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@@ -316,6 +316,7 @@ struct rAudioBuffer {
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ma_data_converter converter; // Audio data converter
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ma_data_converter converter; // Audio data converter
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AudioCallback callback; // Audio buffer callback for buffer filling on audio threads
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AudioCallback callback; // Audio buffer callback for buffer filling on audio threads
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+ rAudioProcessor *processor; // Audio processor
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float volume; // Audio buffer volume
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float volume; // Audio buffer volume
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float pitch; // Audio buffer pitch
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float pitch; // Audio buffer pitch
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@@ -337,6 +338,14 @@ struct rAudioBuffer {
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rAudioBuffer *prev; // Previous audio buffer on the list
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rAudioBuffer *prev; // Previous audio buffer on the list
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};
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};
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+// Audio processor struct
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+// NOTE: Useful to apply effects to an AudioBuffer
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+struct rAudioProcessor {
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+ AudioCallback process; // Processor callback function
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+ rAudioProcessor *next; // Next audio processor on the list
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+ rAudioProcessor *prev; // Previous audio processor on the list
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+};
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+
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#define AudioBuffer rAudioBuffer // HACK: To avoid CoreAudio (macOS) symbol collision
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#define AudioBuffer rAudioBuffer // HACK: To avoid CoreAudio (macOS) symbol collision
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// Audio data context
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// Audio data context
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@@ -559,6 +568,7 @@ AudioBuffer *LoadAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sam
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audioBuffer->pan = 0.5f;
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audioBuffer->pan = 0.5f;
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audioBuffer->callback = NULL;
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audioBuffer->callback = NULL;
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+ audioBuffer->processor = NULL;
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audioBuffer->playing = false;
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audioBuffer->playing = false;
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audioBuffer->paused = false;
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audioBuffer->paused = false;
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@@ -2039,6 +2049,58 @@ void SetAudioStreamCallback(AudioStream stream, AudioCallback callback)
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if (stream.buffer != NULL) stream.buffer->callback = callback;
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if (stream.buffer != NULL) stream.buffer->callback = callback;
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}
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}
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+// Add processor to audio stream. Contrary to buffers, the order of processors is important.
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+// The new processor must be added at the end. As there aren't supposed to be a lot of processors attached to
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+// a given stream, we iterate through the list to find the end. That way we don't need a pointer to the last element.
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+void AttachAudioStreamProcessor(AudioStream stream, AudioCallback process)
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+{
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+ ma_mutex_lock(&AUDIO.System.lock);
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+
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+ rAudioProcessor *processor = (rAudioProcessor *)RL_CALLOC(1, sizeof(rAudioProcessor));
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+ processor->process = process;
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+
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+ rAudioProcessor *last = stream.buffer->processor;
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+
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+ while (last && last->next)
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+ {
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+ last = last->next;
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+ }
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+ if (last)
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+ {
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+ processor->prev = last;
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+ last->next = processor;
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+ }
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+ else stream.buffer->processor = processor;
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+
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+ ma_mutex_unlock(&AUDIO.System.lock);
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+}
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+
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+void DetachAudioStreamProcessor(AudioStream stream, AudioCallback process)
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+{
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+ ma_mutex_lock(&AUDIO.System.lock);
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+
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+ rAudioProcessor *processor = stream.buffer->processor;
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+
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+ while (processor)
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+ {
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+ rAudioProcessor *next = processor->next;
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+ rAudioProcessor *prev = processor->prev;
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+
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+ if (processor->process == process)
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+ {
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+ if (stream.buffer->processor == processor) stream.buffer->processor = next;
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+ if (prev) prev->next = next;
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+ if (next) next->prev = prev;
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+
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+ RL_FREE(processor);
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+ }
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+
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+ processor = next;
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+ }
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+
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+ ma_mutex_unlock(&AUDIO.System.lock);
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+}
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+
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@@ -2235,6 +2297,14 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
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float *framesOut = (float *)pFramesOut + (framesRead*AUDIO.System.device.playback.channels);
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float *framesOut = (float *)pFramesOut + (framesRead*AUDIO.System.device.playback.channels);
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float *framesIn = tempBuffer;
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float *framesIn = tempBuffer;
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+ // Apply processors chain if defined
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+ rAudioProcessor *processor = audioBuffer->processor;
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+ while (processor)
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+ {
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+ processor->process(framesIn, framesJustRead);
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+ processor = processor->next;
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+ }
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+
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MixAudioFrames(framesOut, framesIn, framesJustRead, audioBuffer);
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MixAudioFrames(framesOut, framesIn, framesJustRead, audioBuffer);
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framesToRead -= framesJustRead;
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framesToRead -= framesJustRead;
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