free();
}
// Plays the sample (with loading its before)
bool AudioOut::Play(const std::string& fname, bool repeat)
{
Handle hndl = FindLoaded(fname);
if (!hndl && !(hndl = Load(fname, repeat)))
return false;
hndl = BASS_SampleGetChannel(hndl, FALSE);
if (!hndl)
return audio_helpers::PrintBassError("BASS_SampleGetChannel");
BASS_ChannelSetAttribute(hndl, BASS_ATTRIB_VOL,0.5f);
if (BASS_ChannelPlay(hndl, FALSE))
return true;
else
return audio_helpers::PrintBassError("BASS_ChannelPlay");
}
// Stops playing the sample in two ways - by immediately and by
// set loop flag to 0, therefore next loop is not come
bool AudioOut::Stop(const std::string& fname, bool immediately)
{
Handle hndl = FindLoaded(fname);
if (!hndl)
return audio_helpers::PrintGeneralError(fname + String(" not loaded"));
if (immediately)
return StopPlayingImmediately(hndl);
else
return RemoveLoopFromSample(hndl);
}
// Returns filename of first finded sample which currently is playing
AudioOut::VStrings AudioOut::NowPlaying(bool only_repeated) const
{
VStrings res{};
for (const auto& l : loaded_samples)
{
auto sample_hndl = l.second;
auto channels_hndls = GetLoadedChannels(sample_hndl);
if (IsChannelsPlayingNow(channels_hndls)) {
if (!only_repeated)
res.push_back(l.first);
else
if (audio_helpers::IsRepeatedSample(sample_hndl)) res.push_back(l.first);
}
}
return res;
}
// Loads sample by filename, saves to loaded_samples vector and return its handle
AudioOut::Handle AudioOut::Load(const std::string& fname, bool repeat)
{
Handle hndl = FindLoaded(fname);
if (hndl)
return audio_helpers::PrintGeneralError(fname + String(" already loaded"));
DWORD flags {};
if (repeat)
flags = BASS_SAMPLE_LOOP;
else
flags = BASS_SAMPLE_8BITS + BASS_SAMPLE_OVER_POS;
hndl = BASS_SampleLoad(FALSE, fname.c_str(), 0,0,3, flags);
if (!hndl)
return audio_helpers::PrintBassError("BASS_SampleLoad");
else
{
loaded_samples.push_back(std::make_pair(fname, hndl));
return hndl;
}
}
// Returns handle of sample if its were been loaded early
AudioOut::Handle AudioOut::FindLoaded(const std::string& fname) const
{
for (auto& l:loaded_samples)
if (l.first == fname) return l.second;
return 0;
}
// Gets vector of handles to all loaded channels of sample
AudioOut::VHandles AudioOut::GetLoadedChannels(const Handle& hndl) const
{
auto nfo = audio_helpers::GetSampleInfo(hndl);
auto ch_list_ptr = std::unique_ptr<HCHANNEL>{new HCHANNEL[nfo.max]};
auto* ch_list = ch_list_ptr.get();
DWORD ch_count {0};
ch_count = BASS_SampleGetChannels(hndl, ch_list);
VHandles res{};
for (DWORD i = 0; i < ch_count; ++i) {
res.push_back(ch_list[i]);
}
return res;
}
// Returns true if at least one channel is playing now
bool AudioOut::IsChannelsPlayingNow(const VHandles& handles) const
{
for (const auto& h : handles) {
auto active = BASS_ChannelIsActive(h);
if (active) return true;
}
return false;
}
// Stop playback of given sample immediately
bool AudioOut::StopPlayingImmediately(const Handle& hndl)
{
HCHANNEL ch = BASS_SampleGetChannel(hndl, FALSE);
BASS_ChannelSetPosition(ch, 0, BASS_POS_BYTE);
return BASS_SampleStop(hndl);
}
// Stop playback after end of playing sample and change loop flag
bool AudioOut::RemoveLoopFromSample(const Handle& hndl)
{
if (!audio_helpers::IsRepeatedSample(hndl))
return false;
auto channels_hndls = GetLoadedChannels(hndl);
for (auto& ch : channels_hndls) {
if (BASS_ChannelFlags(ch, 0, 0)&BASS_SAMPLE_LOOP) {
BASS_ChannelFlags(ch, 0, BASS_SAMPLE_LOOP);
return true;
}
}
return false;
}
bool audio_helpers::IsNowPlaying(const AudioOut& audio, const std::string& fname)
{
auto now_playing = audio.NowPlaying(false);
for (const auto& sound : now_playing) {
if (sound == fname) return true;
}
return false;
}
bool audio_helpers::StopAllNowPlaying(AudioOut& audio, bool only_repeated)
{
bool result{true};
auto sounds = audio.NowPlaying(only_repeated);
for (const auto& sound : sounds) {
if (!audio.Stop(sound)) result = false;
}
return result;
}
// Returns true if given sample is looped
bool audio_helpers::IsRepeatedSample(const Handle& hndl)
{
auto info = audio_helpers::GetSampleInfo(hndl);
if (info.flags == BASS_SAMPLE_LOOP + BASS_SAMPLE_SOFTWARE)
return true;
else
return false;
}
audio_helpers::SampleNfo audio_helpers::GetSampleInfo(const Handle& hndl)
{
BASS_SAMPLE nfo;
BASS_SampleGetInfo(hndl, &nfo);
return nfo;
}
bool audio_helpers::SetSampleInfo(const Handle& hndl, SampleNfo& nfo)
{
return BASS_SampleSetInfo(hndl, &nfo);
}
bool audio_helpers::PrintBassError(const std::string& func_name)
{
auto err = BASS_ErrorGetCode();
if (err)
std::cerr << "Audio error code " << err << " in function " << func_name << '\n';
return err ? false : true;
}
bool audio_helpers::PrintGeneralError(const std::string& msg)
{
std::cerr << "Audio error: " << msg << '\n';
return false;
}
} // namespace anshub

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@ -1,72 +0,0 @@
// *************************************************************
// File: audio_out.h
// Descr: wrapper to BASS audio library (v0.41)
// Author: Novoselov Anton @ 2017-2018
// URL: https://github.com/ans-hub/audio_out
// *************************************************************
// BASS Library docs placed here: https://www.un4seen.com/doc/
#ifndef AUDIO_OUT_H
#define AUDIO_OUT_H
#include <iostream>
#include <vector>
#include <string>
#include <memory>
#include "BASS/bass.h"
namespace anshub {
class AudioOut
{
public:
using Handle = HSAMPLE;
using SampleNfo = BASS_SAMPLE;
using FileName = std::string;
using VHandles = std::vector<Handle>;
using VSounds = std::vector<std::pair<FileName, Handle>>;
using String = std::string;
using VStrings = std::vector<String>;
AudioOut();
virtual ~AudioOut();
bool Play(const FileName&, bool repeat = false);
bool Stop(const FileName&, bool immediately = true);
Handle Load(const FileName&, bool);
VStrings NowPlaying(bool only_repeated) const;
private:
bool inited_;
VSounds loaded_samples;
Handle FindLoaded(const FileName&) const;
VHandles GetLoadedChannels(const Handle&) const;
bool IsChannelsPlayingNow(const VHandles&) const;
bool StopPlayingImmediately(const Handle&);
bool RemoveLoopFromSample(const Handle&);
}; // class AudioOut
namespace audio_helpers {
using FileName = AudioOut::FileName;
using SampleNfo = AudioOut::SampleNfo;
using Handle = AudioOut::Handle;
bool IsNowPlaying(const AudioOut&, const AudioOut::FileName&);
bool StopAllNowPlaying(AudioOut&, bool only_repeated);
bool IsRepeatedSample(const Handle&);
SampleNfo GetSampleInfo(const Handle&);
bool SetSampleInfo(const Handle&, SampleNfo&);
bool PrintBassError(const std::string& func_name = "unnamed");
bool PrintGeneralError(const std::string& msg);
} // namespace audio_helpers
} // namespace anshub
#endif // AUDIO_OUT_H

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@ -130,11 +130,13 @@ class SplashScreen : public State {
SplashScreen m; SplashScreen m;
int main() { int main() {
Init("SDLflixel :)))))"); if (!Init("SDLflixel :)))))")){
return ERROR_CODE;
}
SwitchState(&m); SwitchState(&m);
if (!Update()) { if (!Update()) {
return 0; return NO_ERROR_CODE;
} }
} }

View file

@ -23,7 +23,7 @@ SDL_Event Render::event;
State* Render::current_state = nullptr; State* Render::current_state = nullptr;
SoLoud::Soloud Render::music; SoLoud::Soloud Render::music;
SoLoud::Soloud Render::se; SoLoud::Soloud Render::se;
SoLoud::Wav Render::waveLoader; SoLoud::WavStream Render::waveLoader;
SoLoud::Openmpt Render::modLoader; SoLoud::Openmpt Render::modLoader;
string Render::currentMusic = ""; string Render::currentMusic = "";
HWND Render::hwnd; HWND Render::hwnd;

View file

@ -5,15 +5,16 @@
#include <iostream> #include <iostream>
#include <map> #include <map>
#include <stdint.h> #include <stdint.h>
#include <system_error>
#include <vector> #include <vector>
#include <string> #include <string>
#include <windows.h> #include <windows.h>
#include "SDL2/SDL.h" #include "SDL2/SDL.h"
#include "SDL2/SDL_ttf.h" #include "SDL2/SDL_ttf.h"
#include "BASS/audio_out.h"
#include "SDL2/SDL_FontCache.h" #include "SDL2/SDL_FontCache.h"
#include "SoLoud/soloud.h" #include "SoLoud/soloud.h"
#include "SoLoud/soloud_wav.h" #include "SoLoud/soloud_wav.h"
#include "SoLoud/soloud_wavstream.h"
#include "SoLoud/soloud_openmpt.h" #include "SoLoud/soloud_openmpt.h"
using namespace std; using namespace std;
@ -43,6 +44,12 @@ enum AXIS {
XY XY
}; };
enum CLOSE_CODES {
NO_ERROR_CODE,
ERROR_CODE,
UNKNOWN
};
namespace Render { namespace Render {
extern SDL_Window* window; extern SDL_Window* window;
extern SDL_Renderer* renderer; extern SDL_Renderer* renderer;
@ -227,7 +234,7 @@ namespace Render {
extern SoLoud::Soloud se; extern SoLoud::Soloud se;
extern SoLoud::Soloud music; extern SoLoud::Soloud music;
extern SoLoud::Wav waveLoader; extern SoLoud::WavStream waveLoader;
extern SoLoud::Openmpt modLoader; extern SoLoud::Openmpt modLoader;
extern string currentMusic; extern string currentMusic;
extern int seIndex; extern int seIndex;