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steamaudiomanager.cpp
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130 lines (109 loc) · 3.79 KB
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//---------------------OOP Interface for steam audio(not implemented fully yet)---------------------------
#include "steamaudiomanager.h"
#include <iostream>
SteamAudioManager::SteamAudioManager() :
context(nullptr),
contextSettings({}),
hrtf(nullptr),
binauralEffect(nullptr),
binauralEffectSettings({}),
audioSettings({}),
hrtfSettings({}),
inBuffer({}),
outBuffer({})
{
std::cout << "SteamAudioManager constructor called" << std::endl;
}
SteamAudioManager::~SteamAudioManager()
{
std::cout << "SteamAudioManager destructor called" << std::endl;
CleanUp();
}
void SteamAudioManager::Initialize()
{
contextSettings.version = STEAMAUDIO_VERSION;
iplContextCreate(&contextSettings, &context);
audioSettings.samplingRate = 44100;
audioSettings.frameSize = 1024;
hrtfSettings.type = IPL_HRTFTYPE_DEFAULT;
hrtfSettings.volume = 1.0f;
iplHRTFCreate(context, &audioSettings, &hrtfSettings, &hrtf);
binauralEffectSettings.hrtf = hrtf;
iplBinauralEffectCreate(context, &audioSettings, &binauralEffectSettings, &binauralEffect);
}
void SteamAudioManager::CleanUp()
{
std::cout << "Cleaning up Steam Audio..." << std::endl;
if(simulator)
{
iplSimulatorRelease(&simulator);
std::cout << "Simulator released" << std::endl;
}
if (binauralEffect)
{
iplBinauralEffectRelease(&binauralEffect);
std::cout << "Binaural effect released" << std::endl;
}
if (hrtf)
{
iplHRTFRelease(&hrtf);
std::cout << "HRTF released" << std::endl;
}
if(context)
{
iplAudioBufferFree(context, &outBuffer);
iplContextRelease(&context);
context = nullptr;
std::cout << "Steam Audio context destroyed" << std::endl;
}
else
{
std::cout << "No Steam Audio context to clean up" << std::endl;
}
}
void SteamAudioManager::DebugPrint() const
{
std::cout << "SteamAudioManager Debug Information:" << std::endl;
std::cout << "Context: " << (context ? "Initialized" : "Not initialized") << std::endl;
std::cout << "Steam Audio Version: "
<< STEAMAUDIO_VERSION_MAJOR << "."
<< STEAMAUDIO_VERSION_MINOR << "."
<< STEAMAUDIO_VERSION_PATCH << std::endl;
}
IPLSource SteamAudioManager::CreateSource()
{
IPLSource source = nullptr;
IPLSourceSettings sourceSettings = {};
sourceSettings.flags = IPL_SIMULATIONFLAGS_DIRECT;
IPLerror error = iplSourceCreate(simulator, &sourceSettings, &source);
if(error != IPL_STATUS_SUCCESS)
{
std::cerr << "Failed to create Steam Audio Source." << std::endl;
return nullptr;
}
return source;
}
std::vector<float> SteamAudioManager::ProcessAudio(std::vector<float>& vectorBuffer, IPLVector3& dirVector)
{
// Prepare audio buffers
std::vector<float> inputBuffer(vectorBuffer.begin(), vectorBuffer.end());
std::vector<float> outputBuffer(inputBuffer.size() * 2); // Stereo output
inBuffer.numChannels = 1;
inBuffer.numSamples = audioSettings.frameSize;
float* inData[] = { inputBuffer.data() };
inBuffer.data = inData;
iplAudioBufferAllocate(context, 2, audioSettings.frameSize, &outBuffer);
size_t numFrames = inputBuffer.size() / audioSettings.frameSize;
for (size_t frame = 0; frame < numFrames; ++frame)
{
IPLBinauralEffectParams params{};
params.direction = dirVector;
params.hrtf = hrtf;
params.interpolation = IPL_HRTFINTERPOLATION_NEAREST;
params.spatialBlend = 1.0f;
iplBinauralEffectApply(binauralEffect, ¶ms, &inBuffer, &outBuffer);
iplAudioBufferInterleave(context, &outBuffer, outputBuffer.data() + frame * audioSettings.frameSize * 2);
inData[0] += audioSettings.frameSize;
}
return outputBuffer;
}