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AXESongBootstrapper.cpp
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78 lines (61 loc) · 2.3 KB
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#include "AXETypes.hpp"
#include "Debug/EditorConsole.hpp"
#include "miniaudio.h"
#include <cstddef>
#include "AXEAudioHelpers.hpp"
#define EC_THIS "Song Bootstrapper"
namespace Shadow::AXE {
// TODO: make this better.
void bootstrapSong(Song* song, ma_engine* audioEngine) {
EC_NEWCAT(EC_THIS);
EC_PRINT(EC_THIS, "Bootstrapping song: %s with ShadowAudio", song->name.c_str());
ma_result result;
ma_uint32 soundFlags = MA_SOUND_FLAG_NO_SPATIALIZATION;
if (song->decodeOnLoad) {
soundFlags |= MA_SOUND_FLAG_DECODE;
}
for (auto& track : song->tracks) {
result = ma_sound_group_init(audioEngine, soundFlags, nullptr, &track.soundGroup);
if (result != MA_SUCCESS) {
EC_ERROUT(EC_THIS, "FAILED TO INIT SOUND GROUP FOR TRACK %s", track.name.c_str());
continue;
}
checkResult(result);
ma_sound_group_set_volume(&track.soundGroup, (track.volume / 100.0f));
ma_sound_group_set_pan_mode(&track.soundGroup, track.realPanning ? ma_pan_mode_pan : ma_pan_mode_balance);
ma_sound_group_set_pan(&track.soundGroup, track.balance);
if (track.muted) ma_sound_group_set_volume(&track.soundGroup, 0.0f);
}
for (auto& track : song->tracks) {
for (auto& clip : track.clips) {
if (clip->clipType == TimelineClipType_Drums) {
result = ma_sound_group_init(audioEngine, soundFlags, &track.soundGroup, &clip->drumData->drumSoundGroup);
checkResult(result);
}
if (clip->clipType == TimelineClipType_PianoRoll) {
result = ma_sound_group_init(audioEngine, soundFlags, &track.soundGroup, &clip->pianoRollData->pianoSoundGroup);
checkResult(result);
}
if (clip->clipType == TimelineClipType_PianoRoll || clip->clipType == TimelineClipType_Drums) {
// No sound to load, just continue
clip->loaded = true;
continue;
}
result = ma_sound_init_from_file(audioEngine, clip->baseAudioSource.c_str(), soundFlags, &track.soundGroup, nullptr, &clip->engineSound);
clip->loaded = true;
if (result != MA_SUCCESS) {
EC_ERROUT(EC_THIS, "FAILED TO INIT SOUND FOR CLIP %s", clip->name.c_str());
EC_ERROUT(EC_THIS, "Clip base audio source %s", clip->baseAudioSource.c_str());
}
}
}
}
void unloadSong(Song* song, ma_engine* audioEngine) {
for (auto& track : song->tracks) {
for (auto& clip : track.clips) {
ma_sound_uninit(&clip->engineSound);
clip->loaded = false;
}
}
}
}