sound layer refactor

This commit is contained in:
jacob 2025-07-30 21:05:23 -05:00
parent 7253e8f210
commit 35564cceef
5 changed files with 130 additions and 88 deletions

View File

@ -243,7 +243,7 @@ void P_AppStartup(String args_str)
F_StartupReceipt font_sr = F_Startup(&asset_cache_sr, &ttf_sr);
S_StartupReceipt sprite_sr = sprite_startup();
M_StartupReceipt mixer_sr = M_Startup();
SND_StartupReceipt sound_sr = sound_startup(&asset_cache_sr);
SND_StartupReceipt sound_sr = SND_Startup(&asset_cache_sr);
D_StartupReceipt draw_sr = D_Startup(&font_sr);
SimStartupReceipt sim_sr = sim_startup();

View File

@ -40,9 +40,8 @@ Struct(F_LoadJobSigStore)
P_Mutex mutex;
};
/* ========================== *
* Global state
* ========================== */
////////////////////////////////
//~ Shared state
#define F_LookupTableSize (256)

View File

@ -295,7 +295,7 @@ M_PcmF32 M_MixAllTracks(Arena *arena, u64 frame_count)
SND_Sound *source = mix->source;
M_TrackDesc desc = mix->desc;
M_EffectData *effect_data = &mix->effect_data;
b32 source_is_stereo = source->flags & SOUND_FLAG_STEREO;
b32 source_is_stereo = source->flags & SND_SoundFlag_Stereo;
f32 speed = MaxF32(0, desc.speed);
//- Determine sample range

View File

@ -1,76 +1,56 @@
#define SOUND_SAMPLE_RATE 48000
SND_SharedState SND_shared_state = ZI;
struct sound_task_params {
struct sound_task_params *next_free;
////////////////////////////////
//~ Startup
u32 flags;
AC_Asset *asset;
u64 path_len;
char path_cstr[1024];
};
struct sound_task_params_store {
struct sound_task_params *head_free;
Arena *arena;
P_Mutex mutex;
};
/* ========================== *
* Global state
* ========================== */
Global struct {
struct sound_task_params_store params;
} G = ZI, DebugAlias(G, G_sound);
/* ========================== *
* Startup
* ========================== */
SND_StartupReceipt sound_startup(AC_StartupReceipt *asset_cache_sr)
SND_StartupReceipt SND_Startup(AC_StartupReceipt *asset_cache_sr)
{
__prof;
SND_SharedState *g = &SND_shared_state;
(UNUSED)asset_cache_sr;
G.params.arena = AllocArena(Gibi(64));
g->params.arena = AllocArena(Gibi(64));
return (SND_StartupReceipt) { 0 };
}
/* ========================== *
* Load task param store
* ========================== */
////////////////////////////////
//~ Job sig store
internal struct sound_task_params *sound_task_params_alloc(void)
SND_LoadAssetJobSig *SND_AllocJobSig(void)
{
struct sound_task_params *p = 0;
SND_SharedState *g = &SND_shared_state;
SND_LoadAssetJobSig *p = 0;
{
P_Lock lock = P_LockE(&G.params.mutex);
if (G.params.head_free) {
p = G.params.head_free;
G.params.head_free = p->next_free;
} else {
p = PushStruct(G.params.arena, struct sound_task_params);
P_Lock lock = P_LockE(&g->params.mutex);
if (g->params.head_free)
{
p = g->params.head_free;
g->params.head_free = p->next_free;
}
else
{
p = PushStruct(g->params.arena, SND_LoadAssetJobSig);
}
P_Unlock(&lock);
}
return p;
}
internal void sound_task_params_release(struct sound_task_params *p)
void SND_ReleaseJobSig(SND_LoadAssetJobSig *p)
{
P_Lock lock = P_LockE(&G.params.mutex);
p->next_free = G.params.head_free;
G.params.head_free = p;
SND_SharedState *g = &SND_shared_state;
P_Lock lock = P_LockE(&g->params.mutex);
p->next_free = g->params.head_free;
g->params.head_free = p;
P_Unlock(&lock);
}
/* ========================== *
* Load
* ========================== */
////////////////////////////////
//~ Load job
internal P_JobDef(sound_load_asset_job, job)
P_JobDef(SND_LoadAssetJob, job)
{
__prof;
struct sound_task_params *params = job.sig;
SND_LoadAssetJobSig *params = job.sig;
TempArena scratch = BeginScratchNoConflict();
String path = STRING(params->path_len, (u8 *)params->path_cstr);
AC_Asset *asset = params->asset;
@ -87,22 +67,28 @@ internal P_JobDef(sound_load_asset_job, job)
MP3_Result decoded = ZI;
{
R_Resource sound_rs = R_OpenResource(path);
if (R_ResourceExists(&sound_rs)) {
if (R_ResourceExists(&sound_rs))
{
u64 decode_flags = 0;
if (flags & SOUND_FLAG_STEREO) {
if (flags & SND_SoundFlag_Stereo)
{
decode_flags |= MP3_DecodeFlag_Stereo;
}
decoded = MP3_Decode(scratch.arena, R_GetResourceData(&sound_rs), SOUND_SAMPLE_RATE, decode_flags);
if (!decoded.success) {
decoded = MP3_Decode(scratch.arena, R_GetResourceData(&sound_rs), SND_SampleRate, decode_flags);
if (!decoded.success)
{
error_msg = Lit("Failed to decode sound file");
}
} else {
}
else
{
error_msg = Lit("Resource not found");
}
R_CloseResource(&sound_rs);
}
if (decoded.success) {
if (decoded.success)
{
/* Store */
SND_Sound *sound = 0;
u64 samples_count = decoded.samples_count;
@ -123,7 +109,9 @@ internal P_JobDef(sound_load_asset_job, job)
P_LogSuccessF("Loaded sound \"%F\" in %F seconds", FmtString(path), FmtFloat(SecondsFromNs(P_TimeNs() - start_ns)));
AC_MarkReady(asset, sound);
} else {
}
else
{
P_LogErrorF("Error loading sound \"%F\": %F", FmtString(path), FmtString(error_msg));
/* Store */
@ -137,32 +125,37 @@ internal P_JobDef(sound_load_asset_job, job)
AC_MarkReady(asset, sound);
}
sound_task_params_release(params);
SND_ReleaseJobSig(params);
EndScratch(scratch);
}
AC_Asset *sound_load_asset(String path, u32 flags, b32 wait)
////////////////////////////////
//~ Load sound
AC_Asset *SND_LoadAsset(String path, u32 flags, b32 wait)
{
__prof;
TempArena scratch = BeginScratchNoConflict();
/* Generate and append sound flags to path key */
String key = StringFormat(scratch.arena,
Lit("%F%F_sound"),
FmtString(path),
FmtUint((u64)flags));
Lit("%F%F_sound"),
FmtString(path),
FmtUint((u64)flags));
u64 hash = AC_HashFromKey(key);
b32 is_first_touch;
AC_Asset *asset = AC_TouchCache(key, hash, &is_first_touch);
if (is_first_touch) {
if (is_first_touch)
{
/* Assemble task params */
struct sound_task_params *params = sound_task_params_alloc();
if (path.len > (sizeof(params->path_cstr) - 1)) {
SND_LoadAssetJobSig *params = SND_AllocJobSig();
if (path.len > (sizeof(params->path_cstr) - 1))
{
P_Panic(StringFormat(scratch.arena,
Lit("Sound path \"%F\" too long!"),
FmtString(path)));
Lit("Sound path \"%F\" too long!"),
FmtString(path)));
}
CstrBuffFromStringToBuff(StringFromArray(params->path_cstr), path);
params->path_len = path.len;
@ -171,8 +164,9 @@ AC_Asset *sound_load_asset(String path, u32 flags, b32 wait)
/* PushStruct task */
AC_MarkLoading(asset);
P_Run(1, sound_load_asset_job, params, P_Pool_Background, P_Priority_Low, &asset->counter);
if (wait) {
P_Run(1, SND_LoadAssetJob, params, P_Pool_Background, P_Priority_Low, &asset->counter);
if (wait)
{
AC_WaitOnAssetReady(asset);
}
}
@ -181,19 +175,18 @@ AC_Asset *sound_load_asset(String path, u32 flags, b32 wait)
return asset;
}
SND_Sound *sound_load_async(String path, u32 flags)
SND_Sound *SND_LoadSoundAsync(String path, u32 flags)
{
__prof;
AC_Asset *asset = sound_load_asset(path, flags, 0);
AC_Asset *asset = SND_LoadAsset(path, flags, 0);
SND_Sound *sound = (SND_Sound *)AC_DataFromStore(asset);
return sound;
}
SND_Sound *sound_load(String path, u32 flags)
SND_Sound *SND_LoadSoundWait(String path, u32 flags)
{
__prof;
AC_Asset *asset = sound_load_asset(path, flags, 1);
AC_Asset *asset = SND_LoadAsset(path, flags, 1);
AC_WaitOnAssetReady(asset);
SND_Sound *sound = (SND_Sound *)AC_DataFromStore(asset);
return sound;

View File

@ -1,17 +1,67 @@
#define SOUND_FLAG_NONE 0x0
#define SOUND_FLAG_STEREO 0x1
////////////////////////////////
//~ Sound structs
typedef struct SND_Sound SND_Sound;
struct SND_Sound {
#define SND_SampleRate 48000
typedef u32 SND_SoundFlag; enum
{
SND_SoundFlag_None = 0,
SND_SoundFlag_Stereo = (1 << 0)
};
Struct(SND_Sound)
{
u32 flags;
u64 samples_count;
i16 *samples;
};
typedef struct SND_StartupReceipt SND_StartupReceipt;
struct SND_StartupReceipt { i32 _; };
SND_StartupReceipt sound_startup(AC_StartupReceipt *asset_cache_sr);
////////////////////////////////
//~ Sound job types
AC_Asset *sound_load_asset(String path, u32 flags, b32 wait);
SND_Sound *sound_load_async(String path, u32 flags);
SND_Sound *sound_load(String path, u32 flags);
Struct(SND_LoadAssetJobSig)
{
SND_LoadAssetJobSig *next_free;
u32 flags;
AC_Asset *asset;
u64 path_len;
char path_cstr[1024];
};
Struct(SND_LoadAssetJobSigStore)
{
SND_LoadAssetJobSig *head_free;
Arena *arena;
P_Mutex mutex;
};
////////////////////////////////
//~ Shared state
Struct(SND_SharedState)
{
SND_LoadAssetJobSigStore params;
};
extern SND_SharedState SND_shared_state;
////////////////////////////////
//~ Startup
Struct(SND_StartupReceipt) { i32 _; };
SND_StartupReceipt SND_Startup(AC_StartupReceipt *asset_cache_sr);
////////////////////////////////
//~ Sound load job
SND_LoadAssetJobSig *SND_AllocJobSig(void);
void SND_ReleaseJobSig(SND_LoadAssetJobSig *p);
////////////////////////////////
//~ Sound load operations
P_JobDef(SND_LoadAssetJob, job);
AC_Asset *SND_LoadAsset(String path, u32 flags, b32 wait);
SND_Sound *SND_LoadSoundAsync(String path, u32 flags);
SND_Sound *SND_LoadSoundWait(String path, u32 flags);