Added simple audio visualiser and componenet/Engine core systems

This commit is contained in:
OusmBlueNinja 2025-04-30 17:53:30 -05:00
parent 31d9176b0d
commit dbd0ad28d2
14 changed files with 548 additions and 250 deletions

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@ -14,10 +14,10 @@ Size=1280,701
Collapsed=0
[Window][Inspector]
Pos=831,19
Size=449,439
Pos=991,19
Size=289,701
Collapsed=0
DockId=0x0000000D,0
DockId=0x00000017,0
[Window][Scene Tree]
Pos=0,19
@ -27,7 +27,7 @@ DockId=0x00000003,0
[Window][Viewport]
Pos=344,19
Size=485,390
Size=645,390
Collapsed=0
DockId=0x00000007,0
@ -36,16 +36,16 @@ Size=1280,19
Collapsed=0
[Window][Performance Info]
Pos=344,411
Size=485,309
Pos=978,592
Size=302,128
Collapsed=0
DockId=0x00000008,2
DockId=0x00000011,0
[Window][Console]
Pos=344,411
Size=485,309
Size=541,139
Collapsed=0
DockId=0x00000008,0
DockId=0x00000013,0
[Window][Tilemap Editor]
Pos=265,19
@ -54,34 +54,34 @@ Collapsed=0
DockId=0x00000007,1
[Window][Profiler]
Pos=344,411
Size=485,309
Pos=344,552
Size=541,168
Collapsed=0
DockId=0x00000008,3
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[Window][Profiler Timeline]
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Size=623,651
Collapsed=0
DockId=0x00000008,1
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[Window][Profiler (Unity Style)]
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Size=623,290
Collapsed=0
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[Window][Profiler Timeline View]
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Size=1263,651
Collapsed=0
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[Window][Color Correction]
Pos=344,411
Size=485,309
Pos=1131,592
Size=149,128
Collapsed=0
DockId=0x00000008,1
DockId=0x00000012,0
[Window][Asset Browser]
Pos=0,369
@ -107,25 +107,47 @@ Collapsed=0
DockId=0x0000000C,0
[Window][Playing Audio]
Pos=831,460
Size=449,260
Pos=978,460
Size=302,260
Collapsed=0
DockId=0x0000000E,0
DockId=0x0000000F,0
[Window][Audio Output]
Pos=887,411
Size=102,309
Collapsed=0
DockId=0x00000016,0
[Window][Master Bus]
Pos=1003,570
Size=277,150
Collapsed=0
DockId=0x00000018,0
[Docking][Data]
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@ -6,6 +6,8 @@ src_dirs:
- src/vendor/imgui
- src/vendor/box2d
- src/vendor/xxhash
- src/vendor/miniaudio
# Include directories (-I)

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@ -0,0 +1,3 @@
[COMPILE] g++ -std=c++20 -Wall -g -Isrc/include -Isrc/include/lua -Isrc/vendor -Isrc/vendor/imgui -Isrc/vendor/box2d -Isrc/vendor/xxhash -Isrc/vendor/miniaudio -IC:/msys64/mingw64/include -Isrc\vendor\imgui -IC:\msys64\mingw64\lib\libyaml-cpp.a -MMD -MP -c src\src\editor\windows\AudioInfo.cpp -o src\build\editor\windows\AudioInfo.o
[LINK] g++ src\build\Engine.o src\build\main.o src\build\Renderer.o src\build\Components\AnimationComponent.o src\build\Components\AudioPlayerComponent.o src\build\Components\CameraComponent.o src\build\Components\LightComponent.o src\build\Components\ParticleComponent.o src\build\Components\PhysicsComponent.o src\build\Components\ScriptComponent.o src\build\Components\SpriteComponent.o src\build\Components\TextComonent.o src\build\Components\TilemapComponent.o src\build\core\audio\AudioEngine.o src\build\core\utils\AssetManager.o src\build\core\utils\EngineConfig.o src\build\core\utils\ExceptionHandler.o src\build\core\utils\FileDialog.o src\build\core\utils\input.o src\build\core\utils\LoadingWindow.o src\build\core\utils\Logging.o src\build\core\utils\Profiler.o src\build\core\utils\Texture.o src\build\core\utils\utils.o src\build\editor\windows\AssetBrowser.o src\build\editor\windows\AudioInfo.o src\build\editor\windows\Inspector.o src\build\Entitys\Object.o src\build\utils\GameObjectsList.o src\build\utils\Shader.o src\build\utils\UID.o src\build\lapi.o src\build\lauxlib.o src\build\lbaselib.o src\build\lcode.o src\build\lcorolib.o src\build\lctype.o src\build\ldblib.o src\build\ldebug.o src\build\ldo.o src\build\ldump.o src\build\lfunc.o src\build\lgc.o src\build\linit.o src\build\liolib.o src\build\llex.o src\build\lmathlib.o src\build\lmem.o src\build\loadlib.o src\build\lobject.o src\build\lopcodes.o src\build\loslib.o src\build\lparser.o src\build\lstate.o src\build\lstring.o src\build\lstrlib.o src\build\ltable.o src\build\ltablib.o src\build\ltm.o src\build\lua.o src\build\luac.o src\build\lundump.o src\build\lutf8lib.o src\build\lvm.o src\build\lzio.o src\build\imgui.o src\build\imgui_demo.o src\build\imgui_draw.o src\build\imgui_impl_glfw.o src\build\imgui_impl_opengl3.o src\build\imgui_tables.o src\build\imgui_widgets.o src\build\aabb.o src\build\arena_allocator.o src\build\array.o src\build\bitset.o src\build\body.o src\build\broad_phase.o src\build\constraint_graph.o src\build\contact.o src\build\contact_solver.o src\build\core.o src\build\distance.o src\build\distance_joint.o src\build\dynamic_tree.o src\build\geometry.o src\build\hull.o src\build\id_pool.o src\build\island.o src\build\joint.o src\build\manifold.o src\build\math_functions.o src\build\motor_joint.o src\build\mouse_joint.o src\build\mover.o src\build\prismatic_joint.o src\build\revolute_joint.o src\build\sensor.o src\build\shape.o src\build\solver.o src\build\solver_set.o src\build\table.o src\build\timer.o src\build\types.o src\build\weld_joint.o src\build\wheel_joint.o src\build\world.o src\build\xxhash.o src\build\miniaudio.o -o src\build\app.exe -LC:\msys64\mingw64\lib -lglfw3 -lglew32 -lopengl32 -lgdi32 -lyaml-cpp -lcomdlg32 -lssl -lcrypto
[RUN] Executed app.exe successfully.

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@ -0,0 +1,53 @@
engine_version: 0.1.0
scene_name: audio_testing
scene_hash: 2789578d9c2a7814ff6e4c0ef38fcfb5ae09fb6b1418f89557e43c6649010ed4
format_version: 1
objects:
- name: Hello, Create
uid: f4ee58087d1c475784f951128c27d7c2
id: 0
position: [0, 0]
rotation: 0
layer: 0
visable: true
components:
- type: AudioPlayerComponent
uaid: 2
volume: 0.158999994
loop: false
children: []
- name: NewObject
uid: 2125b52bb74344d680ad4332671c78c2
id: 1
position: [0, 0]
rotation: 0
layer: 0
visable: true
components:
- type: AudioPlayerComponent
uaid: 1
volume: 0.0419999994
loop: false
children: []
color_correction:
brightness: 1
saturation: 1
gamma: 1
bloom: true
intensity: 1.20000005
threshold: 1
Assets:
- uaid: 2
path: C:\Users\spenc\Music\simple-notification-152054.wav
filename: simple-notification-152054.wav
filetype: wav
type: 1
hash: 0f5adca8b95e7494
lastModified: 1745952999
- uaid: 1
path: C:\Users\spenc\Music\creative-technology-showreel-241274.mp3
filename: creative-technology-showreel-241274.mp3
filetype: mp3
type: 1
hash: d7f8e8b2954d438f
lastModified: 1730076792

View File

@ -1,100 +1,77 @@
#include "AudioPlayerComponent.h"
#include "../core/utils/Logging.h"
#include "../core/utils/AssetManager.h"
#include "../core/audio/AudioEngine.h"
AudioPlayerComponent::AudioPlayerComponent(Object* owner)
: Component(owner) {}
: Component(owner)
{}
AudioPlayerComponent::~AudioPlayerComponent()
{
if (m_OwnsSound && m_Sound)
{
ma_sound_uninit(m_Sound);
delete m_Sound;
}
}
void AudioPlayerComponent::SetAudio(uint64_t uaid)
{
Stop();
void AudioPlayerComponent::SetAudio(uint64_t uaid) {
m_UAID = uaid;
const auto* asset = dynamic_cast<const AudioAssetInfo*>(AssetManager::GetAssetByID(uaid));
if (!asset || !asset->loaded)
{
Logger::LogWarning("AudioPlayerComponent: Asset not found or not loaded (UAID: %llu)", uaid);
m_Sound = nullptr;
return;
}
m_Sound = asset->sound;
m_OwnsSound = false;
ma_sound_set_volume(m_Sound, volume);
ma_sound_set_looping(m_Sound, loop ? MA_TRUE : MA_FALSE);
}
void AudioPlayerComponent::Play()
{
if (m_Sound) ma_sound_start(m_Sound);
void AudioPlayerComponent::Play() {
if (m_UAID == 0) return;
AudioEngine::Play(m_UAID, loop);
AudioEngine::SetVolume(m_UAID, volume); // youll need to add this helper
}
void AudioPlayerComponent::Pause()
{
if (m_Sound) ma_sound_stop(m_Sound);
void AudioPlayerComponent::Pause() {
if (m_UAID == 0) return;
AudioEngine::Stop(m_UAID);
}
void AudioPlayerComponent::Stop()
{
if (m_Sound)
{
ma_sound_stop(m_Sound);
ma_sound_seek_to_pcm_frame(m_Sound, 0);
void AudioPlayerComponent::Stop() {
if (m_UAID == 0) return;
AudioEngine::Stop(m_UAID);
}
void AudioPlayerComponent::Update() {
// drive the engines per-frame update
AudioEngine::Update();
// now you can, if you like, pull back the current time or VU data
// for your own logic/UI. E.g.:
auto& map = AudioEngine::GetPlayingInfoMap();
auto it = map.find(m_UAID);
if (it != map.end()) {
const auto& info = it->second;
// info.currentTime, info.totalTime, info.vuLeft, info.vuRight ...
}
}
void AudioPlayerComponent::SetLooping(bool value)
{
void AudioPlayerComponent::SetLooping(bool value) {
loop = value;
if (m_Sound) ma_sound_set_looping(m_Sound, value ? MA_TRUE : MA_FALSE);
if (m_UAID != 0) {
AudioEngine::SetLooping(m_UAID, value);
}
}
void AudioPlayerComponent::SetVolume(float vol)
{
void AudioPlayerComponent::SetVolume(float vol) {
volume = vol;
if (m_Sound) ma_sound_set_volume(m_Sound, vol);
if (m_UAID != 0) {
AudioEngine::SetVolume(m_UAID, vol);
}
}
bool AudioPlayerComponent::IsPlaying() const
{
return m_Sound && ma_sound_is_playing(m_Sound);
}
std::string AudioPlayerComponent::GetName() const
{
return "AudioPlayerComponent";
}
void AudioPlayerComponent::Save(YAML::Emitter& out) const
{
void AudioPlayerComponent::Save(YAML::Emitter& out) const {
out << YAML::BeginMap;
out << YAML::Key << "type" << YAML::Value << GetName();
out << YAML::Key << "uaid" << YAML::Value << m_UAID;
out << YAML::Key << "volume" << YAML::Value << volume;
out << YAML::Key << "loop" << YAML::Value << loop;
out << YAML::EndMap;
}
void AudioPlayerComponent::Load(const YAML::Node& node)
{
if (node["uaid"])
{
m_UAID = node["uaid"].as<uint64_t>();
SetAudio(m_UAID);
}
if (node["volume"])
SetVolume(node["volume"].as<float>());
if (node["loop"])
SetLooping(node["loop"].as<bool>());
void AudioPlayerComponent::Load(const YAML::Node& node) {
if (node["uaid"]) m_UAID = node["uaid"].as<uint64_t>();
if (node["volume"]) volume = node["volume"].as<float>();
if (node["loop"]) loop = node["loop"].as<bool>();
// dont auto-play on load
}

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@ -1,37 +1,36 @@
#pragma once
#include "Component.h"
#include "../core/audio/AudioEngine.h"
#include "../core/utils/AssetManager.h"
#include <string>
class AudioPlayerComponent : public Component
{
#include "Component.h"
#include <cstdint>
#include <yaml-cpp/yaml.h>
class AudioPlayerComponent : public Component {
public:
AudioPlayerComponent(Object* owner);
~AudioPlayerComponent();
~AudioPlayerComponent() override {}
void SetAudio(uint64_t uaid);
void Play();
void Pause();
void Stop();
void SetLooping(bool loop);
void SetLooping(bool value);
void SetVolume(float vol);
bool IsPlaying() const;
// Serialization
std::string GetName() const override;
void Save(YAML::Emitter& out) const override;
void Load(const YAML::Node& node) override;
uint64_t GetUAID() const { return m_UAID; }
private:
ma_sound* m_Sound = nullptr;
uint64_t m_UAID = 0;
bool m_OwnsSound = false;
void Update();
// No longer used:
bool IsPlaying() const { return false; }
std::string GetName() const override { return "AudioPlayerComponent"; }
void Save(YAML::Emitter& out) const override;
void Load(const YAML::Node& node) override;
private:
uint64_t m_UAID = 0;
float volume = 1.0f;
bool loop = false;
};

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@ -23,6 +23,7 @@
#include "editor/windows/AssetBrowser.h"
#include "editor/windows/Inspector.h"
#include "editor/windows/AudioInfo.h"
#include <GL/glew.h>
#include <GLFW/glfw3.h>
@ -347,6 +348,11 @@ void ShowProfilerTimeline()
void Engine::ShowDebugOverlay(float deltaTime)
{
if (!g_engineConfig.settings.show_performance_window)
{
return;
}
// === Performance Window ===
static std::vector<float> fpsHistory;
static const int maxFpsHistory = 100;
@ -516,6 +522,8 @@ void Engine::Init()
AudioEngine::Init();
AssetManager::LoadAssetAsync("C:\\Users\\spenc\\Music\\creative-technology-showreel-241274.mp3", AssetType::Audio);
Logger::LogVerbose("Resverving Objects");
// These values were AI Generated.
@ -539,42 +547,6 @@ core::types::Vec2 ScreenToWorld(const core::types::Vec2 &screenPos, const core::
void DrawAudioPlayingList()
{
ImGui::Begin("Playing Audio");
std::vector<uint64_t> toStop;
for (const auto& [uaid, psound] : AudioEngine::GetPlayingSounds())
{
ImGui::Text("%s", psound.name.c_str());
if (psound.totalTime > 0.0)
{
float progress = static_cast<float>(psound.currentTime / psound.totalTime);
ImGui::ProgressBar(progress, ImVec2(-1.0f, 6.0f));
}
ImGui::Text("Time: %.2f / %.2f sec", psound.currentTime, psound.totalTime);
if (ImGui::Button(("Stop##" + std::to_string(uaid)).c_str()))
{
toStop.push_back(uaid);
}
ImGui::Separator();
}
ImGui::End();
for (uint64_t id : toStop)
AudioEngine::Stop(id);
}
void Engine::collectObjects(bool playing, const glm::vec2 &camPos, float camZoom)
{
@ -752,6 +724,9 @@ void Engine::Run()
ImGui::Checkbox("Color Correction", &g_engineConfig.settings.show_color_correction_window);
ImGui::Checkbox("Profiler", &g_engineConfig.settings.show_profiler_window);
ImGui::Checkbox("Assets", &g_engineConfig.settings.show_asset_window);
ImGui::Checkbox("Performance Info", &g_engineConfig.settings.show_performance_window);
ImGui::Checkbox("Audio Viewer", &g_engineConfig.settings.show_audio_window);
ImGui::EndMenu();
}
@ -779,6 +754,8 @@ void Engine::Run()
ShowAssetBrowser();
DrawAudioPlayingList();
{
PROFILE_ENGINE_SCOPE("Engine::DrawSceneTree");

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@ -1,96 +1,207 @@
#define MA_ENABLE_MP3
#define MA_ENABLE_WAV
#define MA_ENABLE_FLAC
#define MA_ENABLE_VORBIS
#define MA_IMPLEMENTATION
#include "AudioEngine.h"
#include "../utils/AssetManager.h"
#include "../utils/Logging.h"
#include <iostream>
// Static member definitions
ma_engine AudioEngine::s_Engine;
std::unordered_map<uint64_t, ma_sound*> AudioEngine::s_SoundMap;
std::unordered_map<uint64_t, PlayingInfo> AudioEngine::s_PlayingInfoMap;
std::vector<float> AudioEngine::s_MasterVU;
ma_engine AudioEngine::s_Engine{};
std::unordered_map<uint64_t, PlayingSound> AudioEngine::s_PlayingSounds;
bool AudioEngine::Init() {
if (ma_engine_init(nullptr, &s_Engine) != MA_SUCCESS) {
Logger::LogError("Failed to start AudioCore");
ma_engine_config config = ma_engine_config_init();
config.onProcess = AudioEngine::EngineProcessCallback;
config.pProcessUserData = nullptr;
ma_result r = ma_engine_init(&config, &s_Engine);
if (r != MA_SUCCESS) {
Logger::LogError("AudioEngine: ma_engine_init failed (%d)", r);
return false;
}
Logger::LogVerbose("AudioCore initialized successfully.");
Logger::LogVerbose("AudioEngine initialized with master-output callback");
return true;
}
void AudioEngine::Shutdown() {
for (auto& [_, s] : s_PlayingSounds)
s.Stop();
s_PlayingSounds.clear();
// Uninit & delete every sound
for (auto& kv : s_SoundMap) {
ma_sound_uninit(kv.second);
delete kv.second;
}
s_SoundMap.clear();
s_PlayingInfoMap.clear();
ma_engine_uninit(&s_Engine);
}
void AudioEngine::Play(uint64_t uaid, bool loop) {
if (s_PlayingSounds.find(uaid) == s_PlayingSounds.end()) {
const auto* asset = AssetManager::GetAssetByID(uaid);
// 1) Tear down existing instance (if any)
Cleanup(uaid);
// 2) Fetch and validate asset
const AssetInfo* asset = AssetManager::GetAssetByID(uaid);
if (!asset || !asset->loaded || asset->type != AssetType::Audio) {
Logger::LogError("[AudioEngine] Invalid or unloaded audio asset: %llu", uaid);
Logger::LogError("AudioEngine::Play invalid asset %llu", uaid);
return;
}
ma_sound sound;
if (ma_sound_init_from_file(&s_Engine, asset->path.c_str(), 0, nullptr, nullptr, &sound) != MA_SUCCESS) {
Logger::LogError("[AudioEngine] Failed to load sound: %s", asset->path.c_str());
// 3) Heap-allocate and init the sound from file
ma_sound* sound = new ma_sound;
if (ma_sound_init_from_file(
&s_Engine,
asset->path.c_str(),
/*flags=*/0,
/*pGroup=*/nullptr,
/*pFence=*/nullptr,
sound
) != MA_SUCCESS)
{
Logger::LogError("AudioEngine::Play failed to load '%s'", asset->path.c_str());
delete sound;
return;
}
ma_sound_set_looping(&sound, loop);
// 4) Store and start playback
s_SoundMap[uaid] = sound;
ma_sound_set_looping(sound, loop ? MA_TRUE : MA_FALSE);
ma_sound_start(sound);
ma_uint64 totalFrames = 0;
ma_sound_get_length_in_pcm_frames(&sound, &totalFrames);
ma_uint32 sampleRate = ma_engine_get_sample_rate(&s_Engine);
double totalSeconds = sampleRate > 0 ? double(totalFrames) / sampleRate : 0.0;
// 5) Compute totalTime
ma_uint64 frames = 0;
ma_sound_get_length_in_pcm_frames(sound, &frames);
double sampleRate = ma_engine_get_sample_rate(&s_Engine);
PlayingSound ps{ uaid, asset->filename, sound, 0.0, totalSeconds };
s_PlayingSounds[uaid] = ps;
// 6) Push PlayingInfo
PlayingInfo info;
info.uaid = uaid;
info.name = asset->filename;
info.currentTime= 0.0;
info.totalTime = double(frames) / sampleRate;
info.looping = loop;
info.hasStarted = false;
info.sound = sound;
ma_sound_start(&s_PlayingSounds[uaid].sound);
} else {
auto& s = s_PlayingSounds[uaid];
ma_sound_set_looping(&s.sound, loop);
ma_sound_start(&s.sound);
}
s_PlayingInfoMap[uaid] = info;
}
void AudioEngine::Stop(uint64_t uaid) {
auto it = s_PlayingSounds.find(uaid);
if (it != s_PlayingSounds.end()) {
it->second.Stop();
s_PlayingSounds.erase(it);
if (auto it = s_SoundMap.find(uaid); it != s_SoundMap.end()) {
ma_sound_stop(it->second);
}
}
void AudioEngine::StopAll() {
for (auto& [_, s] : s_PlayingSounds)
s.Stop();
s_PlayingSounds.clear();
for (auto& kv : s_SoundMap) {
ma_sound_stop(kv.second);
}
}
void AudioEngine::Unload(uint64_t uaid) {
Stop(uaid);
Cleanup(uaid);
}
void AudioEngine::Update() {
for (auto it = s_PlayingSounds.begin(); it != s_PlayingSounds.end();) {
if (!ma_sound_is_playing(&it->second.sound)) {
it->second.Stop();
it = s_PlayingSounds.erase(it);
void AudioEngine::CleanupSound(uint64_t uaid)
{
auto itSound = s_SoundMap.find(uaid);
if (itSound != s_SoundMap.end()) {
ma_sound_uninit(itSound->second);
delete itSound->second;
s_SoundMap.erase(itSound);
}
}
void AudioEngine::Update()
{
for (auto it = s_PlayingInfoMap.begin(); it != s_PlayingInfoMap.end(); )
{
uint64_t uaid = it->first;
PlayingInfo &info = it->second;
ma_sound* s = info.sound;
bool shouldErase = (!s) ||
(!info.looping && info.hasStarted && !ma_sound_is_playing(s));
if (shouldErase) {
CleanupSound(uaid);
it = s_PlayingInfoMap.erase(it);
} else {
ma_uint64 cursorFrames = 0;
ma_sound_get_cursor_in_pcm_frames(&it->second.sound, &cursorFrames);
ma_uint32 sampleRate = ma_engine_get_sample_rate(&s_Engine);
it->second.currentTime = sampleRate > 0 ? static_cast<double>(cursorFrames) / sampleRate : 0.0;
if (!info.hasStarted && ma_sound_is_playing(s)) {
info.hasStarted = true;
}
ma_uint64 cursor = 0;
if (ma_sound_get_cursor_in_pcm_frames(s, &cursor) == MA_SUCCESS) {
info.currentTime = double(cursor) / ma_engine_get_sample_rate(&s_Engine);
}
++it;
}
}
}
const std::unordered_map<uint64_t, PlayingSound>& AudioEngine::GetPlayingSounds() {
return s_PlayingSounds;
void AudioEngine::SetVolume(uint64_t uaid, float v) {
if (auto it = s_SoundMap.find(uaid); it != s_SoundMap.end()) {
ma_sound_set_volume(it->second, v);
}
}
void AudioEngine::SetLooping(uint64_t uaid, bool loop) {
if (auto it = s_SoundMap.find(uaid); it != s_SoundMap.end()) {
ma_sound_set_looping(it->second, loop ? MA_TRUE : MA_FALSE);
}
}
void AudioEngine::Cleanup(uint64_t uaid) {
if (auto it = s_SoundMap.find(uaid); it != s_SoundMap.end()) {
ma_sound_uninit(it->second);
delete it->second;
s_SoundMap.erase(it);
}
s_PlayingInfoMap.erase(uaid);
}
const std::unordered_map<uint64_t, PlayingInfo>& AudioEngine::GetPlayingInfoMap() {
return s_PlayingInfoMap;
}
void AudioEngine::EngineProcessCallback(
void* /*pUserData*/,
float* pFramesOut,
ma_uint64 frameCount)
{
// Fetch the playback device and its channel count
ma_device* pDevice = ma_engine_get_device(&s_Engine);
uint32_t channels = pDevice->playback.channels;
// Ensure our master VU vector matches the channel count
s_MasterVU.assign(channels, 0.0f);
// Compute peak per channel
for (ma_uint64 i = 0; i < frameCount; ++i) {
for (uint32_t ch = 0; ch < channels; ++ch) {
float v = fabsf(pFramesOut[i * channels + ch]);
if (v > s_MasterVU[ch]) {
s_MasterVU[ch] = v;
}
}
}
}
const std::vector<float>& AudioEngine::GetMasterVU()
{
return s_MasterVU;
}

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@ -1,37 +1,59 @@
// AudioEngine.h
#pragma once
#include <unordered_map>
#include <string>
#include "miniaudio.h"
#include <cstdint>
#include <string>
#include <vector>
#include <unordered_map>
#include "../utils/AssetManager.h"
#include "../utils/Logging.h"
struct PlayingSound {
struct PlayingInfo
{
uint64_t uaid;
std::string name;
ma_sound sound;
double currentTime = 0.0;
double totalTime = 0.0;
void Stop() {
ma_sound_stop(&sound);
ma_sound_uninit(&sound);
}
bool looping = false;
bool hasStarted = false;
ma_sound *sound = nullptr;
float vuLeft = 0.0f;
float vuRight = 0.0f;
};
class AudioEngine {
class AudioEngine
{
public:
static bool Init();
static void Shutdown();
static void Play(uint64_t uaid, bool loop = false);
static void Stop(uint64_t uaid);
static void StopAll();
static void Unload(uint64_t uaid);
static void Update();
static void SetVolume(uint64_t uaid, float volume);
static void SetLooping(uint64_t uaid, bool loop);
static ma_engine* GetEngine() { return &s_Engine; }
static const std::unordered_map<uint64_t, PlayingSound>& GetPlayingSounds();
// Now returns a per-channel master peak vector
static const std::vector<float> &GetMasterVU();
static const std::unordered_map<uint64_t, PlayingInfo> &GetPlayingInfoMap();
private:
static ma_engine s_Engine;
static std::unordered_map<uint64_t, PlayingSound> s_PlayingSounds;
static std::unordered_map<uint64_t, ma_sound *> s_SoundMap;
static std::unordered_map<uint64_t, PlayingInfo> s_PlayingInfoMap;
// Per-channel master peaks
static std::vector<float> s_MasterVU;
static void CleanupSound(uint64_t uaid);
static void EngineProcessCallback(
void *pUserData,
float *pFramesOut,
ma_uint64 frameCount);
static void Cleanup(uint64_t uaid);
};

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@ -10,7 +10,10 @@
USER_SETTING(lighting_enabled, bool, false) \
USER_SETTING(profile_deep, bool, false) \
USER_SETTING(show_asset_window, bool, false) \
USER_SETTING(profile_gpu, bool, false)
USER_SETTING(profile_gpu, bool, false) \
USER_SETTING(show_performance_window, bool, false) \
USER_SETTING(show_audio_window, bool, false)
struct UserSettings {

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@ -0,0 +1,113 @@
// AudioInfo.cpp
#include "AudioInfo.h"
#include "../../core/utils/EngineConfig.h"
#include <imgui.h>
#include "../../core/audio/AudioEngine.h"
#include "../../core/utils/Profiler.h"
#include <cmath>
#include <algorithm>
void DrawAudioPlayingList()
{
PROFILE_ENGINE_SCOPE("Engine::DrawAudioPlayingList");
if (!g_engineConfig.settings.show_audio_window)
return;
ImGui::SetNextWindowSize(ImVec2(240, 180), ImGuiCond_FirstUseEver);
ImGui::Begin("Audio Output");
const auto& masterVU = AudioEngine::GetMasterVU();
size_t nCh = masterVU.size();
if (nCh == 0)
{
ImGui::TextDisabled("No audio channels");
ImGui::End();
return;
}
// per-channel smoothing & peak-hold
static std::vector<float> smooth, peakHold, decay;
if (smooth.size() != nCh) {
smooth.assign(nCh, 0.0f);
peakHold.assign(nCh, 0.0f);
decay.assign(nCh, 0.005f);
}
// layout: compute barW clamped to maxBarW, but no centering
float availW = ImGui::GetContentRegionAvail().x;
const float space = 2.0f;
const float maxBar = 40.0f; // maximum bar width
float idealBarW = (availW - (nCh - 1)*space) / float(nCh);
float barW = std::min(idealBarW, maxBar);
float barH = (ImGui::GetContentRegionAvail().y * 0.90) - 25.0f;
ImVec2 origin = ImGui::GetCursorScreenPos();
ImDrawList* dl = ImGui::GetWindowDrawList();
// reserve the area for all bars + labels
ImGui::Dummy(ImVec2(availW, barH + 20));
ImGui::SameLine();
ImGui::NewLine();
for (size_t ch = 0; ch < nCh; ++ch)
{
float raw = masterVU[ch];
// smoothing & peak-hold
smooth[ch] = 0.1f * raw + 0.9f * smooth[ch];
peakHold[ch] = std::max(peakHold[ch], smooth[ch]);
peakHold[ch] = std::max(0.0f, peakHold[ch] - decay[ch]);
// clamp & normalized value
float v = std::clamp(smooth[ch], 0.0f, 1.0f);
bool clip = (v >= 1.0f);
// compute dB for display
float amp = std::max(v, 1e-5f);
float dB = 20.0f * log10f(amp);
float norm = std::clamp((dB + 80.0f)/80.0f, 0.0f, 1.0f);
// choose solid color by dBFS thresholds
ImU32 fillCol;
if (dB <= -12.0f) {
fillCol = IM_COL32(0,255,0,255); // green :contentReference[oaicite:8]{index=8}
} else if (dB <= -2.0f) {
fillCol = IM_COL32(255,255,0,255); // yellow :contentReference[oaicite:9]{index=9}
} else {
fillCol = IM_COL32(255,0,0,255); // red (warning) :contentReference[oaicite:10]{index=10}
}
clip = (dB >= 0.0f); // true clipping at ≥0 dBFS :contentReference[oaicite:11]{index=11}
ImU32 bgCol = IM_COL32(50,50,50,200);
// compute bar rectangle (left-aligned)
float x0 = origin.x + ch * (barW + space);
float y0 = origin.y;
float x1 = x0 + barW;
float y1 = y0 + barH;
// drop-shadow
dl->AddRectFilled({x0+2, y0+2}, {x1+2, y1+2}, IM_COL32(0,0,0,80), 3.0f);
// background (rounded corners)
dl->AddRectFilled({x0, y0}, {x1, y1}, bgCol, 3.0f);
// solid level fill
float fy = y1 - v*barH;
dl->AddRectFilled({x0, fy}, {x1, y1}, fillCol, 3.0f);
// peak-hold line
float py = y1 - peakHold[ch] * barH;
dl->AddLine({x0, py}, {x1, py}, IM_COL32(255,255,255,180), 2.0f);
if (clip)
dl->AddCircleFilled({x0 + barW*0.5f, y0 - 6}, 4.0f, IM_COL32(255,0,0,255));
char buf[16];
snprintf(buf, sizeof(buf), "CH%zu", ch+1);
float tx = x0 + (barW - ImGui::CalcTextSize(buf).x)*0.5f;
dl->AddText({tx, y1 + 2}, IM_COL32(200,200,200,255), buf);
snprintf(buf, sizeof(buf), "%.0fdb", dB);
tx = x0 + (barW - ImGui::CalcTextSize(buf).x)*0.5f;
dl->AddText({tx, y1 + 14}, IM_COL32(255,255,255,200), buf);
}
ImGui::End();
}

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@ -0,0 +1,5 @@
#pragma once
// Draw the Audio info window thing
void DrawAudioPlayingList();

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@ -747,6 +747,10 @@ void DrawInspectorUI(std::shared_ptr<Object> selected)
static float volume = 1.0f;
if (ImGui::SliderFloat("Volume", &volume, 0.0f, 1.0f))
audio->SetVolume(volume);
if (ImGui::Button("Remove AudioPlayerComponent"))
selected->RemoveComponent<AudioPlayerComponent>();
}
ImGui::End();

7
src/vendor/miniaudio/miniaudio.c vendored Normal file
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@ -0,0 +1,7 @@
#define MINIAUDIO_IMPLEMENTATION
#define MA_ENABLE_MP3
#define MA_ENABLE_WAV
#define MA_ENABLE_FLAC
#define MA_ENABLE_VORBIS
#define MA_ENABLE_NODE_GRAPH
#include "miniaudio.h"