162 lines
5.4 KiB
C++
162 lines
5.4 KiB
C++
//
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// Copyright (c) 2008-2020 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include <Urho3D/Audio/BufferedSoundStream.h>
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#include <Urho3D/Audio/SoundSource.h>
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#include <Urho3D/Core/CoreEvents.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Input/Input.h>
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#include <Urho3D/IO/Log.h>
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#include <Urho3D/Scene/Node.h>
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#include <Urho3D/UI/Font.h>
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#include <Urho3D/UI/Text.h>
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#include <Urho3D/UI/UI.h>
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#include "SoundSynthesis.h"
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#include <Urho3D/DebugNew.h>
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// Expands to this example's entry-point
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URHO3D_DEFINE_APPLICATION_MAIN(SoundSynthesis)
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SoundSynthesis::SoundSynthesis(Context* context) :
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Sample(context),
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filter_(0.5f),
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accumulator_(0.0f),
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osc1_(0.0f),
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osc2_(180.0f)
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{
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}
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void SoundSynthesis::Setup()
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{
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// Modify engine startup parameters
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Sample::Setup();
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engineParameters_[EP_SOUND] = true;
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}
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void SoundSynthesis::Start()
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{
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// Execute base class startup
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Sample::Start();
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// Create the sound stream & start playback
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CreateSound();
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// Create the UI content
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CreateInstructions();
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// Hook up to the frame update events
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SubscribeToEvents();
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// Set the mouse mode to use in the sample
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Sample::InitMouseMode(MM_FREE);
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}
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void SoundSynthesis::CreateSound()
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{
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// Sound source needs a node so that it is considered enabled
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node_ = new Node(context_);
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auto* source = node_->CreateComponent<SoundSource>();
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soundStream_ = new BufferedSoundStream();
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// Set format: 44100 Hz, sixteen bit, mono
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soundStream_->SetFormat(44100, true, false);
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// Start playback. We don't have data in the stream yet, but the SoundSource will wait until there is data,
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// as the stream is by default in the "don't stop at end" mode
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source->Play(soundStream_);
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}
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void SoundSynthesis::UpdateSound()
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{
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// Try to keep 1/10 seconds of sound in the buffer, to avoid both dropouts and unnecessary latency
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float targetLength = 1.0f / 10.0f;
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float requiredLength = targetLength - soundStream_->GetBufferLength();
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if (requiredLength < 0.0f)
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return;
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auto numSamples = (unsigned)(soundStream_->GetFrequency() * requiredLength);
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if (!numSamples)
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return;
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// Allocate a new buffer and fill it with a simple two-oscillator algorithm. The sound is over-amplified
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// (distorted), clamped to the 16-bit range, and finally lowpass-filtered according to the coefficient
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SharedArrayPtr<signed short> newData(new signed short[numSamples]);
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for (unsigned i = 0; i < numSamples; ++i)
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{
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osc1_ = fmodf(osc1_ + 1.0f, 360.0f);
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osc2_ = fmodf(osc2_ + 1.002f, 360.0f);
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float newValue = Clamp((Sin(osc1_) + Sin(osc2_)) * 100000.0f, -32767.0f, 32767.0f);
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accumulator_ = Lerp(accumulator_, newValue, filter_);
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newData[i] = (int)accumulator_;
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}
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// Queue buffer to the stream for playback
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soundStream_->AddData(newData, numSamples * sizeof(signed short));
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}
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void SoundSynthesis::CreateInstructions()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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auto* ui = GetSubsystem<UI>();
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// Construct new Text object, set string to display and font to use
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instructionText_ = ui->GetRoot()->CreateChild<Text>();
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instructionText_->SetText("Use cursor up and down to control sound filtering");
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instructionText_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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// Position the text relative to the screen center
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instructionText_->SetTextAlignment(HA_CENTER);
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instructionText_->SetHorizontalAlignment(HA_CENTER);
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instructionText_->SetVerticalAlignment(VA_CENTER);
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instructionText_->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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}
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void SoundSynthesis::SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(SoundSynthesis, HandleUpdate));
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}
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void SoundSynthesis::HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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using namespace Update;
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// Take the frame time step, which is stored as a float
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float timeStep = eventData[P_TIMESTEP].GetFloat();
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// Use keys to control the filter constant
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auto* input = GetSubsystem<Input>();
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if (input->GetKeyDown(KEY_UP))
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filter_ += timeStep * 0.5f;
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if (input->GetKeyDown(KEY_DOWN))
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filter_ -= timeStep * 0.5f;
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filter_ = Clamp(filter_, 0.01f, 1.0f);
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instructionText_->SetText("Use cursor up and down to control sound filtering\n"
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"Coefficient: " + String(filter_));
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UpdateSound();
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}
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