rg3d_sound/context.rs
1//! Context module.
2//!
3//! # Overview
4//!
5//! Context is a sort of "sound scene" - an isolated storage for a set of sound sources, effects, filters, etc.
6//! rg3d-sound can manage multiple contexts at the same time. Main usage for multiple contexts is a typical
7//! situation in games where you have multiple scenes: a scene for main menu, a scene for game level, a scene
8//! for inventory and so on. With this approach of multiple contexts it is very easy to manage such scenes:
9//! for example your main menu have a complex scene with some sounds and you decide to load a game level -
10//! once the level is loaded you just set master gain of main menu context and it will no longer produce any
11//! sounds, only your level will do.
12
13use crate::pool::Ticket;
14use crate::{
15 effects::{Effect, EffectRenderTrait},
16 listener::Listener,
17 renderer::{render_source_default, Renderer},
18 source::{SoundSource, Status},
19};
20use rg3d_core::visitor::VisitError;
21use rg3d_core::{
22 pool::{Handle, Pool},
23 visitor::{Visit, VisitResult, Visitor},
24};
25use std::sync::MutexGuard;
26use std::{
27 sync::{Arc, Mutex},
28 time::Duration,
29};
30
31/// Sample rate for output device.
32/// TODO: Make this configurable, for now its set to most commonly used sample rate of 44100 Hz.
33pub const SAMPLE_RATE: u32 = 44100;
34
35/// Distance model defines how volume of sound will decay when distance to listener changes.
36#[derive(Copy, Clone, Debug, Eq, PartialEq)]
37#[repr(u32)]
38pub enum DistanceModel {
39 /// No distance attenuation at all.
40 None = 0,
41
42 /// Distance will decay using following formula:
43 ///
44 /// `clamped_distance = min(max(distance, radius), max_distance)`
45 /// `attenuation = radius / (radius + rolloff_factor * (clamped_distance - radius))`
46 ///
47 /// where - `radius` - of source at which it has maximum volume,
48 /// `max_distance` - distance at which decay will stop,
49 /// `rolloff_factor` - coefficient that defines how fast volume will decay
50 ///
51 /// # Notes
52 ///
53 /// This is default distance model of context.
54 InverseDistance = 1,
55
56 /// Distance will decay using following formula:
57 ///
58 /// `clamped_distance = min(max(distance, radius), max_distance)`
59 /// `attenuation = 1.0 - radius * (clamped_distance - radius) / (max_distance - radius)`
60 ///
61 /// where - `radius` - of source at which it has maximum volume,
62 /// `max_distance` - distance at which decay will stop
63 ///
64 /// # Notes
65 ///
66 /// As you can see `rolloff_factor` is ignored here because of linear law.
67 LinearDistance = 2,
68
69 /// Distance will decay using following formula:
70 ///
71 /// `clamped_distance = min(max(distance, radius), max_distance)`
72 /// `(clamped_distance / radius) ^ (-rolloff_factor)`
73 ///
74 /// where - `radius` - of source at which it has maximum volume,
75 /// `max_distance` - distance at which decay will stop,
76 /// `rolloff_factor` - coefficient that defines how fast volume will decay
77 ExponentDistance = 3,
78}
79
80impl Default for DistanceModel {
81 fn default() -> Self {
82 Self::InverseDistance
83 }
84}
85
86/// See module docs.
87#[derive(Clone, Default, Debug)]
88pub struct SoundContext {
89 pub(in crate) state: Option<Arc<Mutex<State>>>,
90}
91
92impl PartialEq for SoundContext {
93 fn eq(&self, other: &Self) -> bool {
94 Arc::ptr_eq(self.state.as_ref().unwrap(), other.state.as_ref().unwrap())
95 }
96}
97
98/// Internal state of context.
99#[derive(Default, Debug, Clone)]
100pub struct State {
101 sources: Pool<SoundSource>,
102 listener: Listener,
103 master_gain: f32,
104 render_duration: Duration,
105 renderer: Renderer,
106 effects: Pool<Effect>,
107 distance_model: DistanceModel,
108 paused: bool,
109}
110
111impl State {
112 /// Extracts a source from the context and reserves its handle. It is used to temporarily take
113 /// ownership over source, and then put node back using given ticket.
114 pub fn take_reserve(
115 &mut self,
116 handle: Handle<SoundSource>,
117 ) -> (Ticket<SoundSource>, SoundSource) {
118 self.sources.take_reserve(handle)
119 }
120
121 /// Puts source back by given ticket.
122 pub fn put_back(
123 &mut self,
124 ticket: Ticket<SoundSource>,
125 node: SoundSource,
126 ) -> Handle<SoundSource> {
127 self.sources.put_back(ticket, node)
128 }
129
130 /// Makes source handle vacant again.
131 pub fn forget_ticket(&mut self, ticket: Ticket<SoundSource>) {
132 self.sources.forget_ticket(ticket)
133 }
134
135 /// Pause/unpause the sound context. Paused context won't play any sounds.
136 pub fn pause(&mut self, pause: bool) {
137 self.paused = pause;
138 }
139
140 /// Returns true if the sound context is paused, false - otherwise.
141 pub fn is_paused(&self) -> bool {
142 self.paused
143 }
144
145 /// Sets new distance model.
146 pub fn set_distance_model(&mut self, distance_model: DistanceModel) {
147 self.distance_model = distance_model;
148 }
149
150 /// Returns current distance model.
151 pub fn distance_model(&self) -> DistanceModel {
152 self.distance_model
153 }
154
155 /// Adds new effect to effects chain. Each sample from
156 pub fn add_effect(&mut self, effect: Effect) -> Handle<Effect> {
157 self.effects.spawn(effect)
158 }
159
160 /// Removes effect by given handle.
161 pub fn remove_effect(&mut self, effect: Handle<Effect>) {
162 self.effects.free(effect);
163 }
164
165 /// Normalizes given frequency using context's sampling rate. Normalized frequency then can be used
166 /// to create filters.
167 pub fn normalize_frequency(&self, f: f32) -> f32 {
168 f / SAMPLE_RATE as f32
169 }
170
171 /// Returns amount of time context spent on rendering all sound sources.
172 pub fn full_render_duration(&self) -> Duration {
173 self.render_duration
174 }
175
176 /// Sets new renderer.
177 pub fn set_renderer(&mut self, renderer: Renderer) -> Renderer {
178 std::mem::replace(&mut self.renderer, renderer)
179 }
180
181 /// Returns shared reference to current renderer.
182 pub fn renderer(&self) -> &Renderer {
183 &self.renderer
184 }
185
186 /// Returns mutable reference to current renderer.
187 pub fn renderer_mut(&mut self) -> &mut Renderer {
188 &mut self.renderer
189 }
190
191 /// Sets new master gain. Master gain is used to control total sound volume that will be passed to output
192 /// device.
193 pub fn set_master_gain(&mut self, gain: f32) {
194 self.master_gain = gain;
195 }
196
197 /// Returns master gain.
198 pub fn master_gain(&self) -> f32 {
199 self.master_gain
200 }
201
202 /// Adds new sound source and returns handle of it by which it can be accessed later on.
203 pub fn add_source(&mut self, source: SoundSource) -> Handle<SoundSource> {
204 self.sources.spawn(source)
205 }
206
207 /// Returns shared reference to a pool with all sound sources.
208 pub fn sources(&self) -> &Pool<SoundSource> {
209 &self.sources
210 }
211
212 /// Returns mutable reference to a pool with all sound sources.
213 pub fn sources_mut(&mut self) -> &mut Pool<SoundSource> {
214 &mut self.sources
215 }
216
217 /// Returns shared reference to sound source at given handle. If handle is invalid, this method will panic.
218 pub fn source(&self, handle: Handle<SoundSource>) -> &SoundSource {
219 self.sources.borrow(handle)
220 }
221
222 /// Checks whether a handle to a sound source is valid or not.
223 pub fn is_valid_handle(&self, handle: Handle<SoundSource>) -> bool {
224 self.sources.is_valid_handle(handle)
225 }
226
227 /// Returns mutable reference to sound source at given handle. If handle is invalid, this method will panic.
228 pub fn source_mut(&mut self, handle: Handle<SoundSource>) -> &mut SoundSource {
229 self.sources.borrow_mut(handle)
230 }
231
232 /// Returns shared reference to listener. Engine has only one listener.
233 pub fn listener(&self) -> &Listener {
234 &self.listener
235 }
236
237 /// Returns mutable reference to listener. Engine has only one listener.
238 pub fn listener_mut(&mut self) -> &mut Listener {
239 &mut self.listener
240 }
241
242 /// Returns shared reference to effect at given handle. If handle is invalid, this method will panic.
243 pub fn effect(&self, handle: Handle<Effect>) -> &Effect {
244 self.effects.borrow(handle)
245 }
246
247 /// Returns mutable reference to effect at given handle. If handle is invalid, this method will panic.
248 pub fn effect_mut(&mut self, handle: Handle<Effect>) -> &mut Effect {
249 self.effects.borrow_mut(handle)
250 }
251
252 pub(crate) fn render(&mut self, master_gain: f32, buf: &mut [(f32, f32)]) {
253 let last_time = rg3d_core::instant::Instant::now();
254
255 if !self.paused {
256 self.sources.retain(|source| {
257 let done = source.is_play_once() && source.status() == Status::Stopped;
258 !done
259 });
260
261 for source in self
262 .sources
263 .iter_mut()
264 .filter(|s| s.status() == Status::Playing)
265 {
266 source.render(buf.len());
267
268 match self.renderer {
269 Renderer::Default => {
270 // Simple rendering path. Much faster (4-5 times) than HRTF path.
271 render_source_default(source, &self.listener, self.distance_model, buf);
272 }
273 Renderer::HrtfRenderer(ref mut hrtf_renderer) => {
274 hrtf_renderer.render_source(
275 source,
276 &self.listener,
277 self.distance_model,
278 buf,
279 );
280 }
281 }
282 }
283
284 for effect in self.effects.iter_mut() {
285 effect.render(&self.sources, &self.listener, self.distance_model, buf);
286 }
287
288 let global_gain = self.master_gain * master_gain;
289
290 // Apply master gain to be able to control total sound volume.
291 for (left, right) in buf {
292 *left *= global_gain;
293 *right *= global_gain;
294 }
295 }
296
297 self.render_duration = rg3d_core::instant::Instant::now() - last_time;
298 }
299}
300
301impl SoundContext {
302 /// TODO: This is magic constant that gives 1024 + 1 number when summed with
303 /// HRTF length for faster FFT calculations. Find a better way of selecting this.
304 pub const HRTF_BLOCK_LEN: usize = 513;
305
306 pub(in crate) const HRTF_INTERPOLATION_STEPS: usize = 8;
307
308 pub(in crate) const SAMPLES_PER_CHANNEL: usize =
309 Self::HRTF_BLOCK_LEN * Self::HRTF_INTERPOLATION_STEPS;
310
311 /// Creates new instance of context. Internally context starts new thread which will call render all
312 /// sound source and send samples to default output device. This method returns Arc<Mutex<Context>>
313 /// because separate thread also uses context.
314 pub fn new() -> Self {
315 Self {
316 state: Some(Arc::new(Mutex::new(State {
317 sources: Pool::new(),
318 listener: Listener::new(),
319 master_gain: 1.0,
320 render_duration: Default::default(),
321 renderer: Renderer::Default,
322 effects: Pool::new(),
323 distance_model: DistanceModel::InverseDistance,
324 paused: false,
325 }))),
326 }
327 }
328
329 /// Returns internal state of the context.
330 ///
331 /// ## Deadlocks
332 ///
333 /// This method internally locks a mutex, so if you'll try to do something like this:
334 ///
335 /// ```no_run
336 /// # use rg3d_sound::context::SoundContext;
337 /// # let ctx = SoundContext::new();
338 /// let state = ctx.state();
339 /// // Do something
340 /// // ...
341 /// ctx.state(); // This will cause a deadlock.
342 /// ```
343 ///
344 /// You'll get a deadlock, so general rule here is to not store result of this method
345 /// anywhere.
346 pub fn state(&self) -> MutexGuard<'_, State> {
347 self.state.as_ref().unwrap().lock().unwrap()
348 }
349
350 /// Creates deep copy instead of shallow which is done by clone().
351 pub fn deep_clone(&self) -> SoundContext {
352 SoundContext {
353 state: Some(Arc::new(Mutex::new(self.state().clone()))),
354 }
355 }
356
357 /// Returns true if context is corrupted.
358 pub fn is_invalid(&self) -> bool {
359 self.state.is_none()
360 }
361}
362
363impl Visit for SoundContext {
364 fn visit(&mut self, name: &str, visitor: &mut Visitor) -> VisitResult {
365 visitor.enter_region(name)?;
366
367 self.state.visit("State", visitor)?;
368
369 visitor.leave_region()
370 }
371}
372
373impl Visit for State {
374 fn visit(&mut self, name: &str, visitor: &mut Visitor) -> VisitResult {
375 visitor.enter_region(name)?;
376
377 if visitor.is_reading() {
378 self.sources.clear();
379 self.effects.clear();
380 self.renderer = Renderer::Default;
381 }
382
383 self.master_gain.visit("MasterGain", visitor)?;
384 self.listener.visit("Listener", visitor)?;
385 self.sources.visit("Sources", visitor)?;
386 self.effects.visit("Effects", visitor)?;
387 self.renderer.visit("Renderer", visitor)?;
388 let _ = self.paused.visit("Paused", visitor);
389
390 let mut distance_model = self.distance_model as u32;
391 distance_model.visit("DistanceModel", visitor)?;
392 if visitor.is_reading() {
393 self.distance_model = match distance_model {
394 0 => DistanceModel::None,
395 1 => DistanceModel::InverseDistance,
396 2 => DistanceModel::LinearDistance,
397 3 => DistanceModel::ExponentDistance,
398 _ => {
399 return VisitResult::Err(VisitError::User(format!(
400 "Invalid distance model id {}!",
401 distance_model
402 )))
403 }
404 }
405 }
406
407 visitor.leave_region()
408 }
409}