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XCEngine/engine/src/Components/AudioSourceComponent.cpp

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#include <XCEngine/Components/AudioSourceComponent.h>
#include <XCEngine/Audio/AudioSystem.h>
#include <cmath>
#include <cstring>
namespace XCEngine {
namespace Components {
AudioSourceComponent::AudioSourceComponent()
: m_outputBuffer(BufferSize * 2, 0.0f)
{
}
AudioSourceComponent::~AudioSourceComponent() {
if (m_playState == Audio::PlayState::Playing) {
Audio::AudioSystem::Get().UnregisterSource(this);
}
}
void AudioSourceComponent::Play() {
if (!m_clip || !m_clip->IsValid()) {
return;
}
if (m_playState == Audio::PlayState::Paused) {
m_playState = Audio::PlayState::Playing;
return;
}
m_samplePosition = 0;
m_lastingTime = 0.0;
m_playState = Audio::PlayState::Playing;
Audio::AudioSystem::Get().RegisterSource(this);
}
void AudioSourceComponent::Pause() {
if (m_playState == Audio::PlayState::Playing) {
m_playState = Audio::PlayState::Paused;
Audio::AudioSystem::Get().UnregisterSource(this);
}
}
void AudioSourceComponent::Stop(Audio::StopMode mode) {
if (m_playState != Audio::PlayState::Stopped) {
m_playState = Audio::PlayState::Stopped;
m_samplePosition = 0;
Audio::AudioSystem::Get().UnregisterSource(this);
}
}
void AudioSourceComponent::SetClip(Resources::AudioClip* clip) {
m_clip = clip;
m_isDecoded = false;
if (clip && clip->IsValid()) {
DecodeAudioData();
}
}
void AudioSourceComponent::SetVolume(float volume) {
m_volume = std::max(0.0f, std::min(1.0f, volume));
}
void AudioSourceComponent::SetPitch(float pitch) {
m_pitch = std::max(0.0f, std::min(3.0f, pitch));
}
void AudioSourceComponent::SetPan(float pan) {
m_pan = std::max(-1.0f, std::min(1.0f, pan));
}
void AudioSourceComponent::SetLooping(bool loop) {
m_isLooping = loop;
}
void AudioSourceComponent::SetSpatialize(bool spatialize) {
m_spatialize = spatialize;
}
void AudioSourceComponent::Set3DParams(const Audio::Audio3DParams& params) {
m_3DParams = params;
}
void AudioSourceComponent::SetDopplerLevel(float level) {
m_3DParams.dopplerLevel = level;
}
void AudioSourceComponent::SetSpread(float spread) {
m_3DParams.spread = std::max(0.0f, std::min(1.0f, spread));
}
void AudioSourceComponent::SetReverbZoneMix(float mix) {
m_3DParams.reverbZoneMix = std::max(0.0f, std::min(1.0f, mix));
}
void AudioSourceComponent::SetOutputMixer(Audio::AudioMixer* mixer) {
m_outputMixer = mixer;
}
void AudioSourceComponent::SetTime(float seconds) {
if (!m_clip || !m_clip->IsValid()) {
return;
}
Audio::uint32 sampleRate = m_clip->GetSampleRate();
Audio::uint32 channels = m_clip->GetChannels();
Audio::uint64 sampleOffset = static_cast<Audio::uint64>(seconds * sampleRate * channels);
m_samplePosition = sampleOffset;
m_lastingTime = seconds;
}
float AudioSourceComponent::GetTime() const {
return static_cast<float>(m_lastingTime);
}
float AudioSourceComponent::GetDuration() const {
if (!m_clip || !m_clip->IsValid()) {
return 0.0f;
}
return m_clip->GetDuration();
}
void AudioSourceComponent::StartEnergyDetect() {
m_isEnergyDetecting = true;
m_energyHistory.clear();
}
void AudioSourceComponent::StopEnergyDetect() {
m_isEnergyDetecting = false;
}
void AudioSourceComponent::Update(float deltaTime) {
if (m_playState != Audio::PlayState::Playing || !m_clip) {
return;
}
m_lastingTime += deltaTime * m_pitch;
Audio::uint32 channels = m_clip->GetChannels();
Audio::uint32 sampleRate = m_clip->GetSampleRate();
Audio::uint64 samplesPerSecond = sampleRate * channels;
Audio::uint64 samplesToAdvance = static_cast<Audio::uint64>(deltaTime * m_pitch * samplesPerSecond);
m_samplePosition += samplesToAdvance;
Audio::uint64 totalSamples = static_cast<Audio::uint64>(m_clip->GetAudioData().Size()) / (m_clip->GetBitsPerSample() / 8);
if (m_samplePosition >= totalSamples) {
if (m_isLooping) {
m_samplePosition = m_samplePosition % totalSamples;
} else {
Stop();
}
}
}
void AudioSourceComponent::OnEnable() {
if (m_playState == Audio::PlayState::Playing) {
Audio::AudioSystem::Get().RegisterSource(this);
}
}
void AudioSourceComponent::OnDisable() {
if (m_playState == Audio::PlayState::Playing) {
Audio::AudioSystem::Get().UnregisterSource(this);
}
}
void AudioSourceComponent::OnDestroy() {
Stop();
}
void AudioSourceComponent::DecodeAudioData() {
if (!m_clip || !m_clip->IsValid()) {
return;
}
if (m_isDecoded) {
return;
}
const auto& audioData = m_clip->GetAudioData();
if (audioData.Empty()) {
return;
}
Audio::uint32 channels = m_clip->GetChannels();
Audio::uint32 bitsPerSample = m_clip->GetBitsPerSample();
uint32_t bytesPerSample = bitsPerSample / 8;
uint32_t totalSamples = static_cast<uint32_t>(audioData.Size()) / bytesPerSample;
m_decodedData.resize(totalSamples);
const uint8_t* rawData = audioData.Data();
if (bitsPerSample == 16) {
const int16_t* samples16 = reinterpret_cast<const int16_t*>(rawData);
for (uint32_t i = 0; i < totalSamples; ++i) {
m_decodedData[i] = samples16[i] / 32768.0f;
}
} else if (bitsPerSample == 8) {
for (uint32_t i = 0; i < totalSamples; ++i) {
m_decodedData[i] = (rawData[i] - 128) / 128.0f;
}
} else if (bitsPerSample == 24) {
for (uint32_t i = 0; i < totalSamples; ++i) {
int32_t sample = (rawData[i * 3] | (rawData[i * 3 + 1] << 8) | (rawData[i * 3 + 2] << 16));
if (sample & 0x800000) {
sample |= 0xFF000000;
}
m_decodedData[i] = sample / 8388608.0f;
}
} else if (bitsPerSample == 32) {
const int32_t* samples32 = reinterpret_cast<const int32_t*>(rawData);
for (uint32_t i = 0; i < totalSamples; ++i) {
m_decodedData[i] = samples32[i] / 2147483648.0f;
}
}
m_isDecoded = true;
}
void AudioSourceComponent::ProcessAudio(float* buffer, Audio::uint32 sampleCount, Audio::uint32 channels,
const Math::Vector3& listenerPosition,
const Math::Quaternion& listenerRotation) {
if (m_playState != Audio::PlayState::Playing || !m_clip || !m_isDecoded) {
return;
}
if (channels == 0 || sampleCount == 0) {
return;
}
if (m_decodedData.empty()) {
return;
}
float volume = m_volume;
if (m_spatialize) {
Apply3DAttenuation(listenerPosition);
volume *= m_volume;
}
Audio::uint32 clipChannels = m_clip->GetChannels();
Audio::uint64 totalSamples = static_cast<Audio::uint64>(m_decodedData.size());
Audio::uint64 samplesPerFrame = sampleCount * channels;
for (Audio::uint32 i = 0; i < sampleCount; ++i) {
for (Audio::uint32 ch = 0; ch < channels; ++ch) {
Audio::uint64 outputIndex = m_samplePosition + i * channels + ch;
if (outputIndex >= totalSamples) {
if (m_isLooping && totalSamples > 0) {
outputIndex = outputIndex % totalSamples;
} else {
buffer[i * channels + ch] += 0.0f;
continue;
}
}
Audio::uint64 decodedChannel = (ch < clipChannels) ? ch : (clipChannels - 1);
Audio::uint64 decodedIndex = (outputIndex / channels) * clipChannels + decodedChannel;
float sample = m_decodedData[decodedIndex];
buffer[i * channels + ch] += sample * volume;
}
}
m_samplePosition += samplesPerFrame;
if (m_samplePosition >= totalSamples) {
if (m_isLooping) {
m_samplePosition = m_samplePosition % totalSamples;
} else {
Stop();
}
}
if (m_isEnergyDetecting) {
UpdateEnergy(buffer, sampleCount * channels);
}
}
void AudioSourceComponent::Apply3DAttenuation(const Math::Vector3& listenerPosition) {
if (!m_gameObject) {
return;
}
Math::Vector3 sourcePosition = transform().GetPosition();
Math::Vector3 direction = sourcePosition - listenerPosition;
float distance = direction.Magnitude();
if (distance > m_3DParams.maxDistance) {
m_volume = 0.0f;
return;
}
float normalizedDistance = distance / m_3DParams.maxDistance;
normalizedDistance = std::max(0.0f, std::min(1.0f, normalizedDistance));
float attenuation = 1.0f - normalizedDistance;
attenuation = std::pow(attenuation, 2.0f);
m_volume *= attenuation;
}
void AudioSourceComponent::UpdateEnergy(const float* buffer, Audio::uint32 sampleCount) {
if (!buffer || sampleCount == 0) {
return;
}
float sumSquares = 0.0f;
for (Audio::uint32 i = 0; i < sampleCount; ++i) {
sumSquares += buffer[i] * buffer[i];
}
m_energy = std::sqrt(sumSquares / static_cast<float>(sampleCount));
m_energyHistory.push_back(m_energy);
if (m_energyHistory.size() > 10) {
m_energyHistory.pop_front();
}
}
} // namespace Components
} // namespace XCEngine