power_play/src/sound/sound_core.c
2025-07-30 20:51:57 -05:00

201 lines
5.6 KiB
C

#define SOUND_SAMPLE_RATE 48000
struct sound_task_params {
struct sound_task_params *next_free;
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)
{
__prof;
(UNUSED)asset_cache_sr;
G.params.arena = AllocArena(Gibi(64));
return (SND_StartupReceipt) { 0 };
}
/* ========================== *
* Load task param store
* ========================== */
internal struct sound_task_params *sound_task_params_alloc(void)
{
struct sound_task_params *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_Unlock(&lock);
}
return p;
}
internal void sound_task_params_release(struct sound_task_params *p)
{
P_Lock lock = P_LockE(&G.params.mutex);
p->next_free = G.params.head_free;
G.params.head_free = p;
P_Unlock(&lock);
}
/* ========================== *
* Load
* ========================== */
internal P_JobDef(sound_load_asset_job, job)
{
__prof;
struct sound_task_params *params = job.sig;
TempArena scratch = BeginScratchNoConflict();
String path = STRING(params->path_len, (u8 *)params->path_cstr);
AC_Asset *asset = params->asset;
u32 flags = params->flags;
P_LogInfoF("Loading sound \"%F\"", FmtString(path));
i64 start_ns = P_TimeNs();
String error_msg = Lit("Unknown error");
Assert(StringEndsWith(path, Lit(".mp3")));
/* Decode */
MP3_Result decoded = ZI;
{
R_Resource sound_rs = R_OpenResource(path);
if (R_ResourceExists(&sound_rs)) {
u64 decode_flags = 0;
if (flags & SOUND_FLAG_STEREO) {
decode_flags |= MP3_DecodeFlag_Stereo;
}
decoded = MP3_Decode(scratch.arena, R_GetResourceData(&sound_rs), SOUND_SAMPLE_RATE, decode_flags);
if (!decoded.success) {
error_msg = Lit("Failed to decode sound file");
}
} else {
error_msg = Lit("Resource not found");
}
R_CloseResource(&sound_rs);
}
if (decoded.success) {
/* Store */
SND_Sound *sound = 0;
u64 samples_count = decoded.samples_count;
i16 *samples = 0;
{
AC_Store store = AC_OpenStore();
sound = PushStructNoZero(store.arena, SND_Sound);
samples = PushStructsNoZero(store.arena, i16, samples_count);
AC_CloseStore(&store);
}
/* Initialize */
ZeroStruct(sound);
sound->flags = flags;
sound->samples_count = samples_count;
sound->samples = samples;
CopyBytes(sound->samples, decoded.samples, decoded.samples_count * sizeof(*decoded.samples));
P_LogSuccessF("Loaded sound \"%F\" in %F seconds", FmtString(path), FmtFloat(SecondsFromNs(P_TimeNs() - start_ns)));
AC_MarkReady(asset, sound);
} else {
P_LogErrorF("Error loading sound \"%F\": %F", FmtString(path), FmtString(error_msg));
/* Store */
SND_Sound *sound = 0;
{
AC_Store store = AC_OpenStore();
sound = PushStructNoZero(store.arena, SND_Sound);
AC_CloseStore(&store);
}
*sound = (SND_Sound) { 0 };
AC_MarkReady(asset, sound);
}
sound_task_params_release(params);
EndScratch(scratch);
}
AC_Asset *sound_load_asset(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));
u64 hash = AC_HashFromKey(key);
b32 is_first_touch;
AC_Asset *asset = AC_TouchCache(key, hash, &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)) {
P_Panic(StringFormat(scratch.arena,
Lit("Sound path \"%F\" too long!"),
FmtString(path)));
}
CstrBuffFromStringToBuff(StringFromArray(params->path_cstr), path);
params->path_len = path.len;
params->asset = asset;
params->flags = flags;
/* PushStruct task */
AC_MarkLoading(asset);
P_Run(1, sound_load_asset_job, params, P_Pool_Background, P_Priority_Low, &asset->counter);
if (wait) {
AC_WaitOnAssetReady(asset);
}
}
EndScratch(scratch);
return asset;
}
SND_Sound *sound_load_async(String path, u32 flags)
{
__prof;
AC_Asset *asset = sound_load_asset(path, flags, 0);
SND_Sound *sound = (SND_Sound *)AC_DataFromStore(asset);
return sound;
}
SND_Sound *sound_load(String path, u32 flags)
{
__prof;
AC_Asset *asset = sound_load_asset(path, flags, 1);
AC_WaitOnAssetReady(asset);
SND_Sound *sound = (SND_Sound *)AC_DataFromStore(asset);
return sound;
}