172 lines
4.8 KiB
Rust
172 lines
4.8 KiB
Rust
use crate::model::Sample;
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use std::sync::Arc;
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/// Maximum number of simultaneous audio voices supported by the hardware.
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pub const MAX_CHANNELS: usize = 16;
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/// Standard sample rate for the final audio output.
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pub const OUTPUT_SAMPLE_RATE: u32 = 48000;
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/// Defines if a sample should stop at the end or repeat indefinitely.
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#[derive(Clone, Copy, Debug, PartialEq, Default)]
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pub enum LoopMode {
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/// Play once and stop.
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#[default]
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Off,
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/// Return to the start (or loop_start) when reaching the end.
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On,
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}
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/// State of a single playback voice (channel).
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///
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/// The Core maintains this state to provide information to the App (e.g., is_playing),
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/// but the actual real-time mixing is performed by the Host using commands.
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pub struct Channel {
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/// Reference to the PCM data being played.
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pub sample: Option<Arc<Sample>>,
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/// Current playback position within the sample (fractional for pitch shifting).
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pub pos: f64,
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/// Playback speed multiplier (1.0 = original speed).
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pub pitch: f64,
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/// Voice volume (0-255).
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pub volume: u8,
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/// Stereo panning (0=Full Left, 127=Center, 255=Full Right).
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pub pan: u8,
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/// Loop configuration for this voice.
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pub loop_mode: LoopMode,
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/// Playback priority (used for voice stealing policies).
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pub priority: u8,
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}
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impl Default for Channel {
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fn default() -> Self {
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Self {
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sample: None,
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pos: 0.0,
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pitch: 1.0,
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volume: 255,
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pan: 127,
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loop_mode: LoopMode::Off,
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priority: 0,
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}
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}
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}
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/// Commands sent from the Core to the Host audio backend.
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///
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/// Because the Core logic runs at 60Hz and Audio is generated at 48kHz,
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/// we use an asynchronous command queue to synchronize them.
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pub enum AudioCommand {
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/// Start playing a sample on a specific voice.
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Play {
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sample: Arc<Sample>,
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voice_id: usize,
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volume: u8,
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pan: u8,
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pitch: f64,
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priority: u8,
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loop_mode: LoopMode,
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},
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/// Immediately stop playback on a voice.
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Stop {
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voice_id: usize,
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},
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/// Update volume of an ongoing playback.
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SetVolume {
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voice_id: usize,
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volume: u8,
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},
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/// Update panning of an ongoing playback.
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SetPan {
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voice_id: usize,
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pan: u8,
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},
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/// Update pitch of an ongoing playback.
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SetPitch {
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voice_id: usize,
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pitch: f64,
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},
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}
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/// PROMETEU Audio Subsystem.
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///
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/// Models a multi-channel PCM sampler.
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/// It works like an "Audio CPU": the Game Core sends high-level commands
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/// every frame, and the Host backend implements the low-level mixer.
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pub struct Audio {
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/// Local state of the 16 hardware voices.
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pub voices: [Channel; MAX_CHANNELS],
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/// Queue of pending commands to be processed by the Host mixer.
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pub commands: Vec<AudioCommand>,
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}
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impl Audio {
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/// Initializes the audio system with empty voices.
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pub fn new() -> Self {
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const EMPTY_CHANNEL: Channel = Channel {
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sample: None,
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pos: 0.0,
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pitch: 1.0,
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volume: 255,
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pan: 127,
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loop_mode: LoopMode::Off,
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priority: 0,
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};
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Self {
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voices: [EMPTY_CHANNEL; MAX_CHANNELS],
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commands: Vec::new(),
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}
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}
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pub fn play(&mut self, sample: Arc<Sample>, voice_id: usize, volume: u8, pan: u8, pitch: f64, priority: u8, loop_mode: LoopMode) {
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if voice_id < MAX_CHANNELS {
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self.commands.push(AudioCommand::Play {
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sample,
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voice_id,
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volume,
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pan,
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pitch,
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priority,
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loop_mode,
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});
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}
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}
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pub fn stop(&mut self, voice_id: usize) {
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if voice_id < MAX_CHANNELS {
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self.commands.push(AudioCommand::Stop { voice_id });
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}
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}
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pub fn set_volume(&mut self, voice_id: usize, volume: u8) {
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if voice_id < MAX_CHANNELS {
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self.commands.push(AudioCommand::SetVolume { voice_id, volume });
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}
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}
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pub fn set_pan(&mut self, voice_id: usize, pan: u8) {
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if voice_id < MAX_CHANNELS {
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self.commands.push(AudioCommand::SetPan { voice_id, pan });
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}
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}
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pub fn set_pitch(&mut self, voice_id: usize, pitch: f64) {
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if voice_id < MAX_CHANNELS {
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self.commands.push(AudioCommand::SetPitch { voice_id, pitch });
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}
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}
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pub fn is_playing(&self, voice_id: usize) -> bool {
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if voice_id < MAX_CHANNELS {
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self.voices[voice_id].sample.is_some()
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} else {
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false
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}
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}
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/// Clears the command queue. The Host should consume this every frame.
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pub fn clear_commands(&mut self) {
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self.commands.clear();
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}
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}
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