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#include "Audio.h"
#include "String.h"
#include "Logger.h"
#include "Event.h"
#include "Block.h"
#include "ExtMath.h"
#include "Funcs.h"
#include "Game.h"
#include "Errors.h"
#include "Vorbis.h"
#include "Chat.h"
#include "Stream.h"
#include "Utils.h"
#include "Options.h"
#include "Deflate.h"
#ifdef CC_BUILD_ANDROID
/* TODO: Refactor maybe to not rely on checking WinInfo.Handle != NULL */
#include "Window.h"
#endif
int Audio_SoundsVolume, Audio_MusicVolume;
const cc_string Sounds_ZipPathMC = String_FromConst("audio/default.zip");
const cc_string Sounds_ZipPathCC = String_FromConst("audio/classicube.zip");
static const cc_string audio_dir = String_FromConst("audio");
struct Sound {
int channels, sampleRate;
struct AudioChunk chunk;
};
/*########################################################################################################################*
*--------------------------------------------------------Sounds-----------------------------------------------------------*
*#########################################################################################################################*/
#ifdef CC_BUILD_NOSOUNDS
/* Can't use mojang's sound assets, so just stub everything out */
static void Sounds_Init(void) { }
static void Sounds_Free(void) { }
static void Sounds_Stop(void) { }
static void Sounds_Start(void) {
Chat_AddRaw("&cSounds are not supported currently");
Audio_SoundsVolume = 0;
}
void Audio_PlayDigSound(cc_uint8 type) { }
void Audio_PlayStepSound(cc_uint8 type) { }
#else
#define AUDIO_MAX_SOUNDS 10
struct SoundGroup {
int count;
struct Sound sounds[AUDIO_MAX_SOUNDS];
};
struct Soundboard { struct SoundGroup groups[SOUND_COUNT]; };
static struct Soundboard digBoard, stepBoard;
static RNGState sounds_rnd;
#define WAV_FourCC(a, b, c, d) (((cc_uint32)a << 24) | ((cc_uint32)b << 16) | ((cc_uint32)c << 8) | (cc_uint32)d)
#define WAV_FMT_SIZE 16
static cc_result Sound_ReadWaveData(struct Stream* stream, struct Sound* snd) {
cc_uint32 fourCC, size;
cc_uint8 tmp[WAV_FMT_SIZE];
cc_result res;
int bitsPerSample;
if ((res = Stream_Read(stream, tmp, 12))) return res;
fourCC = Stream_GetU32_BE(tmp + 0);
if (fourCC == WAV_FourCC('I','D','3', 2)) return AUDIO_ERR_MP3_SIG; /* ID3 v2.2 tags header */
if (fourCC == WAV_FourCC('I','D','3', 3)) return AUDIO_ERR_MP3_SIG; /* ID3 v2.3 tags header */
if (fourCC != WAV_FourCC('R','I','F','F')) return WAV_ERR_STREAM_HDR;
/* tmp[4] (4) file size */
fourCC = Stream_GetU32_BE(tmp + 8);
if (fourCC != WAV_FourCC('W','A','V','E')) return WAV_ERR_STREAM_TYPE;
for (;;) {
if ((res = Stream_Read(stream, tmp, 8))) return res;
fourCC = Stream_GetU32_BE(tmp + 0);
size = Stream_GetU32_LE(tmp + 4);
if (fourCC == WAV_FourCC('f','m','t',' ')) {
if ((res = Stream_Read(stream, tmp, sizeof(tmp)))) return res;
if (Stream_GetU16_LE(tmp + 0) != 1) return WAV_ERR_DATA_TYPE;
snd->channels = Stream_GetU16_LE(tmp + 2);
snd->sampleRate = Stream_GetU32_LE(tmp + 4);
/* tmp[8] (6) alignment data and stuff */
bitsPerSample = Stream_GetU16_LE(tmp + 14);
if (bitsPerSample != 16) return WAV_ERR_SAMPLE_BITS;
size -= WAV_FMT_SIZE;
} else if (fourCC == WAV_FourCC('d','a','t','a')) {
if ((res = Audio_AllocChunks(size, &snd->chunk, 1))) return res;
res = Stream_Read(stream, snd->chunk.data, size);
#ifdef CC_BUILD_BIGENDIAN
Utils_SwapEndian16((cc_int16*)snd->chunk.data, size / 2);
#endif
return res;
}
/* Skip over unhandled data */
if (size && (res = stream->Skip(stream, size))) return res;
}
}
static struct SoundGroup* Soundboard_FindGroup(struct Soundboard* board, const cc_string* name) {
struct SoundGroup* groups = board->groups;
int i;
for (i = 0; i < SOUND_COUNT; i++)
{
if (String_CaselessEqualsConst(name, Sound_Names[i])) return &groups[i];
}
return NULL;
}
static void Soundboard_Load(struct Soundboard* board, const cc_string* boardName, const cc_string* file, struct Stream* stream) {
struct SoundGroup* group;
struct Sound* snd;
cc_string name = *file;
cc_result res;
int dotIndex;
Utils_UNSAFE_TrimFirstDirectory(&name);
/* dig_grass1.wav -> dig_grass1 */
dotIndex = String_LastIndexOf(&name, '.');
if (dotIndex >= 0) name.length = dotIndex;
if (!String_CaselessStarts(&name, boardName)) return;
/* Convert dig_grass1 to grass */
name = String_UNSAFE_SubstringAt(&name, boardName->length);
name = String_UNSAFE_Substring(&name, 0, name.length - 1);
group = Soundboard_FindGroup(board, &name);
if (!group) {
Chat_Add1("&cUnknown sound group '%s'", &name); return;
}
if (group->count == Array_Elems(group->sounds)) {
Chat_AddRaw("&cCannot have more than 10 sounds in a group"); return;
}
snd = &group->sounds[group->count];
res = Sound_ReadWaveData(stream, snd);
if (res) {
Logger_SysWarn2(res, "decoding", file);
Audio_FreeChunks(&snd->chunk, 1);
snd->chunk.data = NULL;
snd->chunk.size = 0;
} else { group->count++; }
}
static const struct Sound* Soundboard_PickRandom(struct Soundboard* board, cc_uint8 type) {
struct SoundGroup* group;
int idx;
if (type == SOUND_NONE || type >= SOUND_COUNT) return NULL;
if (type == SOUND_METAL) type = SOUND_STONE;
group = &board->groups[type];
if (!group->count) return NULL;
idx = Random_Next(&sounds_rnd, group->count);
return &group->sounds[idx];
}
CC_NOINLINE static void Sounds_Fail(cc_result res) {
Audio_Warn(res, "playing sounds");
Chat_AddRaw("&cDisabling sounds");
Audio_SetSounds(0);
}
static void Sounds_Play(cc_uint8 type, struct Soundboard* board) {
const struct Sound* snd;
struct AudioData data;
cc_result res;
if (type == SOUND_NONE || !Audio_SoundsVolume) return;
snd = Soundboard_PickRandom(board, type);
if (!snd) return;
data.chunk = snd->chunk;
data.channels = snd->channels;
data.sampleRate = snd->sampleRate;
data.rate = 100;
data.volume = Audio_SoundsVolume;
/* https://minecraft.wiki/w/Block_of_Gold#Sounds */
/* https://minecraft.wiki/w/Grass#Sounds */
if (board == &digBoard) {
if (type == SOUND_METAL) data.rate = 120;
else data.rate = 80;
} else {
data.volume /= 2;
if (type == SOUND_METAL) data.rate = 140;
}
res = AudioPool_Play(&data);
if (res) Sounds_Fail(res);
}
static void Audio_PlayBlockSound(void* obj, IVec3 coords, BlockID old, BlockID now) {
if (now == BLOCK_AIR) {
Audio_PlayDigSound(Blocks.DigSounds[old]);
} else if (!Game_ClassicMode) {
/* use StepSounds instead when placing, as don't want */
/* to play glass break sound when placing glass */
Audio_PlayDigSound(Blocks.StepSounds[now]);
}
}
static cc_bool SelectZipEntry(const cc_string* path) { return true; }
static cc_result ProcessZipEntry(const cc_string* path, struct Stream* stream, struct ZipEntry* source) {
static const cc_string dig = String_FromConst("dig_");
static const cc_string step = String_FromConst("step_");
Soundboard_Load(&digBoard, &dig, path, stream);
Soundboard_Load(&stepBoard, &step, path, stream);
return 0;
}
static cc_result Sounds_ExtractZip(const cc_string* path) {
struct Stream stream;
cc_result res;
res = Stream_OpenFile(&stream, path);
if (res) { Logger_SysWarn2(res, "opening", path); return res; }
res = Zip_Extract(&stream, SelectZipEntry, ProcessZipEntry);
if (res) Logger_SysWarn2(res, "extracting", path);
/* No point logging error for closing readonly file */
(void)stream.Close(&stream);
return res;
}
/* TODO this is a pretty terrible solution */
#ifdef CC_BUILD_WEBAUDIO
static const struct SoundID { int group; const char* name; } sounds_list[] =
{
{ SOUND_CLOTH, "step_cloth1" }, { SOUND_CLOTH, "step_cloth2" }, { SOUND_CLOTH, "step_cloth3" }, { SOUND_CLOTH, "step_cloth4" },
{ SOUND_GRASS, "step_grass1" }, { SOUND_GRASS, "step_grass2" }, { SOUND_GRASS, "step_grass3" }, { SOUND_GRASS, "step_grass4" },
{ SOUND_GRAVEL, "step_gravel1" }, { SOUND_GRAVEL, "step_gravel2" }, { SOUND_GRAVEL, "step_gravel3" }, { SOUND_GRAVEL, "step_gravel4" },
{ SOUND_SAND, "step_sand1" }, { SOUND_SAND, "step_sand2" }, { SOUND_SAND, "step_sand3" }, { SOUND_SAND, "step_sand4" },
{ SOUND_SNOW, "step_snow1" }, { SOUND_SNOW, "step_snow2" }, { SOUND_SNOW, "step_snow3" }, { SOUND_SNOW, "step_snow4" },
{ SOUND_STONE, "step_stone1" }, { SOUND_STONE, "step_stone2" }, { SOUND_STONE, "step_stone3" }, { SOUND_STONE, "step_stone4" },
{ SOUND_WOOD, "step_wood1" }, { SOUND_WOOD, "step_wood2" }, { SOUND_WOOD, "step_wood3" }, { SOUND_WOOD, "step_wood4" },
{ SOUND_NONE, NULL },
{ SOUND_CLOTH, "dig_cloth1" }, { SOUND_CLOTH, "dig_cloth2" }, { SOUND_CLOTH, "dig_cloth3" }, { SOUND_CLOTH, "dig_cloth4" },
{ SOUND_GRASS, "dig_grass1" }, { SOUND_GRASS, "dig_grass2" }, { SOUND_GRASS, "dig_grass3" }, { SOUND_GRASS, "dig_grass4" },
{ SOUND_GLASS, "dig_glass1" }, { SOUND_GLASS, "dig_glass2" }, { SOUND_GLASS, "dig_glass3" },
{ SOUND_GRAVEL, "dig_gravel1" }, { SOUND_GRAVEL, "dig_gravel2" }, { SOUND_GRAVEL, "dig_gravel3" }, { SOUND_GRAVEL, "dig_gravel4" },
{ SOUND_SAND, "dig_sand1" }, { SOUND_SAND, "dig_sand2" }, { SOUND_SAND, "dig_sand3" }, { SOUND_SAND, "dig_sand4" },
{ SOUND_SNOW, "dig_snow1" }, { SOUND_SNOW, "dig_snow2" }, { SOUND_SNOW, "dig_snow3" }, { SOUND_SNOW, "dig_snow4" },
{ SOUND_STONE, "dig_stone1" }, { SOUND_STONE, "dig_stone2" }, { SOUND_STONE, "dig_stone3" }, { SOUND_STONE, "dig_stone4" },
{ SOUND_WOOD, "dig_wood1" }, { SOUND_WOOD, "dig_wood2" }, { SOUND_WOOD, "dig_wood3" }, { SOUND_WOOD, "dig_wood4" },
};
/* TODO this is a terrible solution */
static void InitWebSounds(void) {
struct Soundboard* board = &stepBoard;
struct SoundGroup* group;
int i;
for (i = 0; i < Array_Elems(sounds_list); i++) {
if (sounds_list[i].group == SOUND_NONE) {
board = &digBoard;
} else {
group = &board->groups[sounds_list[i].group];
group->sounds[group->count++].chunk.data = sounds_list[i].name;
}
}
}
#endif
static cc_bool sounds_loaded;
static void Sounds_Start(void) {
cc_result res;
if (!AudioBackend_Init()) {
AudioBackend_Free();
Audio_SoundsVolume = 0;
return;
}
if (sounds_loaded) return;
sounds_loaded = true;
#ifdef CC_BUILD_WEBAUDIO
InitWebSounds();
#else
res = Sounds_ExtractZip(&Sounds_ZipPathMC);
if (res == ReturnCode_FileNotFound)
Sounds_ExtractZip(&Sounds_ZipPathCC);
#endif
}
static void Sounds_Stop(void) { AudioPool_Close(); }
static void Sounds_Init(void) {
int volume = Options_GetInt(OPT_SOUND_VOLUME, 0, 100, DEFAULT_SOUNDS_VOLUME);
Audio_SetSounds(volume);
Event_Register_(&UserEvents.BlockChanged, NULL, Audio_PlayBlockSound);
}
static void Sounds_Free(void) { Sounds_Stop(); }
void Audio_PlayDigSound(cc_uint8 type) { Sounds_Play(type, &digBoard); }
void Audio_PlayStepSound(cc_uint8 type) { Sounds_Play(type, &stepBoard); }
#endif
/*########################################################################################################################*
*--------------------------------------------------------Music------------------------------------------------------------*
*#########################################################################################################################*/
#ifdef CC_BUILD_NOMUSIC
/* Can't use mojang's music assets, so just stub everything out */
static void Music_Init(void) { }
static void Music_Free(void) { }
static void Music_Stop(void) { }
static void Music_Start(void) {
Chat_AddRaw("&cMusic is not supported currently");
Audio_MusicVolume = 0;
}
#else
static void* music_thread;
static void* music_waitable;
static volatile cc_bool music_stopping, music_joining;
static int music_minDelay, music_maxDelay;
static cc_result Music_Buffer(struct AudioChunk* chunk, int maxSamples, struct VorbisState* ctx) {
int samples = 0;
cc_int16* cur;
cc_result res = 0, res2;
cc_int16* data = chunk->data;
while (samples < maxSamples) {
if ((res = Vorbis_DecodeFrame(ctx))) break;
cur = &data[samples];
samples += Vorbis_OutputFrame(ctx, cur);
}
chunk->size = samples * 2;
res2 = Audio_QueueChunk(&music_ctx, chunk);
if (res2) { music_stopping = true; return res2; }
return res;
}
static cc_result Music_PlayOgg(struct Stream* source) {
struct OggState ogg;
struct VorbisState vorbis;
int channels, sampleRate, volume;
int chunkSize, samplesPerSecond;
struct AudioChunk chunks[AUDIO_MAX_BUFFERS] = { 0 };
int inUse, i, cur;
cc_result res;
Ogg_Init(&ogg, source);
Vorbis_Init(&vorbis);
vorbis.source = &ogg;
if ((res = Vorbis_DecodeHeaders(&vorbis))) goto cleanup;
channels = vorbis.channels;
sampleRate = vorbis.sampleRate;
if ((res = Audio_SetFormat(&music_ctx, channels, sampleRate, 100))) goto cleanup;
/* largest possible vorbis frame decodes to blocksize1 * channels samples, */
/* so can end up decoding slightly over a second of audio */
chunkSize = channels * (sampleRate + vorbis.blockSizes[1]);
samplesPerSecond = channels * sampleRate;
if ((res = Audio_AllocChunks(chunkSize * 2, chunks, AUDIO_MAX_BUFFERS))) goto cleanup;
volume = Audio_MusicVolume;
Audio_SetVolume(&music_ctx, volume);
/* fill up with some samples before playing */
for (i = 0; i < AUDIO_MAX_BUFFERS && !res; i++)
{
res = Music_Buffer(&chunks[i], samplesPerSecond, &vorbis);
}
if (music_stopping) goto cleanup;
res = Audio_Play(&music_ctx);
if (res) goto cleanup;
cur = 0;
while (!music_stopping) {
#ifdef CC_BUILD_ANDROID
/* Don't play music while in the background on Android */
/* TODO: Not use such a terrible approach */
if (!Window_Main.Handle) {
Audio_Pause(&music_ctx);
while (!Window_Main.Handle && !music_stopping) {
Thread_Sleep(10); continue;
}
Audio_Play(&music_ctx);
}
#endif
if (volume != Audio_MusicVolume) {
volume = Audio_MusicVolume;
Audio_SetVolume(&music_ctx, volume);
}
res = Audio_Poll(&music_ctx, &inUse);
if (res) { music_stopping = true; break; }
if (inUse >= AUDIO_MAX_BUFFERS) {
Thread_Sleep(10); continue;
}
res = Music_Buffer(&chunks[cur], samplesPerSecond, &vorbis);
cur = (cur + 1) % AUDIO_MAX_BUFFERS;
/* need to specially handle last bit of audio */
if (res) break;
}
if (music_stopping) {
/* must close audio context, as otherwise some of the audio */
/* context's internal audio buffers may have a reference */
/* to the `data` buffer which will be freed after this */
Audio_Close(&music_ctx);
} else {
/* Wait until the buffers finished playing */
for (;;) {
if (Audio_Poll(&music_ctx, &inUse) || inUse == 0) break;
Thread_Sleep(10);
}
}
cleanup:
Audio_FreeChunks(chunks, AUDIO_MAX_BUFFERS);
Vorbis_Free(&vorbis);
return res == ERR_END_OF_STREAM ? 0 : res;
}
static void Music_AddFile(const cc_string* path, void* obj) {
struct StringsBuffer* files = (struct StringsBuffer*)obj;
static const cc_string ogg = String_FromConst(".ogg");
if (!String_CaselessEnds(path, &ogg)) return;
StringsBuffer_Add(files, path);
}
static void Music_RunLoop(void) {
struct StringsBuffer files;
cc_string path;
RNGState rnd;
struct Stream stream;
int idx, delay;
cc_result res = 0;
StringsBuffer_SetLengthBits(&files, STRINGSBUFFER_DEF_LEN_SHIFT);
StringsBuffer_Init(&files);
Directory_Enum(&audio_dir, &files, Music_AddFile);
Random_SeedFromCurrentTime(&rnd);
res = Audio_Init(&music_ctx, AUDIO_MAX_BUFFERS);
if (res) music_stopping = true;
while (!music_stopping && files.count) {
idx = Random_Next(&rnd, files.count);
path = StringsBuffer_UNSAFE_Get(&files, idx);
Platform_Log1("playing music file: %s", &path);
res = Stream_OpenFile(&stream, &path);
if (res) { Logger_SysWarn2(res, "opening", &path); break; }
res = Music_PlayOgg(&stream);
if (res) { Logger_SimpleWarn2(res, "playing", &path); }
/* No point logging error for closing readonly file */
(void)stream.Close(&stream);
if (music_stopping) break;
delay = Random_Range(&rnd, music_minDelay, music_maxDelay);
Waitable_WaitFor(music_waitable, delay);
}
if (res) {
Chat_AddRaw("&cDisabling music");
Audio_MusicVolume = 0;
}
Audio_Close(&music_ctx);
StringsBuffer_Clear(&files);
if (music_joining) return;
Thread_Detach(music_thread);
music_thread = NULL;
}
static void Music_Start(void) {
if (music_thread) return;
if (!AudioBackend_Init()) {
AudioBackend_Free();
Audio_MusicVolume = 0;
return;
}
music_joining = false;
music_stopping = false;
Thread_Run(&music_thread, Music_RunLoop, 256 * 1024, "Music");
}
static void Music_Stop(void) {
music_joining = true;
music_stopping = true;
Waitable_Signal(music_waitable);
if (music_thread) Thread_Join(music_thread);
music_thread = NULL;
}
static void Music_Init(void) {
int volume;
/* music is delayed between 2 - 7 minutes by default */
music_minDelay = Options_GetInt(OPT_MIN_MUSIC_DELAY, 0, 3600, 120) * MILLIS_PER_SEC;
music_maxDelay = Options_GetInt(OPT_MAX_MUSIC_DELAY, 0, 3600, 420) * MILLIS_PER_SEC;
music_waitable = Waitable_Create("Music sleep");
volume = Options_GetInt(OPT_MUSIC_VOLUME, 0, 100, DEFAULT_MUSIC_VOLUME);
Audio_SetMusic(volume);
}
static void Music_Free(void) {
Music_Stop();
Waitable_Free(music_waitable);
}
#endif
/*########################################################################################################################*
*--------------------------------------------------------General----------------------------------------------------------*
*#########################################################################################################################*/
void Audio_SetSounds(int volume) {
Audio_SoundsVolume = volume;
if (volume) Sounds_Start();
else Sounds_Stop();
}
void Audio_SetMusic(int volume) {
Audio_MusicVolume = volume;
if (volume) Music_Start();
else Music_Stop();
}
static void OnInit(void) {
Sounds_Init();
Music_Init();
}
static void OnFree(void) {
Sounds_Free();
Music_Free();
AudioBackend_Free();
}
struct IGameComponent Audio_Component = {
OnInit, /* Init */
OnFree /* Free */
};
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