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audiorenderer_extra.h
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audiorenderer_extra.h
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// separate file because of include dependecies mess
namespace audio {
template <class Iterator_>
openal_source &
openal_source::bind( sound_source *Controller, uint32_sequence Sounds, Iterator_ First, Iterator_ Last ) {
controller = Controller;
sounds = Sounds;
// look up and queue assigned buffers
std::vector<ALuint> buffers;
std::for_each(
First, Last,
[&]( audio::buffer_handle const &bufferhandle ) {
auto const &buffer { audio::renderer.buffer( bufferhandle ) };
if (buffer.id != null_resource) buffers.emplace_back( buffer.id ); } );
is_multipart = ( buffers.size() > 1 );
if( id != audio::null_resource && !buffers.empty()) {
::alSourceQueueBuffers( id, static_cast<ALsizei>( buffers.size() ), buffers.data() );
::alSourceRewind( id );
// sound controller can potentially request playback to start from certain buffer point
// for multipart sounds the offset is applied only to last piece during playback
// for single sound we also make sure not to apply the offset to optional bookends
if( controller->start() == 0.f || is_multipart || controller->is_bookend( buffers.front() ) ) {
// regular case with no offset, reset bound source just in case
::alSourcei( id, AL_SAMPLE_OFFSET, 0 );
}
else {
// move playback start to specified point in 0-1 range
ALint buffersize;
::alGetBufferi( buffers.front(), AL_SIZE, &buffersize );
::alSourcei(
id,
AL_SAMPLE_OFFSET,
static_cast<ALint>( controller->start() * ( buffersize / sizeof( std::int16_t ) ) ) );
}
}
return *this;
}
inline
float
amplitude_to_db( float const Amplitude ) {
return 20.f * std::log10( Amplitude );
}
inline
float
db_to_amplitude( float const Decibels ) {
return std::pow( 10.f, Decibels / 20.f );
}
}