Add basic Bass audio engine (#58)

This commit is contained in:
Beyley Thomas 2022-05-08 00:25:09 -07:00 committed by GitHub
parent 8c884c8473
commit 20167088d6
28 changed files with 2227 additions and 14 deletions

2
.gitignore vendored
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@ -87,6 +87,8 @@ sm64config.txt
!/assets/**/*custom*/**/*.bin
!/lib/discordsdk/*.*
!/lib/discordsdk/x86/*.*
!/lib/bass/**
!/lib/bass/x86/**
!/lib/lua/**/*.*
# visual studio

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@ -494,7 +494,7 @@ ACTOR_DIR := actors
LEVEL_DIRS := $(patsubst levels/%,%,$(dir $(wildcard levels/*/header.h)))
# Directories containing source files
SRC_DIRS := src src/engine src/game src/audio src/menu src/buffers actors levels bin data assets asm lib sound
SRC_DIRS := src src/engine src/game src/audio src/bass_audio src/menu src/buffers actors levels bin data assets asm lib sound
BIN_DIRS := bin bin/$(VERSION)
# PC files
@ -607,6 +607,23 @@ ifeq ($(DISCORD_SDK), 1)
endif
endif
BASS_LIBS :=
ifeq ($(WINDOWS_BUILD),1)
ifeq ($(TARGET_BITS), 32)
BASS_LIBS := lib/bass/x86/bass.dll lib/bass/x86/bass_fx.dll
else
BASS_LIBS := lib/bass/bass.dll lib/bass/bass_fx.dll
endif
else ifeq ($(OSX_BUILD),1)
# needs testing
# HACKY! Instead of figuring out all of the dynamic library linking madness...
# I copied the library and gave it two names.
# This really shouldn't be required, but I got tired of trying to do it the "right way"
BASS_LIBS := lib/bass/bass.dylib lib/bass/libbass.dylib lib/bass/bass_fx.dylib lib/bass/libbass_fx.dylib
else
BASS_LIBS := lib/bass/libbass.so lib/bass/libbass_fx.so
endif
MOD_DIR := mods
# Remove old mod dir
@ -893,14 +910,13 @@ endif
ifeq ($(WINDOWS_BUILD),1)
LDFLAGS += -L"ws2_32" -lwsock32
ifeq ($(DISCORD_SDK),1)
LDFLAGS += -Wl,-Bdynamic -L./lib/discordsdk/ -ldiscord_game_sdk -Wl,-Bstatic
LDFLAGS += -Wl,-Bdynamic -L./lib/discordsdk/ -L./lib/bass/ -ldiscord_game_sdk -lbass -lbass_fx -Wl,-Bstatic
endif
else
ifeq ($(DISCORD_SDK),1)
LDFLAGS += -ldiscord_game_sdk -Wl,-rpath . -Wl,-rpath lib/discordsdk
LDFLAGS += -ldiscord_game_sdk -lbass -lbass_fx -Wl,-rpath . -Wl,-rpath lib/discordsdk -Wl,-rpath lib/bass
endif
endif
# Prevent a crash with -sopt
export LANG := C
@ -1142,6 +1158,9 @@ $(BUILD_DIR)/$(RPC_LIBS):
$(BUILD_DIR)/$(DISCORD_SDK_LIBS):
@$(CP) -f $(DISCORD_SDK_LIBS) $(BUILD_DIR)
$(BUILD_DIR)/$(BASS_LIBS):
@$(CP) -f $(BASS_LIBS) $(BUILD_DIR)
$(BUILD_DIR)/$(MOD_DIR):
@$(CP) -f -r $(MOD_DIR) $(BUILD_DIR)
@ -1504,7 +1523,7 @@ ifeq ($(TARGET_N64),1)
$(BUILD_DIR)/$(TARGET).objdump: $(ELF)
$(OBJDUMP) -D $< > $@
else
$(EXE): $(O_FILES) $(MIO0_FILES:.mio0=.o) $(ULTRA_O_FILES) $(GODDARD_O_FILES) $(BUILD_DIR)/$(RPC_LIBS) $(BUILD_DIR)/$(DISCORD_SDK_LIBS) $(BUILD_DIR)/$(MOD_DIR)
$(EXE): $(O_FILES) $(MIO0_FILES:.mio0=.o) $(ULTRA_O_FILES) $(GODDARD_O_FILES) $(BUILD_DIR)/$(RPC_LIBS) $(BUILD_DIR)/$(DISCORD_SDK_LIBS) $(BUILD_DIR)/$(BASS_LIBS) $(BUILD_DIR)/$(MOD_DIR)
@$(PRINT) "$(GREEN)Linking executable: $(BLUE)$@ $(NO_COL)\n"
$(V)$(LD) $(PROF_FLAGS) -L $(BUILD_DIR) -o $@ $(O_FILES) $(ULTRA_O_FILES) $(GODDARD_O_FILES) $(LDFLAGS) $(EXTRA_INCLUDES)
endif

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@ -7138,6 +7138,24 @@ function deref_s32_pointer(pointer)
-- ...
end
--- @param audio_stream integer
--- @return nil
function destroy_audio(audio_stream)
-- ...
end
--- @param audio_stream integer
--- @return nil
function destroy_sample(audio_stream)
-- ...
end
--- @param sample integer
--- @return integer
function get_audio_from_sample(sample)
-- ...
end
--- @return integer
function get_current_save_file_num()
-- ...
@ -7149,6 +7167,12 @@ function get_environment_region(index)
-- ...
end
--- @param audio_stream integer
--- @return number
function get_frequency_audio(audio_stream)
-- ...
end
--- @param m MarioState
--- @param index integer
--- @return number
@ -7170,11 +7194,23 @@ function get_hand_foot_pos_z(m, index)
-- ...
end
--- @param audio_stream integer
--- @return boolean
function get_looping_audio(audio_stream)
-- ...
end
--- @return integer
function get_network_area_timer()
-- ...
end
--- @param audio_stream integer
--- @return number
function get_position_audio(audio_stream)
-- ...
end
--- @param initialValue integer
--- @return Pointer_integer
function get_temp_s32_pointer(initialValue)
@ -7214,6 +7250,18 @@ function hud_show()
-- ...
end
--- @param file_name string
--- @return integer
function load_audio(file_name)
-- ...
end
--- @param file_name string
--- @return integer
function load_sample(file_name)
-- ...
end
--- @param name string
--- @param level integer
--- @param area integer

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@ -1577,4 +1577,3 @@ The `reliable` field will ensure that the packet arrives, but should be used spa
---
1 | [2](functions-2.md) | [3](functions-3.md) | [4](functions-4.md) | [next >](functions-2.md)]

1131
include/bass/bass.h Normal file

File diff suppressed because it is too large Load Diff

443
include/bass/bass_fx.h Normal file
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@ -0,0 +1,443 @@
/*===========================================================================
BASS_FX 2.4 - Copyright (c) 2002-2018 (: JOBnik! :) [Arthur Aminov, ISRAEL]
[http://www.jobnik.org]
bugs/suggestions/questions:
forum : http://www.un4seen.com/forum/?board=1
http://www.jobnik.org/forums
e-mail : bass_fx@jobnik.org
--------------------------------------------------
NOTE: This header will work only with BASS_FX version 2.4.12
Check www.un4seen.com or www.jobnik.org for any later versions.
* Requires BASS 2.4 (available at http://www.un4seen.com)
===========================================================================*/
#ifndef BASS_FX_H
#define BASS_FX_H
#ifdef __cplusplus
extern "C" {
#endif
#ifndef BASS_FXDEF
#define BASS_FXDEF(f) WINAPI f
#endif
// BASS_CHANNELINFO types
#define BASS_CTYPE_STREAM_TEMPO 0x1f200
#define BASS_CTYPE_STREAM_REVERSE 0x1f201
// Tempo / Reverse / BPM / Beat flag
#define BASS_FX_FREESOURCE 0x10000 // Free the source handle as well?
// BASS_FX Version
DWORD BASS_FXDEF(BASS_FX_GetVersion)();
/*===========================================================================
DSP (Digital Signal Processing)
===========================================================================*/
/*
Multi-channel order of each channel is as follows:
3 channels left-front, right-front, center.
4 channels left-front, right-front, left-rear/side, right-rear/side.
5 channels left-front, right-front, center, left-rear/side, right-rear/side.
6 channels (5.1) left-front, right-front, center, LFE, left-rear/side, right-rear/side.
8 channels (7.1) left-front, right-front, center, LFE, left-rear/side, right-rear/side, left-rear center, right-rear center.
*/
// DSP channels flags
#define BASS_BFX_CHANALL -1 // all channels at once (as by default)
#define BASS_BFX_CHANNONE 0 // disable an effect for all channels
#define BASS_BFX_CHAN1 1 // left-front channel
#define BASS_BFX_CHAN2 2 // right-front channel
#define BASS_BFX_CHAN3 4 // see above info
#define BASS_BFX_CHAN4 8 // see above info
#define BASS_BFX_CHAN5 16 // see above info
#define BASS_BFX_CHAN6 32 // see above info
#define BASS_BFX_CHAN7 64 // see above info
#define BASS_BFX_CHAN8 128 // see above info
// if you have more than 8 channels (7.1), use this macro
#define BASS_BFX_CHANNEL_N(n) (1<<((n)-1))
// DSP effects
enum {
BASS_FX_BFX_ROTATE = 0x10000, // A channels volume ping-pong / multi channel
BASS_FX_BFX_ECHO, // Echo / 2 channels max (deprecated)
BASS_FX_BFX_FLANGER, // Flanger / multi channel (deprecated)
BASS_FX_BFX_VOLUME, // Volume / multi channel
BASS_FX_BFX_PEAKEQ, // Peaking Equalizer / multi channel
BASS_FX_BFX_REVERB, // Reverb / 2 channels max (deprecated)
BASS_FX_BFX_LPF, // Low Pass Filter 24dB / multi channel (deprecated)
BASS_FX_BFX_MIX, // Swap, remap and mix channels / multi channel
BASS_FX_BFX_DAMP, // Dynamic Amplification / multi channel
BASS_FX_BFX_AUTOWAH, // Auto Wah / multi channel
BASS_FX_BFX_ECHO2, // Echo 2 / multi channel (deprecated)
BASS_FX_BFX_PHASER, // Phaser / multi channel
BASS_FX_BFX_ECHO3, // Echo 3 / multi channel (deprecated)
BASS_FX_BFX_CHORUS, // Chorus/Flanger / multi channel
BASS_FX_BFX_APF, // All Pass Filter / multi channel (deprecated)
BASS_FX_BFX_COMPRESSOR, // Compressor / multi channel (deprecated)
BASS_FX_BFX_DISTORTION, // Distortion / multi channel
BASS_FX_BFX_COMPRESSOR2, // Compressor 2 / multi channel
BASS_FX_BFX_VOLUME_ENV, // Volume envelope / multi channel
BASS_FX_BFX_BQF, // BiQuad filters / multi channel
BASS_FX_BFX_ECHO4, // Echo 4 / multi channel
BASS_FX_BFX_PITCHSHIFT, // Pitch shift using FFT / multi channel (not available on mobile)
BASS_FX_BFX_FREEVERB // Reverb using "Freeverb" algo / multi channel
};
/*
Deprecated effects in 2.4.10 version:
------------------------------------
BASS_FX_BFX_ECHO -> use BASS_FX_BFX_ECHO4
BASS_FX_BFX_ECHO2 -> use BASS_FX_BFX_ECHO4
BASS_FX_BFX_ECHO3 -> use BASS_FX_BFX_ECHO4
BASS_FX_BFX_REVERB -> use BASS_FX_BFX_FREEVERB
BASS_FX_BFX_FLANGER -> use BASS_FX_BFX_CHORUS
BASS_FX_BFX_COMPRESSOR -> use BASS_FX_BFX_COMPRESSOR2
BASS_FX_BFX_APF -> use BASS_FX_BFX_BQF with BASS_BFX_BQF_ALLPASS filter
BASS_FX_BFX_LPF -> use 2x BASS_FX_BFX_BQF with BASS_BFX_BQF_LOWPASS filter and appropriate fQ values
*/
// Rotate
typedef struct {
float fRate; // rotation rate/speed in Hz (A negative rate can be used for reverse direction)
int lChannel; // BASS_BFX_CHANxxx flag/s (supported only even number of channels)
} BASS_BFX_ROTATE;
// Echo (deprecated)
typedef struct {
float fLevel; // [0....1....n] linear
int lDelay; // [1200..30000]
} BASS_BFX_ECHO;
// Flanger (deprecated)
typedef struct {
float fWetDry; // [0....1....n] linear
float fSpeed; // [0......0.09]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_FLANGER;
// Volume
typedef struct {
int lChannel; // BASS_BFX_CHANxxx flag/s or 0 for global volume control
float fVolume; // [0....1....n] linear
} BASS_BFX_VOLUME;
// Peaking Equalizer
typedef struct {
int lBand; // [0...............n] more bands means more memory & cpu usage
float fBandwidth; // [0.1...........<10] in octaves - fQ is not in use (Bandwidth has a priority over fQ)
float fQ; // [0...............1] the EE kinda definition (linear) (if Bandwidth is not in use)
float fCenter; // [1Hz..<info.freq/2] in Hz
float fGain; // [-15dB...0...+15dB] in dB (can be above/below these limits)
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_PEAKEQ;
// Reverb (deprecated)
typedef struct {
float fLevel; // [0....1....n] linear
int lDelay; // [1200..10000]
} BASS_BFX_REVERB;
// Low Pass Filter (deprecated)
typedef struct {
float fResonance; // [0.01...........10]
float fCutOffFreq; // [1Hz...info.freq/2] cutoff frequency
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_LPF;
// Swap, remap and mix
typedef struct {
const int *lChannel; // an array of channels to mix using BASS_BFX_CHANxxx flag/s (lChannel[0] is left channel...)
} BASS_BFX_MIX;
// Dynamic Amplification
typedef struct {
float fTarget; // target volume level [0<......1] linear
float fQuiet; // quiet volume level [0.......1] linear
float fRate; // amp adjustment rate [0.......1] linear
float fGain; // amplification level [0...1...n] linear
float fDelay; // delay in seconds before increasing level [0.......n] linear
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_DAMP;
// Auto Wah
typedef struct {
float fDryMix; // dry (unaffected) signal mix [-2......2]
float fWetMix; // wet (affected) signal mix [-2......2]
float fFeedback; // output signal to feed back into input [-1......1]
float fRate; // rate of sweep in cycles per second [0<....<10]
float fRange; // sweep range in octaves [0<....<10]
float fFreq; // base frequency of sweep Hz [0<...1000]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_AUTOWAH;
// Echo 2 (deprecated)
typedef struct {
float fDryMix; // dry (unaffected) signal mix [-2......2]
float fWetMix; // wet (affected) signal mix [-2......2]
float fFeedback; // output signal to feed back into input [-1......1]
float fDelay; // delay sec [0<......n]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_ECHO2;
// Phaser
typedef struct {
float fDryMix; // dry (unaffected) signal mix [-2......2]
float fWetMix; // wet (affected) signal mix [-2......2]
float fFeedback; // output signal to feed back into input [-1......1]
float fRate; // rate of sweep in cycles per second [0<....<10]
float fRange; // sweep range in octaves [0<....<10]
float fFreq; // base frequency of sweep [0<...1000]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_PHASER;
// Echo 3 (deprecated)
typedef struct {
float fDryMix; // dry (unaffected) signal mix [-2......2]
float fWetMix; // wet (affected) signal mix [-2......2]
float fDelay; // delay sec [0<......n]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_ECHO3;
// Chorus/Flanger
typedef struct {
float fDryMix; // dry (unaffected) signal mix [-2......2]
float fWetMix; // wet (affected) signal mix [-2......2]
float fFeedback; // output signal to feed back into input [-1......1]
float fMinSweep; // minimal delay ms [0<...6000]
float fMaxSweep; // maximum delay ms [0<...6000]
float fRate; // rate ms/s [0<...1000]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_CHORUS;
// All Pass Filter (deprecated)
typedef struct {
float fGain; // reverberation time [-1=<..<=1]
float fDelay; // delay sec [0<....<=n]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_APF;
// Compressor (deprecated)
typedef struct {
float fThreshold; // compressor threshold [0<=...<=1]
float fAttacktime; // attack time ms [0<.<=1000]
float fReleasetime; // release time ms [0<.<=5000]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_COMPRESSOR;
// Distortion
typedef struct {
float fDrive; // distortion drive [0<=...<=5]
float fDryMix; // dry (unaffected) signal mix [-5<=..<=5]
float fWetMix; // wet (affected) signal mix [-5<=..<=5]
float fFeedback; // output signal to feed back into input [-1<=..<=1]
float fVolume; // distortion volume [0=<...<=2]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_DISTORTION;
// Compressor 2
typedef struct {
float fGain; // output gain of signal after compression [-60....60] in dB
float fThreshold; // point at which compression begins [-60.....0] in dB
float fRatio; // compression ratio [1.......n]
float fAttack; // attack time in ms [0.01.1000]
float fRelease; // release time in ms [0.01.5000]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_COMPRESSOR2;
// Volume envelope
typedef struct {
int lChannel; // BASS_BFX_CHANxxx flag/s
int lNodeCount; // number of nodes
const struct BASS_BFX_ENV_NODE *pNodes; // the nodes
BOOL bFollow; // follow source position
} BASS_BFX_VOLUME_ENV;
#pragma pack(push,4)
typedef struct BASS_BFX_ENV_NODE {
double pos; // node position in seconds (1st envelope node must be at position 0)
float val; // node value
} BASS_BFX_ENV_NODE;
#pragma pack(pop)
// BiQuad Filters
enum {
BASS_BFX_BQF_LOWPASS,
BASS_BFX_BQF_HIGHPASS,
BASS_BFX_BQF_BANDPASS, // constant 0 dB peak gain
BASS_BFX_BQF_BANDPASS_Q, // constant skirt gain, peak gain = Q
BASS_BFX_BQF_NOTCH,
BASS_BFX_BQF_ALLPASS,
BASS_BFX_BQF_PEAKINGEQ,
BASS_BFX_BQF_LOWSHELF,
BASS_BFX_BQF_HIGHSHELF
};
typedef struct {
int lFilter; // BASS_BFX_BQF_xxx filter types
float fCenter; // [1Hz..<info.freq/2] Cutoff (central) frequency in Hz
float fGain; // [-15dB...0...+15dB] Used only for PEAKINGEQ and Shelving filters in dB (can be above/below these limits)
float fBandwidth; // [0.1...........<10] Bandwidth in octaves (fQ is not in use (fBandwidth has a priority over fQ))
// (between -3 dB frequencies for BANDPASS and NOTCH or between midpoint
// (fGgain/2) gain frequencies for PEAKINGEQ)
float fQ; // [0.1.............1] The EE kinda definition (linear) (if fBandwidth is not in use)
float fS; // [0.1.............1] A "shelf slope" parameter (linear) (used only with Shelving filters)
// when fS = 1, the shelf slope is as steep as you can get it and remain monotonically
// increasing or decreasing gain with frequency.
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_BQF;
// Echo 4
typedef struct {
float fDryMix; // dry (unaffected) signal mix [-2.......2]
float fWetMix; // wet (affected) signal mix [-2.......2]
float fFeedback; // output signal to feed back into input [-1.......1]
float fDelay; // delay sec [0<.......n]
BOOL bStereo; // echo adjoining channels to each other [TRUE/FALSE]
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_ECHO4;
// Pitch shift (not available on mobile)
typedef struct {
float fPitchShift; // A factor value which is between 0.5 (one octave down) and 2 (one octave up) (1 won't change the pitch) [1 default]
// (fSemitones is not in use, fPitchShift has a priority over fSemitones)
float fSemitones; // Semitones (0 won't change the pitch) [0 default]
long lFFTsize; // Defines the FFT frame size used for the processing. Typical values are 1024, 2048 and 4096 [2048 default]
// It may be any value <= 8192 but it MUST be a power of 2
long lOsamp; // Is the STFT oversampling factor which also determines the overlap between adjacent STFT frames [8 default]
// It should at least be 4 for moderate scaling ratios. A value of 32 is recommended for best quality (better quality = higher CPU usage)
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_PITCHSHIFT;
// Freeverb
#define BASS_BFX_FREEVERB_MODE_FREEZE 1
typedef struct {
float fDryMix; // dry (unaffected) signal mix [0........1], def. 0
float fWetMix; // wet (affected) signal mix [0........3], def. 1.0f
float fRoomSize; // room size [0........1], def. 0.5f
float fDamp; // damping [0........1], def. 0.5f
float fWidth; // stereo width [0........1], def. 1
DWORD lMode; // 0 or BASS_BFX_FREEVERB_MODE_FREEZE, def. 0 (no freeze)
int lChannel; // BASS_BFX_CHANxxx flag/s
} BASS_BFX_FREEVERB;
/*===========================================================================
set dsp fx - BASS_ChannelSetFX
remove dsp fx - BASS_ChannelRemoveFX
set parameters - BASS_FXSetParameters
retrieve parameters - BASS_FXGetParameters
reset the state - BASS_FXReset
===========================================================================*/
/*===========================================================================
Tempo, Pitch scaling and Sample rate changers
===========================================================================*/
// NOTE: Enable Tempo supported flags in BASS_FX_TempoCreate and the others to source handle.
// tempo attributes (BASS_ChannelSet/GetAttribute)
enum {
BASS_ATTRIB_TEMPO = 0x10000,
BASS_ATTRIB_TEMPO_PITCH,
BASS_ATTRIB_TEMPO_FREQ
};
// tempo attributes options
enum {
BASS_ATTRIB_TEMPO_OPTION_USE_AA_FILTER = 0x10010, // TRUE (default) / FALSE (default for multi-channel on mobile devices for lower CPU usage)
BASS_ATTRIB_TEMPO_OPTION_AA_FILTER_LENGTH, // 32 default (8 .. 128 taps)
BASS_ATTRIB_TEMPO_OPTION_USE_QUICKALGO, // TRUE (default on mobile devices for lower CPU usage) / FALSE (default)
BASS_ATTRIB_TEMPO_OPTION_SEQUENCE_MS, // 82 default, 0 = automatic
BASS_ATTRIB_TEMPO_OPTION_SEEKWINDOW_MS, // 28 default, 0 = automatic
BASS_ATTRIB_TEMPO_OPTION_OVERLAP_MS, // 8 default
BASS_ATTRIB_TEMPO_OPTION_PREVENT_CLICK // TRUE / FALSE (default)
};
// tempo algorithm flags
#define BASS_FX_TEMPO_ALGO_LINEAR 0x200
#define BASS_FX_TEMPO_ALGO_CUBIC 0x400 // default
#define BASS_FX_TEMPO_ALGO_SHANNON 0x800
HSTREAM BASS_FXDEF(BASS_FX_TempoCreate)(DWORD chan, DWORD flags);
DWORD BASS_FXDEF(BASS_FX_TempoGetSource)(HSTREAM chan);
float BASS_FXDEF(BASS_FX_TempoGetRateRatio)(HSTREAM chan);
/*===========================================================================
Reverse playback
===========================================================================*/
// NOTES: 1. MODs won't load without BASS_MUSIC_PRESCAN flag.
// 2. Enable Reverse supported flags in BASS_FX_ReverseCreate and the others to source handle.
// reverse attribute (BASS_ChannelSet/GetAttribute)
#define BASS_ATTRIB_REVERSE_DIR 0x11000
// playback directions
#define BASS_FX_RVS_REVERSE -1
#define BASS_FX_RVS_FORWARD 1
HSTREAM BASS_FXDEF(BASS_FX_ReverseCreate)(DWORD chan, float dec_block, DWORD flags);
DWORD BASS_FXDEF(BASS_FX_ReverseGetSource)(HSTREAM chan);
/*===========================================================================
BPM (Beats Per Minute)
===========================================================================*/
// bpm flags
#define BASS_FX_BPM_BKGRND 1 // if in use, then you can do other processing while detection's in progress. Available only in Windows platforms (BPM/Beat)
#define BASS_FX_BPM_MULT2 2 // if in use, then will auto multiply bpm by 2 (if BPM < minBPM*2)
// translation options (deprecated)
enum {
BASS_FX_BPM_TRAN_X2, // multiply the original BPM value by 2 (may be called only once & will change the original BPM as well!)
BASS_FX_BPM_TRAN_2FREQ, // BPM value to Frequency
BASS_FX_BPM_TRAN_FREQ2, // Frequency to BPM value
BASS_FX_BPM_TRAN_2PERCENT, // BPM value to Percents
BASS_FX_BPM_TRAN_PERCENT2 // Percents to BPM value
};
typedef void (CALLBACK BPMPROC)(DWORD chan, float bpm, void *user);
typedef void (CALLBACK BPMPROGRESSPROC)(DWORD chan, float percent, void *user);
typedef BPMPROGRESSPROC BPMPROCESSPROC; // back-compatibility
float BASS_FXDEF(BASS_FX_BPM_DecodeGet)(DWORD chan, double startSec, double endSec, DWORD minMaxBPM, DWORD flags, BPMPROGRESSPROC *proc, void *user);
BOOL BASS_FXDEF(BASS_FX_BPM_CallbackSet)(DWORD handle, BPMPROC *proc, double period, DWORD minMaxBPM, DWORD flags, void *user);
BOOL BASS_FXDEF(BASS_FX_BPM_CallbackReset)(DWORD handle);
float BASS_FXDEF(BASS_FX_BPM_Translate)(DWORD handle, float val2tran, DWORD trans); // deprecated
BOOL BASS_FXDEF(BASS_FX_BPM_Free)(DWORD handle);
/*===========================================================================
Beat position trigger
===========================================================================*/
typedef void (CALLBACK BPMBEATPROC)(DWORD chan, double beatpos, void *user);
BOOL BASS_FXDEF(BASS_FX_BPM_BeatCallbackSet)(DWORD handle, BPMBEATPROC *proc, void *user);
BOOL BASS_FXDEF(BASS_FX_BPM_BeatCallbackReset)(DWORD handle);
BOOL BASS_FXDEF(BASS_FX_BPM_BeatDecodeGet)(DWORD chan, double startSec, double endSec, DWORD flags, BPMBEATPROC *proc, void *user);
BOOL BASS_FXDEF(BASS_FX_BPM_BeatSetParameters)(DWORD handle, float bandwidth, float centerfreq, float beat_rtime);
BOOL BASS_FXDEF(BASS_FX_BPM_BeatGetParameters)(DWORD handle, float *bandwidth, float *centerfreq, float *beat_rtime);
BOOL BASS_FXDEF(BASS_FX_BPM_BeatFree)(DWORD handle);
/*===========================================================================
Macros
===========================================================================*/
// translate linear level to logarithmic dB
#define BASS_BFX_Linear2dB(level) (20*log10(level))
// translate logarithmic dB level to linear
#define BASS_BFX_dB2Linear(dB) pow(10,(dB)/20)
#ifdef __cplusplus
}
#endif
#endif

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@ -0,0 +1,68 @@
-- name: Audio Test
-- description: audio shits.
-- incompatible:
DEBUG = false
UNST22 = true -- gotta work around unst 22 bugs :(
-------------------------------------------------------------------------------
handle = 0;
s_handle = 0;
function on_audio_play(msg)
if(msg == "create") then
handle = load_audio("test.mp3")
djui_chat_message_create("audio handle:" .. tostring(handle));
end
if(msg == "play") then
play_audio(handle, true);
djui_chat_message_create("playing audio");
end
if(msg == "resume") then
play_audio(handle, false);
djui_chat_message_create("resuming audio");
end
if(msg == "pause") then
pause_audio(handle);
djui_chat_message_create("pausing audio");
end
if(msg == "stop") then
stop_audio(handle);
djui_chat_message_create("stopping audio");
end
if(msg == "destroy") then
destroy_audio(handle);
djui_chat_message_create("destroyed audio");
end
if(msg == "getpos") then
djui_chat_message_create("pos: " .. tostring(get_position_audio(handle)));
end
return true;
end
function on_sample_play(msg)
if(msg == "create") then
s_handle = load_sample("test.mp3");
djui_chat_message_create("audio handle:" .. tostring(s_handle));
return true;
end
handle2 = get_audio_from_sample(s_handle);
play_audio(handle2, false);
return true;
end
hook_chat_command('audio', "options and shit", on_audio_play)
hook_chat_command('sample', "options and shit", on_sample_play)

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@ -0,0 +1,131 @@
#include "include/bass/bass.h"
#include "include/bass/bass_fx.h"
#include "pc/debuglog.h"
#include "bass_audio_helpers.h"
HSTREAM bassh_create_fx_stream_from_file(char* data, QWORD length, QWORD offset) {
HSTREAM raw_stream = BASS_StreamCreateFile(TRUE, data, offset, length, BASS_STREAM_PRESCAN | BASS_STREAM_DECODE);
HSTREAM stream = BASS_FX_TempoCreate(raw_stream, BASS_STREAM_PRESCAN);
return stream;
}
HSAMPLE bassh_create_sample_from_file(char* data, QWORD length, QWORD offset) {
return BASS_SampleLoad(TRUE, data, offset, length, MAX_SAMPLE_CONCURRENT_PLAYBACKS, BASS_SAMPLE_OVER_POS);
}
HSTREAM bassh_sample_get_stream(HSAMPLE sample) {
return BASS_SampleGetChannel(sample, 0);
}
void bassh_free_sample(HSAMPLE sample) {
BASS_SampleFree(sample);
}
void bassh_set_looping(HSTREAM stream, BOOL loop) {
BASS_ChannelFlags(stream, loop == TRUE ? 0 : BASS_SAMPLE_LOOP, BASS_SAMPLE_LOOP);
}
BOOL bassh_get_looping(HSTREAM stream) {
return (BASS_ChannelFlags(stream, 0, 0) & BASS_SAMPLE_LOOP) > 0;
}
void bassh_set_frequency(HSTREAM stream, float frequency) {
BASS_ChannelSetAttribute(stream, BASS_ATTRIB_FREQ, frequency);
}
float bassh_get_frequency(HSTREAM stream) {
float val;
BASS_ChannelGetAttribute(stream, BASS_ATTRIB_FREQ, &val);
return val;
}
void bassh_set_tempo(HSTREAM stream, float tempo) {
BASS_ChannelSetAttribute(stream, BASS_ATTRIB_TEMPO, tempo);
}
float bassh_get_tempo(HSTREAM stream) {
float val;
BASS_ChannelGetAttribute(stream, BASS_ATTRIB_TEMPO, &val);
return val;
}
double bassh_get_stream_pos(HSTREAM stream) {
DWORD pos_b = BASS_ChannelGetPosition(stream, BASS_POS_BYTE);
return BASS_ChannelBytes2Seconds(stream, pos_b);
}
void bassh_set_stream_pos(HSTREAM stream, double pos) {
BASS_ChannelSetPosition(stream, BASS_ChannelSeconds2Bytes(stream, pos), BASS_POS_BYTE);
}
void bassh_set_speed(HSTREAM stream, float initial_freq, float speed, BOOL pitch) {
if (pitch) {
BASS_ChannelSetAttribute(stream, BASS_ATTRIB_FREQ, initial_freq * speed);
BASS_ChannelSetAttribute(stream, BASS_ATTRIB_TEMPO, 0);
}
else {
BASS_ChannelSetAttribute(stream, BASS_ATTRIB_FREQ, initial_freq);
BASS_ChannelSetAttribute(stream, BASS_ATTRIB_TEMPO, speed * 100 - 100);
}
}
void bassh_set_stream_volume(HSTREAM stream, float volume) {
BASS_ChannelSetAttribute(stream, BASS_ATTRIB_MUSIC_VOL_CHAN, volume);
}
float bassh_get_stream_volume(HSTREAM stream) {
float volume;
BASS_ChannelGetAttribute(stream, BASS_ATTRIB_MUSIC_VOL_CHAN, &volume);
return volume;
}
void bassh_play_stream(HSTREAM stream, BOOL restart) {
BASS_ChannelPlay(stream, restart);
}
void bassh_pause_stream(HSTREAM stream) {
BASS_ChannelPause(stream);
}
void bassh_stop_stream(HSTREAM stream) {
BASS_ChannelStop(stream);
}
void bassh_free_stream(HSTREAM stream) {
BASS_ChannelFree(stream);
}
void bassh_init() {
BOOL success = BASS_Init(-1, 44100, 0, 0, 0);
if(success == FALSE) {
//error handling? fucking nerd shit
LOG_ERROR("Bass init failed!");
return;
}
BASS_DEVICEINFO info;
BASS_GetDeviceInfo(BASS_GetDevice(), &info);
LOG_INFO("Bass Initialized on device: %s, with driver: %s", info.name, info.driver);
}
void bassh_deinit() {
BASS_Free();
}
int bassh_device_count() {
int count = 0;
BASS_DEVICEINFO info;
for(count = 0; BASS_GetDeviceInfo(count, &info); count++) {}
return count;
}

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@ -0,0 +1,34 @@
#include "include/bass/bass.h"
#define MAX_SAMPLE_CONCURRENT_PLAYBACKS 32
HSTREAM bassh_create_fx_stream_from_file(char* data, QWORD length, QWORD offset);
HSAMPLE bassh_create_sample_from_file(char* data, QWORD length, QWORD offset);
HSTREAM bassh_sample_get_stream(HSAMPLE sample);
void bassh_free_sample(HSAMPLE sample);
void bassh_set_looping(HSTREAM stream, BOOL loop);
void bassh_set_stream_volume(HSTREAM stream, float volume);
float bassh_get_stream_volume(HSTREAM stream);
void bassh_set_looping(HSTREAM stream, BOOL loop);
BOOL bassh_get_looping(HSTREAM stream);
void bassh_set_frequency(HSTREAM stream, float frequency);
float bassh_get_frequency(HSTREAM stream);
void bassh_set_tempo(HSTREAM stream, float tempo);
float bassh_get_tempo(HSTREAM stream);
void bassh_set_speed(HSTREAM stream, float initial_freq, float speed, BOOL pitch);
double bassh_get_stream_pos(HSTREAM stream);
void bassh_set_stream_pos(HSTREAM stream, double pos);
void bassh_play_stream(HSTREAM stream, BOOL restart);
void bassh_pause_stream(HSTREAM stream);
void bassh_stop_stream(HSTREAM stream);
void bassh_free_stream(HSTREAM stream);
int bassh_device_count();
void bassh_init();
void bassh_deinit();

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@ -14707,6 +14707,39 @@ int smlua_func_deref_s32_pointer(lua_State* L) {
return 1;
}
int smlua_func_destroy_audio(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
u32 audio_stream = smlua_to_integer(L, 1);
if (!gSmLuaConvertSuccess) { return 0; }
destroy_audio(audio_stream);
return 1;
}
int smlua_func_destroy_sample(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
u32 audio_stream = smlua_to_integer(L, 1);
if (!gSmLuaConvertSuccess) { return 0; }
destroy_sample(audio_stream);
return 1;
}
int smlua_func_get_audio_from_sample(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
u32 sample = smlua_to_integer(L, 1);
if (!gSmLuaConvertSuccess) { return 0; }
lua_pushinteger(L, get_audio_from_sample(sample));
return 1;
}
int smlua_func_get_current_save_file_num(UNUSED lua_State* L) {
if(!smlua_functions_valid_param_count(L, 0)) { return 0; }
@ -14727,6 +14760,17 @@ int smlua_func_get_environment_region(lua_State* L) {
return 1;
}
int smlua_func_get_frequency_audio(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
u32 audio_stream = smlua_to_integer(L, 1);
if (!gSmLuaConvertSuccess) { return 0; }
lua_pushnumber(L, get_frequency_audio(audio_stream));
return 1;
}
int smlua_func_get_hand_foot_pos_x(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 2)) { return 0; }
@ -14766,6 +14810,17 @@ int smlua_func_get_hand_foot_pos_z(lua_State* L) {
return 1;
}
int smlua_func_get_looping_audio(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
u32 audio_stream = smlua_to_integer(L, 1);
if (!gSmLuaConvertSuccess) { return 0; }
lua_pushboolean(L, get_looping_audio(audio_stream));
return 1;
}
int smlua_func_get_network_area_timer(UNUSED lua_State* L) {
if(!smlua_functions_valid_param_count(L, 0)) { return 0; }
@ -14775,6 +14830,17 @@ int smlua_func_get_network_area_timer(UNUSED lua_State* L) {
return 1;
}
int smlua_func_get_position_audio(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
u32 audio_stream = smlua_to_integer(L, 1);
if (!gSmLuaConvertSuccess) { return 0; }
lua_pushnumber(L, get_position_audio(audio_stream));
return 1;
}
int smlua_func_get_temp_s32_pointer(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
@ -14847,6 +14913,28 @@ int smlua_func_hud_show(UNUSED lua_State* L) {
return 1;
}
int smlua_func_load_audio(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
const char* file_name = smlua_to_string(L, 1);
if (!gSmLuaConvertSuccess) { return 0; }
lua_pushinteger(L, load_audio(file_name));
return 1;
}
int smlua_func_load_sample(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
const char* file_name = smlua_to_string(L, 1);
if (!gSmLuaConvertSuccess) { return 0; }
lua_pushinteger(L, load_sample(file_name));
return 1;
}
int smlua_func_movtexqc_register(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 4)) { return 0; }
@ -17164,18 +17252,26 @@ void smlua_bind_functions_autogen(void) {
smlua_bind_function(L, "camera_freeze", smlua_func_camera_freeze);
smlua_bind_function(L, "camera_unfreeze", smlua_func_camera_unfreeze);
smlua_bind_function(L, "deref_s32_pointer", smlua_func_deref_s32_pointer);
smlua_bind_function(L, "destroy_audio", smlua_func_destroy_audio);
smlua_bind_function(L, "destroy_sample", smlua_func_destroy_sample);
smlua_bind_function(L, "get_audio_from_sample", smlua_func_get_audio_from_sample);
smlua_bind_function(L, "get_current_save_file_num", smlua_func_get_current_save_file_num);
smlua_bind_function(L, "get_environment_region", smlua_func_get_environment_region);
smlua_bind_function(L, "get_frequency_audio", smlua_func_get_frequency_audio);
smlua_bind_function(L, "get_hand_foot_pos_x", smlua_func_get_hand_foot_pos_x);
smlua_bind_function(L, "get_hand_foot_pos_y", smlua_func_get_hand_foot_pos_y);
smlua_bind_function(L, "get_hand_foot_pos_z", smlua_func_get_hand_foot_pos_z);
smlua_bind_function(L, "get_looping_audio", smlua_func_get_looping_audio);
smlua_bind_function(L, "get_network_area_timer", smlua_func_get_network_area_timer);
smlua_bind_function(L, "get_position_audio", smlua_func_get_position_audio);
smlua_bind_function(L, "get_temp_s32_pointer", smlua_func_get_temp_s32_pointer);
smlua_bind_function(L, "hud_get_value", smlua_func_hud_get_value);
smlua_bind_function(L, "hud_hide", smlua_func_hud_hide);
smlua_bind_function(L, "hud_render_power_meter", smlua_func_hud_render_power_meter);
smlua_bind_function(L, "hud_set_value", smlua_func_hud_set_value);
smlua_bind_function(L, "hud_show", smlua_func_hud_show);
smlua_bind_function(L, "load_audio", smlua_func_load_audio);
smlua_bind_function(L, "load_sample", smlua_func_load_sample);
smlua_bind_function(L, "movtexqc_register", smlua_func_movtexqc_register);
smlua_bind_function(L, "play_transition", smlua_func_play_transition);
smlua_bind_function(L, "save_file_set_using_backup_slot", smlua_func_save_file_set_using_backup_slot);

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@ -7,11 +7,17 @@
#include "pc/lua/smlua.h"
#include "smlua_misc_utils.h"
#include "pc/debuglog.h"
#include "pc/mods/mod.h"
#include "pc/mods/mods.h"
#include "pc/mods/mods_utils.h"
#include "game/object_list_processor.h"
#include "game/rendering_graph_node.h"
#include "game/level_update.h"
#include "pc/djui/djui_hud_utils.h"
#include "src/bass_audio/bass_audio_helpers.h"
u32 get_network_area_timer(void) {
return gNetworkAreaTimer;
}
@ -175,12 +181,212 @@ f32 get_environment_region(u8 index) {
return -11000;
}
u32 load_audio(const char* file_name) {
u16 fileCount = gLuaActiveMod->fileCount;
BOOL found = FALSE;
struct ModFile* file;
for(u16 i = 0; i < fileCount; i++) {
LOG_INFO("file path %s", gLuaActiveMod->files[i].relativePath);
if(str_ends_with(gLuaActiveMod->files[i].relativePath, (char *)file_name)) {
// char fullPath[SYS_MAX_PATH] = { 0 };
// mod_file_full_path(fullPath, gLuaActiveMod, &(gLuaActiveMod->files[i]));
file = &gLuaActiveMod->files[i];
found = TRUE;
}
}
if(found == FALSE) {
return 0;
}
//smh free your stuff first...
if(file->audio_stream != 0) {
LOG_LUA("You need to destroy your stream/sapmle!");
return -1;
}
rewind(file->fp); //seek to the start of the file
//Allocate a buffer to the data
file->data_ptr = (char *)malloc(file->size * sizeof(char));
//Read the file data into the buffer
fread(file->data_ptr, file->size, 1, file->fp);
file->audio_stream = bassh_create_fx_stream_from_file(file->data_ptr, file->size, 0);
return file->audio_stream;
// return bassh_create_fx_stream_from_file();
}
void destroy_audio(u32 audio_stream) {
u16 fileCount = gLuaActiveMod->fileCount;
BOOL found = FALSE;
struct ModFile* file;
for(u16 i = 0; i < fileCount; i++) {
if(audio_stream == gLuaActiveMod->files[i].audio_stream) {
// char fullPath[SYS_MAX_PATH] = { 0 };
// mod_file_full_path(fullPath, gLuaActiveMod, &(gLuaActiveMod->files[i]));
file = &gLuaActiveMod->files[i];
found = TRUE;
}
}
if(found == FALSE) {
return;
}
if(file->audio_stream == 0) {
LOG_LUA("You cant double destroy audio!");
return;
}
//This frees the stream
bassh_free_stream(audio_stream);
file->audio_stream = 0;
//This frees the data the stream uses
free(file->data_ptr);
}
void play_audio(u32 audio_stream, bool restart) {
bassh_play_stream(audio_stream, restart);
}
void pause_audio(u32 audio_stream) {
bassh_pause_stream(audio_stream);
}
void stop_audio(u32 audio_stream) {
bassh_stop_stream(audio_stream);
}
f32 get_position_audio(u32 audio_stream) {
return (f32)bassh_get_stream_pos(audio_stream);
}
void set_looping_audio(u32 audio_stream, bool looping) {
bassh_set_looping(audio_stream, looping);
}
bool get_looping_audio(u32 audio_stream) {
return bassh_get_looping(audio_stream);
}
f32 get_frequency_audio(u32 audio_stream) {
return bassh_get_frequency(audio_stream);
}
void set_frequency_audio(u32 audio_stream, f32 freq) {
bassh_set_frequency(audio_stream, freq);
}
f32 get_tempo_audio(u32 audio_stream) {
return bassh_get_tempo(audio_stream);
}
void set_tempo_audio(u32 audio_stream, f32 tempo) {
bassh_set_tempo(audio_stream, tempo);
}
void set_speed_audio(u32 audio_stream, f32 initial_freq, f32 speed, bool pitch) {
bassh_set_speed(audio_stream, initial_freq, speed, pitch);
}
void set_volume_audio(u32 audio_stream, f32 volume) {
bassh_set_stream_volume(audio_stream, volume);
}
f32 get_volume_audio(u32 audio_stream) {
return bassh_get_stream_volume(audio_stream);
}
void set_position_audio(u32 audio_stream, f32 pos) {
bassh_set_stream_pos(audio_stream, (double)pos);
}
void set_environment_region(u8 index, s32 value) {
if (gEnvironmentRegions != NULL && index <= gEnvironmentRegions[0]) {
gEnvironmentRegions[6 * (int)index] = value;
}
}
u32 load_sample(const char* file_name) {
u16 fileCount = gLuaActiveMod->fileCount;
BOOL found = FALSE;
struct ModFile* file;
for(u16 i = 0; i < fileCount; i++) {
LOG_INFO("file path %s", gLuaActiveMod->files[i].relativePath);
if(str_ends_with(gLuaActiveMod->files[i].relativePath, (char *)file_name)) {
// char fullPath[SYS_MAX_PATH] = { 0 };
// mod_file_full_path(fullPath, gLuaActiveMod, &(gLuaActiveMod->files[i]));
file = &gLuaActiveMod->files[i];
found = TRUE;
}
}
if(found == FALSE) {
return 0;
}
//smh free your stuff first...
if(file->audio_stream != 0) {
LOG_LUA("You need to destroy your stream/sapmle!");
return -1;
}
rewind(file->fp); //seek to the start of the file
//Allocate a buffer to the data
file->data_ptr = (char *)malloc(file->size * sizeof(char));
//Read the file data into the buffer
fread(file->data_ptr, file->size, 1, file->fp);
file->audio_stream = bassh_create_sample_from_file(file->data_ptr, file->size, 0);
return file->audio_stream;
}
void destroy_sample(u32 audio_stream) {
u16 fileCount = gLuaActiveMod->fileCount;
BOOL found = FALSE;
struct ModFile* file;
for(u16 i = 0; i < fileCount; i++) {
if(audio_stream == gLuaActiveMod->files[i].audio_stream) {
// char fullPath[SYS_MAX_PATH] = { 0 };
// mod_file_full_path(fullPath, gLuaActiveMod, &(gLuaActiveMod->files[i]));
file = &gLuaActiveMod->files[i];
found = TRUE;
}
}
if(found == FALSE) {
return;
}
if(file->audio_stream == 0) {
LOG_LUA("You cant double destroy audio!");
return;
}
//This frees the stream
bassh_free_sample(audio_stream);
file->audio_stream = 0;
//This frees the data the stream uses
free(file->data_ptr);
}
u32 get_audio_from_sample(u32 sample) {
return bassh_sample_get_stream(sample);
}
f32 set_override_fov(f32 fov) {
gOverrideFOV = fov;
}
@ -191,4 +397,4 @@ f32 set_override_near(f32 near) {
f32 set_override_far(f32 far) {
gOverrideFar = far;
}
}

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@ -57,6 +57,33 @@ void movtexqc_register(const char* name, s16 level, s16 area, s16 type);
f32 get_environment_region(u8 index);
void set_environment_region(u8 index, s32 value);
u32 load_audio(const char* file_name);
u32 load_sample(const char* file_name);
void destroy_audio(u32 audio_stream);
void destroy_sample(u32 audio_stream);
u32 get_audio_from_sample(u32 sample);
void play_audio(u32 audio_stream, bool restart);
void pause_audio(u32 audio_stream);
void stop_audio(u32 audio_stream);
f32 get_position_audio(u32 audio_stream);
void set_position_audio(u32 audio_stream, f32 pos);
bool get_looping_audio(u32 audio_stream);
void set_looping_audio(u32 audio_stream, bool looping);
f32 get_frequency_audio(u32 audio_stream);
void set_frequency_audio(u32 audio_stream, f32 freq);
f32 get_tempo_audio(u32 audio_stream);
void set_tempo_audio(u32 audio_stream, f32 tempo);
void set_volume_audio(u32 audio_stream, f32 volume);
f32 get_volume_audio(u32 audio_stream);
void set_speed_audio(u32 audio_stream, f32 initial_freq, f32 speed, bool pitch);
f32 set_override_fov(f32 fov);
f32 set_override_near(f32 near);
f32 set_override_far(f32 far);

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@ -248,6 +248,7 @@ static bool mod_load_files(struct Mod* mod, char* modName, char* fullPath) {
// open actors directory
struct dirent* dir = NULL;
DIR* d = opendir(actorsPath);
if (d) {
// iterate mod directory
char path[SYS_MAX_PATH] = { 0 };
@ -260,14 +261,16 @@ static bool mod_load_files(struct Mod* mod, char* modName, char* fullPath) {
return false;
}
// only consider bin, and col files
// only consider bin and col files
if (!str_ends_with(path, ".bin") && !str_ends_with(path, ".col")) {
continue;
}
// allocate file
struct ModFile* file = mod_allocate_file(mod, relativePath);
if (file == NULL) { return false; }
if (file == NULL) {
return false;
}
}
closedir(d);
@ -374,11 +377,6 @@ static bool mod_load_files(struct Mod* mod, char* modName, char* fullPath) {
return false;
}
// only consider m64 files
if (!str_ends_with(path, ".m64")) {
continue;
}
// allocate file
struct ModFile* file = mod_allocate_file(mod, relativePath);
if (file == NULL) { return false; }

View File

@ -15,6 +15,9 @@ struct ModFile {
u64 curOffset;
bool complete;
//A pointer to a char array of data with size: (ModFile.size * sizeof(char))
char* data_ptr;
u32 audio_stream;
u8 dataHash[16];
char* cachedPath;
};

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@ -42,12 +42,17 @@
#include "game/main.h"
#include "game/rumble_init.h"
#include "include/bass/bass.h"
#include "include/bass/bass_fx.h"
#include "src/bass_audio/bass_audio_helpers.h"
#ifdef DISCORDRPC
#include "pc/discord/discordrpc.h"
#endif
#include "pc/network/version.h"
#include "pc/network/network_player.h"
#include "pc/djui/djui.h"
#include "pc/debuglog.h"
#include "pc/utils/misc.h"
#include "pc/mods/mods.h"
@ -388,6 +393,7 @@ void main_func(void) {
audio_init();
sound_init();
bassh_init();
network_player_init();
thread5_game_loop(NULL);
@ -422,6 +428,8 @@ void main_func(void) {
#endif
}
#endif
bassh_deinit();
}
int main(int argc, char *argv[]) {

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test_echo.mp3 Normal file

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