Mercurial > SDL_sound_CoreAudio
changeset 478:15a540505a02
Initial add.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Thu, 29 Jul 2004 09:26:14 +0000 |
parents | 3e705c9180e5 |
children | 35dfa9d9782e |
files | mixer/tutorial.txt |
diffstat | 1 files changed, 553 insertions(+), 0 deletions(-) [+] |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/mixer/tutorial.txt Thu Jul 29 09:26:14 2004 +0000 @@ -0,0 +1,553 @@ + +SDL_sound version 2.0: Your Mixer, And Welcome To It. + + +SDL_sound v2's major addition is a software mixer. There are some other new +features, but this is the Big New Thing. + + +Some notable features of this mixer: + - No clamping at mix time. Most SDL-based mixing is done via SDL_MixAudio(), + which mixes two samples together, clamping to 16-bits, and then mixes the + next sample into this already-clamped buffer. This can lead to audio + distortion. SDL_sound mixes all samples into a 32-bit floating point buffer + before passing it to the audio device, which means no unnecessary clamping. + It also means it can be more optimized for MacOS X's CoreAudio and other + next-gen audio subsystems, which require you to feed it float32 data. + + - Optimized mixing: MMX, SSE, 3DNow!, and Altivec are used internally where + appropriate. (er...they WILL be, at least!) + + - Multiple "music" files. SDL_mixer is notorious for making a distinction + between "sound" and "music" files (that is, things that can be trivially + decoded to a waveform without bloating the memory footprint vs. things that + can't), and only allows mixing of one music file at a time. SDL_sound + doesn't bother with this distinction, which means you are free to mix any + combination of audio formats at the same time. + + - No "channels". If you want to mix 1,000 audio files and have the hardware + to cover it, you can. You don't have to manage playback channels. There + isn't a seperate "music" channel, since "music" isn't treated differently + from any other audio. + + - Lots of formats. SDL_sound already decodes a huge number of audio formats. + As the mixer is layered on top of this, all of the format support comes + for free. + + - Can handle non-power-of-two resampling. If your samples are at 8000Hz + and the audio hardware is at 11000Hz, this doesn't cause output problems. + + - Control over buffering and mixing. SDL_sound already lets you control how + much audio is prebuffered and predecoded; this carries over to the mixer, + so you can customize how your resources are being used on the fly. + + - Flexible enough for those that need to micromanage mixing, but dirt simple + to for those that just want to make some noise. + + - It can be compiled out if you just want the 1.0 API for decoding formats. + (initializing the mixer subsystem in this case will fail, but for binary + compatibility, the entry points will still exist). + +A brief tutorial follows. + + +Example #1: Play a sound and get the heck out of there. + +#include "SDL_sound.h" + +int main(int argc, char **argv) +{ + Sound_MixInit(NULL); // start the mixer; don't care what format. + Sound_Sample *hello = Sound_NewSampleFromFile("hello.wav", NULL, 10240); + Sound_MixPlay(hello); + while (Sound_MixPlaying(hello)) + SDL_Delay(100); // wait around; mixing is in a seperate thread! + Sound_FreeSample(hello); + Sound_MixDeinit(); + return(0); +} + +Every tutorial needs a "Hello World" example. +That will play hello.wav, wait for it to finish, and terminate the program. +But that's not really mixing! To qualify, you'd need to play two sounds at +once. So let's do that: + + +Example #2: Mixing two sounds. + +#include "SDL_sound.h" + +int main(int argc, char **argv) +{ + Sound_MixInit(NULL); // start the mixer; don't care what format. + Sound_Sample *hello = Sound_NewSampleFromFile("hello.wav", NULL, 10240); + Sound_Sample *music = Sound_NewSampleFromFile("icculus.ogg", NULL, 10240); + Sound_MixPlay(music); + while (Sound_MixPlaying(music)) + { + if (!Sound_MixPlaying(hello)) + { + Sound_Rewind(hello); + Sound_MixPlay(hello); + } + SDL_Delay(100); // wait around. + } + Sound_FreeSample(music); + Sound_FreeSample(hello); // will stop if it happens to still be playing. + Sound_MixDeinit(); + return(0); +} + +Same deal, but we play some music ("Icculus in San Jose" from the talented +Emmett Plant, in this case). We also load our "hello" sound from the previous +example. While the music is playing, we check if "hello" is playing, and if +not, we set it up to play again. Note that the two sounds are playing at the +same time, mixed together. Cool, huh? + +You might notice that we called Sound_Rewind() on the hello sample. This isn't +part of the mixer itself, and is a function from SDL_sound v1, before there +was a mixer at all. This illustrates that you can use the usual SDL_sound +methods to manipulate a sample in the mixer, including seeking and predecoding. +These are safe operations even while the sample is playing. + +That's about all you need to know to effectively use the mixer. Everything +after that is extra credit. + + +Extra credit #1: Mixer Attributes. + +An API's got to know its limitations. SDL_sound isn't meant to be a robust 3D +spatialization library. For that, one should look to the excellent OpenAL API +at http://www.openal.org/. Still, for many reasons, OpenAL might not be a good +fit: it doesn't support many audio formats (and all formats except uncompressed +integer PCM are optional extensions to the API), it is less likely to +support your platform and audio output target than SDL, and it is more +complicated to feed it streamed audio. While not as robust as AL's feature +set, SDL_sound v2 provides a handful of useful attributes you can set on a +sample to alter its playback. + + +Basic Attribute #1: Looping. + +Checking a sample's playing state in a loop just so you know when to restart +it has two problems: first, it's a pain in the butt, and second, there may +be a gap in the audio between when the sound starts and when you're able to +restart it. To remedy this, SDL_sound lets you flag a sample as "looping" so +you don't have to micromanage it. It will continue to rewind and play until +you explicitly stop it. Let's take our last example and do this right: + + +Example #3: Mixing two sounds with better looping. + +#include "SDL_sound.h" + +int main(int argc, char **argv) +{ + Sound_MixInit(NULL); // start the mixer; don't care what format. + Sound_Sample *hello = Sound_NewSampleFromFile("hello.wav", NULL, 10240); + Sound_Sample *music = Sound_NewSampleFromFile("icculus.ogg", NULL, 10240); + Sound_SetAttribute(hello, SOUND_ATTR_LOOPING, 1); // turn on looping. + Sound_MixPlay(music); + Sound_MixPlay(hello); + while (Sound_MixPlaying(music)) + SDL_Delay(100); // wait around. + Sound_FreeSample(music); + Sound_FreeSample(hello); // will stop now. + Sound_MixDeinit(); + return(0); +} + +...it's that easy. + + +Basic attribute #2: Fire and forget + +You'll notice in previous examples that we are taking the pains to explicitly +free the resources associated with a sample via the Sound_FreeSample() call. +In a small program like this, it's easy to be tidy and sweep up after one +or two hardcoded sounds, but when you are managing a lot of different sounds, +or a lot of copies of the same sound, this can become tedious. Case in point: +laser beams. + +Let's say you've got a space fighter game, with a bunch of ships flying +around and shooting at each other. Every time they fire a laser, do you really +want to take the effort to decide when it is done and clean it up? You want +to, quite literally in this case, "fire and forget" the sound...that is, you +want the mixer to playback the audio and then clean it up without further +action or intervention from you. + +So let's take our previous example and adjust it to clean up after us. + + +Example #4: Fire and forget playback. + +#include "SDL_sound.h" + +int main(int argc, char **argv) +{ + Sound_MixInit(NULL); // start the mixer; don't care what format. + Sound_Sample *hello = Sound_NewSampleFromFile("hello.wav", NULL, 10240); + Sound_Sample *music = Sound_NewSampleFromFile("icculus.ogg", NULL, 10240); + Sound_SetAttribute(hello, SOUND_ATTR_FIREANDFORGET, 1); + Sound_SetAttribute(music, SOUND_ATTR_FIREANDFORGET, 1); + Sound_MixPlay(music); // play once, then call Sound_FreeSample() for you. + Sound_MixPlay(hello); // play once, then call Sound_FreeSample() for you. + while (Sound_MixPlayingCount() > 0) + SDL_Delay(100); // wait around. + + // Don't need Sound_FreeSample() here anymore! + + Sound_MixDeinit(); + return(0); +} + +So everything was deallocated automatically, and your mother didn't even have +to come along and tell you to clean up this pig sty! She is very proud of you +right now, I assure you. + +You'll note that we call Sound_MixPlayingCount() to see if the music finished. +You have to do this because the "music" sample is invalid once it gets pushed +through Sound_FreeSample(), which will happen as soon as the mixer is done +with it. To avoid touching deallocated memory, we just ask the mixer if +anything is still playing. + +Also, common sense dictates that looping sounds never get to the "forget" +part of "fire and forget", since they don't stop playing. You can either +manually halt them or turn off the looping, though, and then they'll clean +themselves up. + + +Basic attribute #3: Per-channel Gain. + +If you can tweak the volume of the left or right channel on a sample, you can +accomplish (or at least fake) a surprising number of simple sound effects. +Therefore the mixer allows you to do just this, and then builds a few features +on top of this magic. + +This is accomplished by tweaking the "gain" of a given channel. "Gain" is just +a fancy way of saying "volume". You specify it as a floating point number, +usually in the range of 0.0f to 2.0f. If you set the gain to 0.0f, it results +in silence, and 1.0f results in no change at all. 0.5f halves the volume and +2.0f doubles it. As you might have guessed, the sample gets multiplied by +this value. + +SDL_sound's mixer lets you tweak each channel in a sample individually. Right +now we're limited to mono (one channel) and stereo (two channel) sounds, but +this will probably be enhanced at some point. It's worth noting that this +refers not to the sample itself but to the speakers where they play. This +means you can set the left and right channels of a sample, even though the +sample itself only has one. Since a 2-speaker setup will promote a mono sound +to stereo (same waveform is fed to each speaker), you can tweak it to play at +different volumes in the left and right. + + +So to rehash our tired hello world example again... + +Example #5: Per-channel gain. + +#include "SDL_sound.h" + +int main(int argc, char **argv) +{ + Sound_MixInit(NULL); // start the mixer; don't care what format. + Sound_Sample *hello = Sound_NewSampleFromFile("hello.wav", NULL, 10240); + + // Every channel's gain defaults to 1.0f, or no adjustment. + + Sound_SetAttribute(hello, SOUND_ATTRGAIN0, 0.0f); // left chan==silence. + Sound_MixPlay(hello); // plays just right channel. + while (Sound_MixPlaying(hello)) + SDL_Delay(100); // wait around. + + Sound_SetAttribute(hello, SOUND_ATTRGAIN0, 1.0f); // left chan==normal + Sound_SetAttribute(hello, SOUND_ATTRGAIN1, 0.0f); // right chan==silence + Sound_MixPlay(hello); // plays just left channel. + while (Sound_MixPlaying(hello)) + SDL_Delay(100); // wait around. + + Sound_FreeSample(hello); + Sound_MixDeinit(); + return(0); +} + + +This played the hello sound twice, once in each speaker. Simple. + +Well, almost simple. If you only have mono output (one speaker), then this +will play silence the first time (channel 0 set to silence), then the sound +at normal volume the second time (channel 0, the only speaker, set to normal). +In a 1-speaker setup, screwing with the second channel is ignored. + +If this is going to be a pain for you to track yourself, you can use +Sound_MixInit() to set up a stereo environment and let it dither everything +down to one speaker behind the scenes if need be. Generally, this isn't a +huge concern, though. + + +Extra Credit #2: Fading + +Sometimes you want to fade out (or fade in) a sound over time...this is +handy when ending a game level. It's a nicer effect to silence everything +over some small amount of time than to abruptly kill all the noise. This is +more pleasant for the end-user. + +You could accomplish this by tweaking each channel of all your samples' gain +over time, but this is another one of those things that are annoying to +micromanage. The mixer has to constantly pay attention to these samples anyhow, +why should you do it, too? + +SDL_sound gives you a means to instruct the mixer to take care of this. + + +Example #6: Fading a sound. + +#include "SDL_sound.h" + +int main(int argc, char **argv) +{ + Sound_MixInit(NULL); // start the mixer; don't care what format. + Sound_Sample *music = Sound_NewSampleFromFile("icculus.ogg", NULL, 10240); + Sound_MixPlay(music); // Start music playing. + Sound_SetAttribute(music, SOUND_ATTR_FADEOUT, 10000); + SDL_Delay(10000); + Sound_SetAttribute(music, SOUND_ATTR_FADEIN, 10000); + SDL_Delay(10000); + Sound_FreeSample(music); + Sound_MixDeinit(); + return(0); +} + + +So this starts our favorite song playing, and tells it to fade to silence +smoothly over 10000 milliseconds (that is, 10 seconds). Since we know how +long we want this to take, we lazily call SDL_Delay() to wait that long; the +mixer works in another thread, so we have the luxury of doing nothing here. +Then we fade it back in over another 10 seconds before exiting. + +It's worth noting a few things here: +First, the FADEOUT attribute uses the same mechanism as SetGain() under the +hood when mixing, but the two attributes exist seperately: if you double the +gain (2.0f), the sound will drop in volume twice as much each time the fading +updates, but it's still going to go from twice-as-loud to silence in the +same amount of time (10000 milliseconds in this case). + +When a sample is totally silent, either because it faded out or you set its +gain to 0.0f, it is still playing! If you were to turn the volume back up +30 seconds after the fade completes, you'd hear the sound as it would be at +that 30 second moment as if you hadn't silenced it at all. This has a few +important ramifications: + 1) It's still taking CPU time. Maybe not as much, since we can choose not + to mix when the gain is 0.0f, but in order to keep the sound "playing" + we might need to decode more of it, which means CPU time and memory + usage and such. Best to halt a silent sound if you aren't going to need + it. + 2) Sound_MixPlayingCount() might be > 0 even though you don't hear noise. + 3) A sound might not be where you left it. Keep better track of your things! + +You might also notice that we called Sound_FreeSample() on a playing sample. +This is legal. If a sample is playing when you free it, the mixer knows to +halt it first. + + +Extra Credit #3: Halting + +SDL_sound's mixer is a little different than most, in that there aren't +seperate playing states. "Halting" a mixing sample means you took it out of +the mixing list. "Playing" it means you put it back in, and it picks up the +mixing with the sample as it found it. + +If you want something anologous to that "stop" button in WinAmp, you would +halt the sample and then call Sound_Rewind() on it. Next time you start it +playing, it'll be playing from the start of the sample. If you didn't call +Sound_Rewind() first, it'll be playing from where you halted it. That's more +like clicking WinAmp's "pause" button. + +However, there are times when you want everything to stop at once. Just +looping over every sample and halting them isn't any good, since some might +play just a tiny bit longer...it's a lovely bug called a "race condition". + +And, as I'm sure you've heard me say before, why do a lot of work to manage +stuff that the mixer has to manage itself anyhow? You should learn to +delegate more, you control freak. + + +Example #7: Halting. + +#include "SDL_sound.h" + +int main(int argc, char **argv) +{ + Sound_MixInit(NULL); // start the mixer; don't care what format. + Sound_Sample *hello = Sound_NewSampleFromFile("hello.wav", NULL, 10240); + Sound_Sample *chatter = Sound_NewSampleFromFile("chatter.wav", NULL, 10240); + Sound_Sample *music = Sound_NewSampleFromFile("icculus.ogg", NULL, 10240); + Sound_MixPlay(music); + + Sound_MixPlay(hello); + while (Sound_MixPlaying(hello)) SDL_Delay(100); // wait around. + Sound_MixPlay(hello); + while (Sound_MixPlaying(hello)) SDL_Delay(100); // wait around. + Sound_MixPlay(hello); + while (Sound_MixPlaying(hello)) SDL_Delay(100); // wait around. + + Sound_MixHalt(music); // halt the music. + + Sound_MixPlay(hello); + while (Sound_MixPlaying(hello)) SDL_Delay(100); // wait around. + Sound_MixPlay(hello); + while (Sound_MixPlaying(hello)) SDL_Delay(100); // wait around. + Sound_MixPlay(hello); + while (Sound_MixPlaying(hello)) SDL_Delay(100); // wait around. + + Sound_MixPlay(music); // start the music where it left off. + Sound_MixPlay(chatter); // start the chatter. + + SDL_Delay(3000); // let them play. + Sound_MixHalt(NULL); // halt _everything_ that's playing. + SDL_Delay(3000); // waste some time. + Sound_MixPlay(music); // start the music where it left off. + Sound_MixPlay(chatter); // start the chatter where it left off. + SDL_Delay(3000); // waste some more time. + + Sound_FreeSample(music); // clean up and quit. + Sound_FreeSample(chatter); + Sound_FreeSample(hello); + Sound_MixDeinit(); + return(0); +} + + +Ok, you following? That plays the music, plays "hello" three times while the +music is playing, halts the music and plays hello three times without anything +else, restarts the music where it left off mixed with "chatter" for three +seconds, stops everything (music and chatter in this case), waits three more +seconds of silence, restarts the music and chatter where it left off and +lets them play for three more seconds. Then it shuts it all down and goes +home. + +Fun, huh? + +There are some notable exceptions to this rule. When a sound gets to the end +of its mixing, it either halts or (if set looping) rewinds and starts playing +again without missing a beat. For these, you don't have to manually halt +(or manually restart, as it were). + + +You now have everything you need to make a game with robust audio. But for +some of you, that's not enough. You're never satisfied. You need the section +of this tutorial written for... + + +THE HARDCORE. + +(These sections are brief and lack full examples. If you're hardcore, you +probably don't read wussy tutorials anyhow.) + + +Hardcore #1: low-overhead copying of a sample. + +Let's say you've got a sound file that represents a laser blast. Everytime a +shot is fired in your game, you don't want to have the overhead of reloading +it from disk, decoding and mixing it on the fly! + +Here are some tips for your efficiency: + + - Opt for an uncompressed format, such as a standard .WAV file or even + raw PCM. For small, frequently used sounds, the bigger memory footprint + is usually an acceptable tradeoff to constant redecoding. In some cases, + we've found that compressing to, say, .ogg format actually makes the + file bigger if it's a very short sound. + + - Put your sound into a memory block and point multiple memory RWOPS at + it: one per playing sound. There are functions in SDL_sound 2 + for allocating these from a pool, which reduces allocation overhead + and memory fragmentation, and eliminates multiple trips to the disk + when you "read" the sound. + + - Sound_Sample structures are allocated in a pool, too, so throwaway + sounds (specifically, ones using pooled RWOPS) don't thrash system + resources. Good for those fire-and-forget effects. + + - It's trivial to roll a reference-counting RWOPS that lets you use the + same memory block for several playing sounds, and when the last one + closes it (all related Sound_Samples go through Sound_FreeSample()), it + deletes the original memory block. Handy if you only want to loosely + manage those buffers. + + - Cull samples if you're playing too many. The app can decide which sounds + are important and assign them a priority, and let only the first X + highest priority sounds actually mix. + + - Alternately, if you can swallow the memory: take a highly-compressed + file and put it into a Sound_Sample, call Sound_DecodeAll. Now, use + the sample's "decoded" field as raw PCM for other Sound_Samples using + above tricks. When you are done, clean up the other samples first, then + call Sound_FreeSample() on this one. This is extremely useful if you + want to reduce CPU usage for one sound that is otherwise compressed. + Memory usage doesn't grow exponentially with each simulataneous mixing + of this sound, because everyone is feeding from the same memory block, + so each new sample instance adds some bytes for the structures (which + might have been allocated in the pool already anyhow). + + +Hardcore #2: Predecoding and buffer sizes. + +Take advantage of the 1.0 API for predecoding and altering the decode buffer +size. This gives you control over the memory/CPU tradeoff at mix time, as the +mixer will call Sound_Decode() when it needs more data from a playing sample. +How much decoding is done at that point depends on how much buffering is +available. If you predecode the whole thing with Sound_DecodeAll(), then the +mixer can focus on mixing and not spend time decoding. + + + +Hardcore #3: Global gain, global fade. + +Most attributes that apply to one sample can be applied to all by passing a +NULL for the first argument to Sound_SetAttribute(). Gain and fade are +examples of this. If you want everything to fade out at once, this is the +best, race-condition free way to do it. + +Note that global attributes don't override (or overwrite) per-sample +attributes. If you set a sample's gain to 2.0 and the global gain to 0.5, the +sound plays at normal (1.0) gain...the sample's gain is still 2.0 when you +change the global gain thereafter. + + +Hardcore #4: Postmix callbacks. + +You can register a callback function per-sample that is called when the mixer +has finished its work and is about to send the data to the audio hardware. +These generally run in seperate threads on most platforms, and as such must be +protected from your main code with mutexes. + +These are useful if you are are writing a media player and want to show some +sort of visual feedback based on the playing audio data, or if you want to +tweak the sound with your own special effects. + + +Hardcore #5: Sample finished callback. + +You can register a callback function per-sample that is called when the mixer +has completely finished mixing a non-looping sample. This is largely a nod to +SDL_mixer, where this was the most convenient way to clean up fire-and-forget +sounds, but most people will want to let SDL_sound handle those. This has +other good uses: it lets you know when sound events are complete if you are +adding cinematics/cut-scenes to your program, or perhaps when it's safe for +characters to speak again (it's strange when one actor is speaking two +overlapping lines of dialogue, for example). + + +Hardcore #6: Your suggestion here! + +The goal is to try and make audio work fairly painless for the game developer, +which means that if there is a good way to generalize functionality into the +mixer layer, we probably should. Comments are welcome! + +It's worth noting that this tutorial covers common usage patterns and the Big +Important Things, so a lot of support API isn't covered here. For example, +important things like being able to query sample attributes weren't important +enough to mention here, but that doesn't mean you can't do it). + +// end of mixer.txt ... +