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cute_sound.h
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cute_sound.h
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/*
------------------------------------------------------------------------------
Licensing information can be found at the end of the file.
------------------------------------------------------------------------------
cute_sound.h - v2.08
To create implementation (the function definitions)
#define CUTE_SOUND_IMPLEMENTATION
in *one* C/CPP file (translation unit) that includes this file
SUMMARY
cute_sound is a C API for loading, playing, looping, panning and fading mono
and stereo sounds, without any external dependencies other than things that ship
with standard OSs, or SDL2 for more uncommon OSs.
While platform detection is done automatically, you are able to explicitly
specify which to use by defining one of the following:
#define CUTE_SOUND_PLATFORM_WINDOWS
#define CUTE_SOUND_PLATFORM_APPLE
#define CUTE_SOUND_PLATFORM_SDL
For Windows cute_sound uses DirectSound. Due to the use of SSE intrinsics, MinGW
builds must be made with the compiler option: -march=native, or optionally SSE
can be disabled with CUTE_SOUND_SCALAR_MODE. More on this mode written below.
For Apple machines cute_sound uses CoreAudio.
For Linux builds cute_sound uses SDL2.
An SDL2 implementation of cute_sound is available on platforms SDL2 is available,
which is pretty much everywhere. To use the SDL2 implementation of cute_sound
define CUTE_SOUND_FORCE_SDL before placing the CUTE_SOUND_IMPLEMENTATION into a
translation unit in order to force the use of SDL. Here is an example:
#define CUTE_SOUND_FORCE_SDL
#define CUTE_SOUND_IMPLEMENTATION
#include <cute_sound.h>
If you want to use cute_sound with SDL_RWops, you must enable it by putting this
before you #include cute_sound.h:
#define CUTE_SOUND_SDL_RWOPS
REVISION HISTORY
1.0 (06/04/2016) Initial release.
1.01 (06/06/2016) Load WAV from memory.
* Separate portable and OS-specific code in cs_mix.
* Fixed bug causing audio glitches when sounds ended.
* Added stb_vorbis loaders + demo example.
1.02 (06/08/2016) error checking + strings in vorbis loaders
* SSE2 implementation of mixer.
* Fix typos on docs/comments.
* Corrected volume bug introduced in 1.01.
1.03 (07/05/2016) size calculation helper (to know size of sound in
bytes on the heap) cs_sound_size
1.04 (12/06/2016) Merged in Aaron Balint's contributions.
* SFFT and pitch functions from Stephan M. Bernsee
* cs_mix can run on its own thread with cs_spawn_mix_thread
* Updated documentation, typo fixes.
* Fixed typo in cs_malloc16 that caused heap corruption.
1.05 (12/08/2016) cs_stop_all_sounds, suggested by Aaron Balint
1.06 (02/17/2017) Port to CoreAudio for Apple machines.
1.07 (06/18/2017) SIMD the pitch shift code; swapped out old Bernsee
code for a new re-write, updated docs as necessary,
support for compiling as .c and .cpp on Windows,
port for SDL (for Linux, or any other platform).
* Special thanks to DeXP (Dmitry Hrabrov) for 90% of
the work on the SDL port!
1.08 (09/06/2017) SDL_RWops support by RobLoach
1.09 (05/20/2018) Load wav funcs can skip all irrelevant chunks
Ref counting for playing sounds
1.10 (08/24/2019) Introduced plugin interface, reimplemented pitch shifting
as a plugin, added optional `ctx` to alloc functions
1.11 (04/23/2020) scalar SIMD mode and various compiler warning/error fixes
1.12 (10/20/2021) removed old and broken assert if driver requested non-
power of two sample size for mixing updates
2.00 (05/21/2022) redesigned the entire API for v2.00, music support, broke
the pitch/plugin interface (to be fixed), CoreAudio is not
yet tested, but the SDL2 implementation is well tested,
* ALSA support is dropped entirely
2.01 (11/02/2022) Compilation fixes for clang/llvm, added #include <stddef.h>
to have size_t defined. Correctly finalize the thread when
cs_shutdown is called for all platforms that spawned it
(this fixes segmentation fault on cs_shutdown).
2.02 (11/10/2022) Removed plugin API -- It was clunky and just not worth the
maintenence effort. If you're reading this Matt, I haven't
forgotten all the cool work you did! And will use it in the
future for sure :) -- Unfortunately this removes pitch.
* Fixed a bug where dsound mixing could run too fast.
2.03 (11/12/2022) Added internal queue for freeing audio sources to avoid the
need for refcount polling.
2.04 (02/04/2024) Added `cs_cull_duplicates` helper for removing extra plays
to the same sound on the exact same update tick.
2.05 (03/27/2023) Added cs_get_global_context and friends, and extra accessors
for panning and similar.
2.06 (06/23/2024) Looping sounds play seamlessly.
2.07 (06/23/2024) Added pitch shifting support, removed delay support.
2.08 (08/07/2024) Added sample_index to sound params, removed unnecessary asserts
for stopping music, added callbacks sounds/music ending
CONTRIBUTORS
Aaron Balint 1.04 - real time pitch
1.04 - separate thread for cs_mix
1.04 - bugfix, removed extra cs_free16 call for second channel
DeXP 1.07 - initial work on SDL port
RobLoach 1.08 - SDL_RWops support
Matt Rosen 1.10 - Initial experiments with cute_dsp to figure out plugin
interface needs and use-cases
fluffrabbit 1.11 - scalar SIMD mode and various compiler warning/error fixes
Daniel Guzman 2.01 - compilation fixes for clang/llvm on MAC.
Brie 2.06 - Looping sound rollover
ogam x.xx - Lots of bugfixes over time, including support negative pitch
renex x.xx - Fixes to popping issues and a crash in the mixer.
DOCUMENTATION (very quick intro)
Steps to play audio:
1. create context (call cs_init)
2. load sounds from disk into memory (call cs_load_wav, or cs_load_ogg with stb_vorbis.c)
3. play sounds (cs_play_sound), or music (cs_music_play)
DISABLE SSE SIMD ACCELERATION
If for whatever reason you don't want to use SSE intrinsics and instead would prefer
plain C (for example if your platform does not support SSE) then define
CUTE_SOUND_SCALAR_MODE before including cute_sound.h while also defining the
symbol definitions. Here's an example:
#define CUTE_SOUND_IMPLEMENTATION
#define CUTE_SOUND_SCALAR_MODE
#include <cute_sound.h>
CUSTOMIZATION
A few different macros can be overriden to provide custom functionality. Simply define any of these
macros before including this file to override them.
CUTE_SOUND_MINIMUM_BUFFERED_SAMPLES
CUTE_SOUND_ASSERT
CUTE_SOUND_ALLOC
CUTE_SOUND_FREE
CUTE_SOUND_MEMCPY
CUTE_SOUND_MEMSET
CUTE_SOUND_MEMCMP
CUTE_SOUND_SEEK_SET
CUTE_SOUND_SEEK_END
CUTE_SOUND_FILE
CUTE_SOUND_FOPEN
CUTE_SOUND_FSEEK
CUTE_SOUND_FREAD
CUTE_SOUND_FTELL
CUTE_SOUND_FCLOSE
KNOWN LIMITATIONS
* PCM mono/stereo format is the only formats the LoadWAV function supports. I don't
guarantee it will work for all kinds of wav files, but it certainly does for the common
kind (and can be changed fairly easily if someone wanted to extend it).
* Only supports 16 bits per sample.
* Mixer does not do any fancy clipping. The algorithm is to convert all 16 bit samples
to float, mix all samples, and write back to audio API as 16 bit integers. In
practice this works very well and clipping is not often a big problem.
FAQ
Q : I would like to use my own memory management, how can I achieve this?
A : This header makes a couple uses of malloc/free, and cs_malloc16/cs_free16. Simply find these bits
and replace them with your own memory allocation routines. They can be wrapped up into a macro,
or call your own functions directly -- it's up to you. Generally these functions allocate fairly
large chunks of memory, and not very often (if at all).
Q : Does this library support audio streaming? Something like System::createStream in FMOD.
A : No. Typically music files aren't that large (in the megabytes). Compare this to a typical
DXT texture of 1024x1024, at 0.5MB of memory. Now say an average music file for a game is three
minutes long. Loading this file into memory and storing it as raw 16bit samples with two channels,
would be:
num_samples = 3 * 60 * 44100 * 2
num_bits = num_samples * 16
num_bytes = num_bits / 8
num_megabytes = num_bytes / (1024 * 1024)
or 30.3mb
So say the user has 2gb of spare RAM. That means we could fit 67 different three minute length
music files in there simultaneously. That is a ridiculous amount of spare memory. 30mb is nothing
nowadays. Just load your music file into memory all at once and then play it.
Q : But I really need streaming of audio files from disk to save memory! Also loading my audio
files (like .OGG) takes a long time (multiple seconds).
A : It is recommended to either A) load up your music files before they are needed, perhaps during
a loading screen, or B) stream in the entire audio into memory on another thread. cs_read_mem_ogg is
a great candidate function to throw onto a job pool. Streaming is more a remnant of older machines
(like in the 90's or early 2000's) where decoding speed and RAM were real nasty bottlenecks. For
more modern machines, these aren't really concerns, even with mobile devices. If even after reading
this Q/A section you still want to stream your audio, you can try mini_al as an alternative:
https://github.com/dr-soft/mini_al
*/
#if !defined(CUTE_SOUND_H)
#if defined(_WIN32)
#if !defined _CRT_SECURE_NO_WARNINGS
#define _CRT_SECURE_NO_WARNINGS
#endif
#if !defined _CRT_NONSTDC_NO_DEPRECATE
#define _CRT_NONSTDC_NO_DEPRECATE
#endif
#endif
#include <stdint.h>
#include <stdbool.h>
#include <stddef.h>
// -------------------------------------------------------------------------------------------------
// Error handling.
typedef enum cs_error_t
{
CUTE_SOUND_ERROR_NONE,
CUTE_SOUND_ERROR_IMPLEMENTATION_ERROR_PLEASE_REPORT_THIS_ON_GITHUB, // https://github.com/RandyGaul/cute_headers/issues
CUTE_SOUND_ERROR_FILE_NOT_FOUND,
CUTE_SOUND_ERROR_INVALID_SOUND,
CUTE_SOUND_ERROR_HWND_IS_NULL,
CUTE_SOUND_ERROR_DIRECTSOUND_CREATE_FAILED,
CUTE_SOUND_ERROR_CREATESOUNDBUFFER_FAILED,
CUTE_SOUND_ERROR_SETFORMAT_FAILED,
CUTE_SOUND_ERROR_AUDIOCOMPONENTFINDNEXT_FAILED,
CUTE_SOUND_ERROR_AUDIOCOMPONENTINSTANCENEW_FAILED,
CUTE_SOUND_ERROR_FAILED_TO_SET_STREAM_FORMAT,
CUTE_SOUND_ERROR_FAILED_TO_SET_RENDER_CALLBACK,
CUTE_SOUND_ERROR_AUDIOUNITINITIALIZE_FAILED,
CUTE_SOUND_ERROR_AUDIOUNITSTART_FAILED,
CUTE_SOUND_ERROR_CANT_OPEN_AUDIO_DEVICE,
CUTE_SOUND_ERROR_CANT_INIT_SDL_AUDIO,
CUTE_SOUND_ERROR_THE_FILE_IS_NOT_A_WAV_FILE,
CUTE_SOUND_ERROR_WAV_FILE_FORMAT_CHUNK_NOT_FOUND,
CUTE_SOUND_ERROR_WAV_DATA_CHUNK_NOT_FOUND,
CUTE_SOUND_ERROR_ONLY_PCM_WAV_FILES_ARE_SUPPORTED,
CUTE_SOUND_ERROR_WAV_ONLY_MONO_OR_STEREO_IS_SUPPORTED,
CUTE_SOUND_ERROR_WAV_ONLY_16_BITS_PER_SAMPLE_SUPPORTED,
CUTE_SOUND_ERROR_CANNOT_SWITCH_MUSIC_WHILE_PAUSED,
CUTE_SOUND_ERROR_CANNOT_CROSSFADE_WHILE_MUSIC_IS_PAUSED,
CUTE_SOUND_ERROR_CANNOT_FADEOUT_WHILE_MUSIC_IS_PAUSED,
CUTE_SOUND_ERROR_TRIED_TO_SET_SAMPLE_INDEX_BEYOND_THE_AUDIO_SOURCES_SAMPLE_COUNT,
CUTE_SOUND_ERROR_STB_VORBIS_DECODE_FAILED,
CUTE_SOUND_ERROR_OGG_UNSUPPORTED_CHANNEL_COUNT,
} cs_error_t;
const char* cs_error_as_string(cs_error_t error);
// -------------------------------------------------------------------------------------------------
// Cute sound context functions.
/**
* Pass in NULL for `os_handle`, except for the DirectSound backend this should be hwnd.
* play_frequency_in_Hz depends on your audio file, 44100 seems to be fine.
* buffered_samples is clamped to be at least 1024.
*/
cs_error_t cs_init(void* os_handle, unsigned play_frequency_in_Hz, int buffered_samples, void* user_allocator_context /* = NULL */);
void cs_shutdown();
/**
* Call this function once per game-tick.
*/
void cs_update(float dt);
void cs_set_global_volume(float volume_0_to_1);
void cs_set_global_pan(float pan_0_to_1);
void cs_set_global_pause(bool true_for_paused);
/**
* Spawns a mixing thread dedicated to mixing audio in the background.
* If you don't call this function mixing will happen on the main-thread when you call `cs_update`.
*/
void cs_spawn_mix_thread();
/**
* In cases where the mixing thread takes up extra CPU attention doing nothing, you can force
* it to sleep manually. You can tune this as necessary, but it's probably not necessary for you.
*/
void cs_mix_thread_sleep_delay(int milliseconds);
/**
* Sometimes useful for dynamic library shenanigans.
*/
void* cs_get_context_ptr();
void cs_set_context_ptr(void* ctx);
// -------------------------------------------------------------------------------------------------
// Loaded sounds.
typedef struct cs_audio_source_t cs_audio_source_t;
cs_audio_source_t* cs_load_wav(const char* path, cs_error_t* err /* = NULL */);
cs_audio_source_t* cs_read_mem_wav(const void* memory, size_t size, cs_error_t* err /* = NULL */);
void cs_free_audio_source(cs_audio_source_t* audio);
// If stb_vorbis was included *before* cute_sound go ahead and create
// some functions for dealing with OGG files.
#ifdef STB_VORBIS_INCLUDE_STB_VORBIS_H
cs_audio_source_t* cs_load_ogg(const char* path, cs_error_t* err /* = NULL */);
cs_audio_source_t* cs_read_mem_ogg(const void* memory, size_t size, cs_error_t* err /* = NULL */);
#endif
// SDL_RWops specific functions
#if defined(SDL_rwops_h_) && defined(CUTE_SOUND_SDL_RWOPS)
// Provides the ability to use cs_load_wav with an SDL_RWops object.
cs_audio_source_t* cs_load_wav_rw(SDL_RWops* context, cs_error_t* err /* = NULL */);
#ifdef STB_VORBIS_INCLUDE_STB_VORBIS_H
// Provides the ability to use cs_load_ogg with an SDL_RWops object.
cs_audio_source_t* cs_load_ogg_rw(SDL_RWops* rw, cs_error_t* err /* = NULL */);
#endif
#endif // SDL_rwops_h_
// -------------------------------------------------------------------------------------------------
// Audio source accessors.
int cs_get_sample_rate(const cs_audio_source_t* audio);
int cs_get_sample_count(const cs_audio_source_t* audio);
int cs_get_channel_count(const cs_audio_source_t* audio);
// -------------------------------------------------------------------------------------------------
// Music sounds.
void cs_music_play(cs_audio_source_t* audio, float fade_in_time /* = 0 */);
void cs_music_stop(float fade_out_time /* = 0 */);
void cs_music_pause();
void cs_music_resume();
void cs_music_set_volume(float volume_0_to_1);
void cs_music_set_pitch(float pitch /* = 1.0f */);
void cs_music_set_loop(bool true_to_loop);
void cs_music_switch_to(cs_audio_source_t* audio, float fade_out_time /* = 0 */, float fade_in_time /* = 0 */);
void cs_music_crossfade(cs_audio_source_t* audio, float cross_fade_time /* = 0 */);
int cs_music_get_sample_index();
cs_error_t cs_music_set_sample_index(int sample_index);
// -------------------------------------------------------------------------------------------------
// Playing sounds.
typedef struct cs_playing_sound_t { uint64_t id; } cs_playing_sound_t;
#define CUTE_PLAYING_SOUND_INVALID (cs_playing_sound_t){ 0 }
typedef struct cs_sound_params_t
{
bool paused /* = false */;
bool looped /* = false */;
float volume /* = 1.0f */;
float pan /* = 0.5f */; // Can be from 0 to 1.
float pitch /* = 1.0f */;
int sample_index /* = 0 */;
} cs_sound_params_t;
cs_sound_params_t cs_sound_params_default();
cs_playing_sound_t cs_play_sound(cs_audio_source_t* audio, cs_sound_params_t params);
/**
* Setup a callback for whenever a sound finishes playing. This will get called from the
* mixer thread, which means you'll need to deal with a multithreaded callback if you've
* spawned a separate mixing thread.
*/
void cs_on_sound_finished_callback(void (*on_finish)(cs_playing_sound_t, void*), void* udata);
/**
* Setup a callback for whenever the current song finishes playing. This will get called from the
* mixer thread, which means you'll need to deal with a multithreaded callback if you've
* spawned a separate mixing thread.
*/
void cs_on_music_finished_callback(void (*on_finish)(void*), void* udata);
bool cs_sound_is_active(cs_playing_sound_t sound);
bool cs_sound_get_is_paused(cs_playing_sound_t sound);
bool cs_sound_get_is_looped(cs_playing_sound_t sound);
float cs_sound_get_volume(cs_playing_sound_t sound);
float cs_sound_get_pitch(cs_playing_sound_t sound);
float cs_sound_get_pan(cs_playing_sound_t sound);
int cs_sound_get_sample_index(cs_playing_sound_t sound);
void cs_sound_set_is_paused(cs_playing_sound_t sound, bool true_for_paused);
void cs_sound_set_is_looped(cs_playing_sound_t sound, bool true_for_looped);
void cs_sound_set_volume(cs_playing_sound_t sound, float volume_0_to_1);
void cs_sound_set_pan(cs_playing_sound_t sound, float pan_0_to_1);
void cs_sound_set_pitch(cs_playing_sound_t sound, float pitch);
cs_error_t cs_sound_set_sample_index(cs_playing_sound_t sound, int sample_index);
void cs_sound_stop(cs_playing_sound_t sound);
void cs_set_playing_sounds_volume(float volume_0_to_1);
void cs_stop_all_playing_sounds();
/**
* Off by default. When enabled only one instance of audio can be created per audio update-tick. This
* does *not* take into account the starting sample index, so disable this feature if you want to spawn
* audio with dynamic sample indices, such as when syncing programmatically generated scores/sequences.
* This also does not take into account pitch differences.
*/
void cs_cull_duplicates(bool true_to_enable);
// -------------------------------------------------------------------------------------------------
// Global context.
void* cs_get_global_context();
void cs_set_global_context(void* context);
void* cs_get_global_user_allocator_context();
void cs_set_global_user_allocator_context(void* user_allocator_context);
#define CUTE_SOUND_H
#endif
#ifdef CUTE_SOUND_IMPLEMENTATION
#ifndef CUTE_SOUND_IMPLEMENTATION_ONCE
#define CUTE_SOUND_IMPLEMENTATION_ONCE
#ifndef CUTE_SOUND_MINIMUM_BUFFERED_SAMPLES
# define CUTE_SOUND_MINIMUM_BUFFERED_SAMPLES 1024
#endif
#if !defined(CUTE_SOUND_ASSERT)
# include <assert.h>
# define CUTE_SOUND_ASSERT assert
#endif
#if !defined(CUTE_SOUND_ALLOC)
#include <stdlib.h>
#define CUTE_SOUND_ALLOC(size, ctx) malloc(size)
#endif
#if !defined(CUTE_SOUND_FREE)
#include <stdlib.h>
#define CUTE_SOUND_FREE(mem, ctx) free(mem)
#endif
#ifndef CUTE_SOUND_MEMCPY
# include <string.h>
# define CUTE_SOUND_MEMCPY memcpy
#endif
#ifndef CUTE_SOUND_MEMSET
# include <string.h>
# define CUTE_SOUND_MEMSET memset
#endif
#ifndef CUTE_SOUND_MEMCMP
# include <string.h>
# define CUTE_SOUND_MEMCMP memcmp
#endif
#ifndef CUTE_SOUND_SEEK_SET
# include <stdio.h>
# define CUTE_SOUND_SEEK_SET SEEK_SET
#endif
#ifndef CUTE_SOUND_SEEK_END
# include <stdio.h>
# define CUTE_SOUND_SEEK_END SEEK_END
#endif
#ifndef CUTE_SOUND_FILE
# include <stdio.h>
# define CUTE_SOUND_FILE FILE
#endif
#ifndef CUTE_SOUND_FOPEN
# include <stdio.h>
# define CUTE_SOUND_FOPEN fopen
#endif
#ifndef CUTE_SOUND_FSEEK
# include <stdio.h>
# define CUTE_SOUND_FSEEK fseek
#endif
#ifndef CUTE_SOUND_FREAD
# include <stdio.h>
# define CUTE_SOUND_FREAD fread
#endif
#ifndef CUTE_SOUND_FTELL
# include <stdio.h>
# define CUTE_SOUND_FTELL ftell
#endif
#ifndef CUTE_SOUND_FCLOSE
# include <stdio.h>
# define CUTE_SOUND_FCLOSE fclose
#endif
// Platform detection.
#define CUTE_SOUND_WINDOWS 1
#define CUTE_SOUND_APPLE 2
#define CUTE_SOUND_SDL 3
// Use CUTE_SOUND_FORCE_SDL as a way to force CUTE_SOUND_PLATFORM_SDL.
#ifdef CUTE_SOUND_FORCE_SDL
#define CUTE_SOUND_PLATFORM_SDL
#endif
#ifndef CUTE_SOUND_PLATFORM
// Check the specific platform defines.
#ifdef CUTE_SOUND_PLATFORM_WINDOWS
#define CUTE_SOUND_PLATFORM CUTE_SOUND_WINDOWS
#elif defined(CUTE_SOUND_PLATFORM_APPLE)
#define CUTE_SOUND_PLATFORM CUTE_SOUND_APPLE
#elif defined(CUTE_SOUND_PLATFORM_SDL)
#define CUTE_SOUND_PLATFORM CUTE_SOUND_SDL
#else
// Detect the platform automatically.
#if defined(_WIN32)
#if !defined _CRT_SECURE_NO_WARNINGS
#define _CRT_SECURE_NO_WARNINGS
#endif
#if !defined _CRT_NONSTDC_NO_DEPRECATE
#define _CRT_NONSTDC_NO_DEPRECATE
#endif
#define CUTE_SOUND_PLATFORM CUTE_SOUND_WINDOWS
#elif defined(__APPLE__)
#define CUTE_SOUND_PLATFORM CUTE_SOUND_APPLE
#else
// Just use SDL on other esoteric platforms.
#define CUTE_SOUND_PLATFORM CUTE_SOUND_SDL
#endif
#endif
#endif
// Platform specific file inclusions.
#if CUTE_SOUND_PLATFORM == CUTE_SOUND_WINDOWS
#ifndef _WINDOWS_
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#endif
#ifndef _WAVEFORMATEX_
#include <mmreg.h>
#include <mmsystem.h>
#endif
#include <dsound.h>
#undef PlaySound
#ifdef _MSC_VER
#pragma comment(lib, "dsound.lib")
#endif
#elif CUTE_SOUND_PLATFORM == CUTE_SOUND_APPLE
#include <CoreAudio/CoreAudio.h>
#include <AudioUnit/AudioUnit.h>
#include <pthread.h>
#include <mach/mach_time.h>
#elif CUTE_SOUND_PLATFORM == CUTE_SOUND_SDL
#ifndef SDL_h_
// Define CUTE_SOUND_SDL_H to allow changing the SDL.h path.
#ifndef CUTE_SOUND_SDL_H
#define CUTE_SOUND_SDL_H <SDL.h>
#endif
#include CUTE_SOUND_SDL_H
#endif
#ifndef _WIN32
#include <alloca.h>
#endif
#else
#error Unsupported platform - please choose one of CUTE_SOUND_WINDOWS, CUTE_SOUND_APPLE, CUTE_SOUND_SDL.
#endif
#ifdef CUTE_SOUND_SCALAR_MODE
#include <limits.h>
#define CUTE_SOUND_SATURATE16(X) (int16_t)((X) > SHRT_MAX ? SHRT_MAX : ((X) < SHRT_MIN ? SHRT_MIN : (X)))
typedef struct cs__m128
{
float a, b, c, d;
} cs__m128;
typedef struct cs__m128i
{
int32_t a, b, c, d;
} cs__m128i;
cs__m128 cs_mm_set_ps(float e3, float e2, float e1, float e0)
{
cs__m128 a;
a.a = e0;
a.b = e1;
a.c = e2;
a.d = e3;
return a;
}
cs__m128 cs_mm_set1_ps(float e)
{
cs__m128 a;
a.a = e;
a.b = e;
a.c = e;
a.d = e;
return a;
}
cs__m128 cs_mm_load_ps(float const* mem_addr)
{
cs__m128 a;
a.a = mem_addr[0];
a.b = mem_addr[1];
a.c = mem_addr[2];
a.d = mem_addr[3];
return a;
}
cs__m128 cs_mm_add_ps(cs__m128 a, cs__m128 b)
{
cs__m128 c;
c.a = a.a + b.a;
c.b = a.b + b.b;
c.c = a.c + b.c;
c.d = a.d + b.d;
return c;
}
cs__m128 cs_mm_sub_ps(cs__m128 a, cs__m128 b)
{
cs__m128 c;
c.a = a.a - b.a;
c.b = a.b - b.b;
c.c = a.c - b.c;
c.d = a.d - b.d;
return c;
}
cs__m128 cs_mm_mul_ps(cs__m128 a, cs__m128 b)
{
cs__m128 c;
c.a = a.a * b.a;
c.b = a.b * b.b;
c.c = a.c * b.c;
c.d = a.d * b.d;
return c;
}
cs__m128i cs_mm_cvtps_epi32(cs__m128 a)
{
cs__m128i b;
b.a = (int32_t)a.a;
b.b = (int32_t)a.b;
b.c = (int32_t)a.c;
b.d = (int32_t)a.d;
return b;
}
cs__m128i cs_mm_unpacklo_epi32(cs__m128i a, cs__m128i b)
{
cs__m128i c;
c.a = a.a;
c.b = b.a;
c.c = a.b;
c.d = b.b;
return c;
}
cs__m128i cs_mm_unpackhi_epi32(cs__m128i a, cs__m128i b)
{
cs__m128i c;
c.a = a.c;
c.b = b.c;
c.c = a.d;
c.d = b.d;
return c;
}
cs__m128i cs_mm_packs_epi32(cs__m128i a, cs__m128i b)
{
union {
int16_t c[8];
cs__m128i m;
} dst;
dst.c[0] = CUTE_SOUND_SATURATE16(a.a);
dst.c[1] = CUTE_SOUND_SATURATE16(a.b);
dst.c[2] = CUTE_SOUND_SATURATE16(a.c);
dst.c[3] = CUTE_SOUND_SATURATE16(a.d);
dst.c[4] = CUTE_SOUND_SATURATE16(b.a);
dst.c[5] = CUTE_SOUND_SATURATE16(b.b);
dst.c[6] = CUTE_SOUND_SATURATE16(b.c);
dst.c[7] = CUTE_SOUND_SATURATE16(b.d);
return dst.m;
}
cs__m128i cs_mm_cvttps_epi32(cs__m128 a)
{
cs__m128i b;
b.a = (int32_t)a.a;
b.b = (int32_t)a.b;
b.c = (int32_t)a.c;
b.d = (int32_t)a.d;
return b;
}
cs__m128 cs_mm_cvtepi32_ps(cs__m128i a)
{
cs__m128 b;
b.a = (float)a.a;
b.b = (float)a.b;
b.c = (float)a.c;
b.d = (float)a.d;
return b;
}
int32_t cs_mm_extract_epi32(cs__m128i a, const int imm8)
{
switch (imm8) {
case 0: return a.a;
case 1: return a.b;
case 2: return a.c;
case 3: return a.d;
default: return 0;
}
}
#else // CUTE_SOUND_SCALAR_MODE
#include <xmmintrin.h>
#include <emmintrin.h>
#define cs__m128 __m128
#define cs__m128i __m128i
#define cs_mm_set_ps _mm_set_ps
#define cs_mm_set1_ps _mm_set1_ps
#define cs_mm_add_ps _mm_add_ps
#define cs_mm_sub_ps _mm_sub_ps
#define cs_mm_mul_ps _mm_mul_ps
#define cs_mm_cvtps_epi32 _mm_cvtps_epi32
#define cs_mm_unpacklo_epi32 _mm_unpacklo_epi32
#define cs_mm_unpackhi_epi32 _mm_unpackhi_epi32
#define cs_mm_packs_epi32 _mm_packs_epi32
#define cs_mm_cvttps_epi32 _mm_cvttps_epi32
#define cs_mm_cvtepi32_ps _mm_cvtepi32_ps
#define cs_mm_extract_epi32 _mm_extract_epi32
#endif // CUTE_SOUND_SCALAR_MODE
#define CUTE_SOUND_ALIGN(X, Y) ((((size_t)X) + ((Y) - 1)) & ~((Y) - 1))
#define CUTE_SOUND_TRUNC(X, Y) ((size_t)(X) & ~((Y) - 1))
// -------------------------------------------------------------------------------------------------
// hashtable.h implementation by Mattias Gustavsson
// See: http://www.mattiasgustavsson.com/ and https://github.com/mattiasgustavsson/libs/blob/master/hashtable.h
// begin hashtable.h
#ifndef CS_HASHTABLEMEMSET
#define CS_HASHTABLEMEMSET(ptr, val, n) CUTE_SOUND_MEMSET(ptr, val, n)
#endif
#ifndef CS_HASHTABLEMEMCPY
#define CS_HASHTABLEMEMCPY(dst, src, n) CUTE_SOUND_MEMCPY(dst, src, n)
#endif
#ifndef CS_HASHTABLEMALLOC
#define CS_HASHTABLEMALLOC(ctx, size) CUTE_SOUND_ALLOC(size, ctx)
#endif
#ifndef CS_HASHTABLEFREE
#define CS_HASHTABLEFREE(ctx, ptr) CUTE_SOUND_FREE(ptr, ctx)
#endif
/*
------------------------------------------------------------------------------
Licensing information can be found at the end of the file.
------------------------------------------------------------------------------
hashtable.h - v1.1 - Cache efficient hash table implementation for C/C++.
Do this:
#define CS_HASHTABLEIMPLEMENTATION
before you include this file in *one* C/C++ file to create the implementation.
*/
#ifndef cs_hashtableh
#define cs_hashtableh
#ifndef CS_HASHTABLEU64
#define CS_HASHTABLEU64 unsigned long long
#endif
typedef struct cs_hashtablet cs_hashtablet;
static void cs_hashtableinit( cs_hashtablet* table, int item_size, int initial_capacity, void* memctx );
static void cs_hashtableterm( cs_hashtablet* table );
static void* cs_hashtableinsert( cs_hashtablet* table, CS_HASHTABLEU64 key, void const* item );
static void cs_hashtableremove( cs_hashtablet* table, CS_HASHTABLEU64 key );
static void cs_hashtableclear( cs_hashtablet* table );
static void* cs_hashtablefind( cs_hashtablet const* table, CS_HASHTABLEU64 key );
static int cs_hashtablecount( cs_hashtablet const* table );
static void* cs_hashtableitems( cs_hashtablet const* table );
static CS_HASHTABLEU64 const* cs_hashtablekeys( cs_hashtablet const* table );
static void cs_hashtableswap( cs_hashtablet* table, int index_a, int index_b );
#endif /* cs_hashtableh */
/*
----------------------
IMPLEMENTATION
----------------------
*/
#ifndef cs_hashtablet_h
#define cs_hashtablet_h
#ifndef CS_HASHTABLEU32
#define CS_HASHTABLEU32 unsigned int
#endif
struct cs_hashtableinternal_slot_t
{
CS_HASHTABLEU32 key_hash;
int item_index;
int base_count;
};
struct cs_hashtablet
{
void* memctx;
int count;
int item_size;
struct cs_hashtableinternal_slot_t* slots;
int slot_capacity;
CS_HASHTABLEU64* items_key;
int* items_slot;
void* items_data;
int item_capacity;
void* swap_temp;
};
#endif /* cs_hashtablet_h */
// end hashtable.h
#define CS_HASHTABLEIMPLEMENTATION
#ifdef CS_HASHTABLEIMPLEMENTATION
#ifndef CS_HASHTABLEIMPLEMENTATION_ONCE
#define CS_HASHTABLEIMPLEMENTATION_ONCE
// hashtable.h implementation by Mattias Gustavsson
// See: http://www.mattiasgustavsson.com/ and https://github.com/mattiasgustavsson/libs/blob/master/hashtable.h
// begin hashtable.h (continuing from first time)
#ifndef CS_HASHTABLESIZE_T
#include <stddef.h>
#define CS_HASHTABLESIZE_T size_t
#endif
#ifndef CS_HASHTABLEASSERT
#include <assert.h>
#define CS_HASHTABLEASSERT( x ) assert( x )
#endif
#ifndef CS_HASHTABLEMEMSET
#include <string.h>
#define CS_HASHTABLEMEMSET( ptr, val, cnt ) ( memset( ptr, val, cnt ) )
#endif
#ifndef CS_HASHTABLEMEMCPY
#include <string.h>
#define CS_HASHTABLEMEMCPY( dst, src, cnt ) ( memcpy( dst, src, cnt ) )
#endif
#ifndef CS_HASHTABLEMALLOC
#include <stdlib.h>
#define CS_HASHTABLEMALLOC( ctx, size ) ( malloc( size ) )
#define CS_HASHTABLEFREE( ctx, ptr ) ( free( ptr ) )
#endif
static CS_HASHTABLEU32 cs_hashtableinternal_pow2ceil( CS_HASHTABLEU32 v )
{
--v;
v |= v >> 1;
v |= v >> 2;
v |= v >> 4;
v |= v >> 8;
v |= v >> 16;
++v;
v += ( v == 0 );
return v;
}
static void cs_hashtableinit( cs_hashtablet* table, int item_size, int initial_capacity, void* memctx )
{
initial_capacity = (int)cs_hashtableinternal_pow2ceil( initial_capacity >=0 ? (CS_HASHTABLEU32) initial_capacity : 32U );
table->memctx = memctx;
table->count = 0;
table->item_size = item_size;
table->slot_capacity = (int) cs_hashtableinternal_pow2ceil( (CS_HASHTABLEU32) ( initial_capacity + initial_capacity / 2 ) );
int slots_size = (int)( table->slot_capacity * sizeof( *table->slots ) );
table->slots = (struct cs_hashtableinternal_slot_t*) CS_HASHTABLEMALLOC( table->memctx, (CS_HASHTABLESIZE_T) slots_size );
CS_HASHTABLEASSERT( table->slots );
CS_HASHTABLEMEMSET( table->slots, 0, (CS_HASHTABLESIZE_T) slots_size );
table->item_capacity = (int) cs_hashtableinternal_pow2ceil( (CS_HASHTABLEU32) initial_capacity );
table->items_key = (CS_HASHTABLEU64*) CS_HASHTABLEMALLOC( table->memctx,
table->item_capacity * ( sizeof( *table->items_key ) + sizeof( *table->items_slot ) + table->item_size ) + table->item_size );
CS_HASHTABLEASSERT( table->items_key );
table->items_slot = (int*)( table->items_key + table->item_capacity );
table->items_data = (void*)( table->items_slot + table->item_capacity );
table->swap_temp = (void*)( ( (uintptr_t) table->items_data ) + table->item_size * table->item_capacity );
}
static void cs_hashtableterm( cs_hashtablet* table )
{
CS_HASHTABLEFREE( table->memctx, table->items_key );
CS_HASHTABLEFREE( table->memctx, table->slots );
}
// from https://gist.github.com/badboy/6267743
static CS_HASHTABLEU32 cs_hashtableinternal_calculate_hash( CS_HASHTABLEU64 key )
{
key = ( ~key ) + ( key << 18 );
key = key ^ ( key >> 31 );
key = key * 21;
key = key ^ ( key >> 11 );
key = key + ( key << 6 );
key = key ^ ( key >> 22 );
CS_HASHTABLEASSERT( key );
return (CS_HASHTABLEU32) key;
}
static int cs_hashtableinternal_find_slot( cs_hashtablet const* table, CS_HASHTABLEU64 key )
{
int const slot_mask = table->slot_capacity - 1;
CS_HASHTABLEU32 const hash = cs_hashtableinternal_calculate_hash( key );
int const base_slot = (int)( hash & (CS_HASHTABLEU32)slot_mask );
int base_count = table->slots[ base_slot ].base_count;
int slot = base_slot;
while( base_count > 0 )
{
CS_HASHTABLEU32 slot_hash = table->slots[ slot ].key_hash;
if( slot_hash )
{
int slot_base = (int)( slot_hash & (CS_HASHTABLEU32)slot_mask );
if( slot_base == base_slot )
{
CS_HASHTABLEASSERT( base_count > 0 );
--base_count;
if( slot_hash == hash && table->items_key[ table->slots[ slot ].item_index ] == key )
return slot;
}
}
slot = ( slot + 1 ) & slot_mask;
}
return -1;
}
static void cs_hashtableinternal_expand_slots( cs_hashtablet* table )
{
int const old_capacity = table->slot_capacity;
struct cs_hashtableinternal_slot_t* old_slots = table->slots;
table->slot_capacity *= 2;
int const slot_mask = table->slot_capacity - 1;