Reputation: 11
I am making a simple game whose audio speed should increase as the player is approaching the end of the level it is playing. So now I was wondering if there was a way to do this using SDL_Mixer. If SDL_Mixer is not the way to go could you please tell me how could I make this change in the audio file itself to make it faster. I am working with a 8-bit .wav file with 2 channels at the samplerate of 22050.
Upvotes: 1
Views: 1322
Reputation: 373
A few years back I was trying to achieve something very similar and, after a lot of web search, I came up with this solution, involving using Mix_RegisterEffect
function, which got close:
#include <SDL2/SDL.h>
#include <SDL2/SDL_mixer.h>
#include <iostream>
#include <cstdlib>
#include <cmath>
/* global vars */
Uint16 audioFormat; // current audio format constant
int audioFrequency, // frequency rate of the current audio format
audioChannelCount, // number of channels of the current audio format
audioAllocatedMixChannelsCount; // number of mix channels allocated
static inline Uint16 formatSampleSize(Uint16 format)
{
return (format & 0xFF) / 8;
}
// Get chunk time length (in ms) given its size and current audio format
static int computeChunkLengthMillisec(int chunkSize)
{
/* bytes / samplesize == sample points */
const Uint32 points = chunkSize / formatSampleSize(audioFormat);
/* sample points / channels == sample frames */
const Uint32 frames = (points / audioChannelCount);
/* (sample frames * 1000) / frequency == play length, in ms */
return ((frames * 1000) / audioFrequency);
}
// Custom handler object to control which part of the Mix_Chunk's audio data will be played, with which pitch-related modifications.
// This needed to be a template because the actual Mix_Chunk's data format may vary (AUDIO_U8, AUDIO_S16, etc) and the data type varies with it (Uint8, Sint16, etc)
// The AudioFormatType should be the data type that is compatible with the current SDL_mixer-initialized audio format.
template<typename AudioFormatType>
struct PlaybackSpeedEffectHandler
{
const AudioFormatType* const chunkData; // pointer to the chunk sample data (as array)
const float& speedFactor; // the playback speed factor
int position; // current position of the sound, in ms
const int duration; // the duration of the sound, in ms
const int chunkSize; // the size of the sound, as a number of indexes (or sample points). thinks of this as a array size when using the proper array type (instead of just Uint8*).
const bool loop; // flags whether playback should stay looping
const bool attemptSelfHalting; // flags whether playback should be halted by this callback when playback is finished
bool altered; // true if this playback has been pitched by this handler
PlaybackSpeedEffectHandler(const Mix_Chunk& chunk, const float& speed, bool loop, bool trySelfHalt)
: chunkData(reinterpret_cast<AudioFormatType*>(chunk.abuf)), speedFactor(speed),
position(0), duration(computeChunkLengthMillisec(chunk.alen)),
chunkSize(chunk.alen / formatSampleSize(audioFormat)),
loop(loop), attemptSelfHalting(trySelfHalt), altered(false)
{}
// processing function to be able to change chunk speed/pitch.
void modifyStreamPlaybackSpeed(int mixChannel, void* stream, int length)
{
AudioFormatType* buffer = static_cast<AudioFormatType*>(stream);
const int bufferSize = length / sizeof(AudioFormatType); // buffer size (as array)
const int bufferDuration = computeChunkLengthMillisec(length); // buffer time duration
const float speedFactor = this->speedFactor; // take a "snapshot" of speed factor
// if there is still sound to be played
if(position < duration || loop)
{
// if playback is unaltered and pitch is required (for the first time)
if(!altered && speedFactor != 1.0f)
altered = true; // flags playback modification and proceed to the pitch routine.
if(altered) // if unaltered, this pitch routine is skipped
{
const float delta = 1000.0/audioFrequency, // normal duration of each sample
vdelta = delta*speedFactor; // virtual stretched duration, scaled by 'speedFactor'
for(int i = 0; i < bufferSize; i += audioChannelCount)
{
const int j = i/audioChannelCount; // j goes from 0 to size/channelCount, incremented 1 by 1
const float x = position + j*vdelta; // get "virtual" index. its corresponding value will be interpolated.
const int k = floor(x / delta); // get left index to interpolate from original chunk data (right index will be this plus 1)
const float proportion = (x / delta) - k; // get the proportion of the right value (left will be 1.0 minus this)
// usually just 2 channels: 0 (left) and 1 (right), but who knows...
for(int c = 0; c < audioChannelCount; c++)
{
// check if k will be within bounds
if(k*audioChannelCount + audioChannelCount - 1 < chunkSize || loop)
{
AudioFormatType leftValue = chunkData[( k * audioChannelCount + c) % chunkSize],
rightValue = chunkData[((k+1) * audioChannelCount + c) % chunkSize];
// put interpolated value on 'data' (linear interpolation)
buffer[i + c] = (1-proportion)*leftValue + proportion*rightValue;
}
else // if k will be out of bounds (chunk bounds), it means we already finished; thus, we'll pass silence
{
buffer[i + c] = 0;
}
}
}
}
// update position
position += bufferDuration * speedFactor; // this is not exact since a frame may play less than its duration when finished playing, but its simpler
// reset position if looping
if(loop) while(position > duration)
position -= duration;
}
else // if we already played the whole sound but finished earlier than expected by SDL_mixer (due to faster playback speed)
{
// set silence on the buffer since Mix_HaltChannel() poops out some of it for a few ms.
for(int i = 0; i < bufferSize; i++)
buffer[i] = 0;
if(attemptSelfHalting)
Mix_HaltChannel(mixChannel); // XXX unsafe call, since it locks audio; but no safer solution was found yet...
}
}
// Mix_EffectFunc_t callback that redirects to handler method (handler passed via userData)
static void mixEffectFuncCallback(int channel, void* stream, int length, void* userData)
{
static_cast<PlaybackSpeedEffectHandler*>(userData)->modifyStreamPlaybackSpeed(channel, stream, length);
}
// Mix_EffectDone_t callback that deletes the handler at the end of the effect usage (handler passed via userData)
static void mixEffectDoneCallback(int, void *userData)
{
delete static_cast<PlaybackSpeedEffectHandler*>(userData);
}
// function to register a handler to this channel for the next playback.
static void registerEffect(int channel, const Mix_Chunk& chunk, const float& speed, bool loop, bool trySelfHalt)
{
Mix_RegisterEffect(channel, mixEffectFuncCallback, mixEffectDoneCallback, new PlaybackSpeedEffectHandler(chunk, speed, loop, trySelfHalt));
}
};
// Register playback speed effect handler according to the current audio format; effect valid for a single playback; if playback is looped, lasts until it's halted
void setupPlaybackSpeedEffect(const Mix_Chunk* const chunk, const float& speed, int channel, bool loop=false, bool trySelfHalt=false)
{
// select the register function for the current audio format and register the effect using the compatible handlers
// XXX is it correct to behave the same way to all S16 and U16 formats? Should we create case statements for AUDIO_S16SYS, AUDIO_S16LSB, AUDIO_S16MSB, etc, individually?
switch(audioFormat)
{
case AUDIO_U8: PlaybackSpeedEffectHandler<Uint8 >::registerEffect(channel, *chunk, speed, loop, trySelfHalt); break;
case AUDIO_S8: PlaybackSpeedEffectHandler<Sint8 >::registerEffect(channel, *chunk, speed, loop, trySelfHalt); break;
case AUDIO_U16: PlaybackSpeedEffectHandler<Uint16>::registerEffect(channel, *chunk, speed, loop, trySelfHalt); break;
default:
case AUDIO_S16: PlaybackSpeedEffectHandler<Sint16>::registerEffect(channel, *chunk, speed, loop, trySelfHalt); break;
case AUDIO_S32: PlaybackSpeedEffectHandler<Sint32>::registerEffect(channel, *chunk, speed, loop, trySelfHalt); break;
case AUDIO_F32: PlaybackSpeedEffectHandler<float >::registerEffect(channel, *chunk, speed, loop, trySelfHalt); break;
}
}
// example
// run the executable passing an filename of a sound file that SDL_mixer is able to open (ogg, wav, ...)
int main(int argc, char** argv)
{
if(argc < 2) { std::cout << "missing argument" << std::endl; return 0; }
SDL_Init(SDL_INIT_AUDIO);
Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT, MIX_DEFAULT_CHANNELS, 4096);
Mix_QuerySpec(&audioFrequency, &audioFormat, &audioChannelCount); // query specs
audioAllocatedMixChannelsCount = Mix_AllocateChannels(MIX_CHANNELS);
float speed = 1.0;
Mix_Chunk* chunk = Mix_LoadWAV(argv[1]);
if(chunk != NULL)
{
const int channel = Mix_PlayChannelTimed(-1, chunk, -1, 8000);
setupPlaybackSpeedEffect(chunk, speed, channel, true);
// loop for 8 seconds, changing the pitch dynamically
while(SDL_GetTicks() < 8000)
speed = 1 + 0.25*sin(0.001*SDL_GetTicks());
}
else
std::cout << "no data" << std::endl;
Mix_FreeChunk(chunk);
Mix_CloseAudio();
Mix_Quit();
SDL_Quit();
return EXIT_SUCCESS;
}
While this works, it's not a perfect solution, since the result has some artifacts (crackling) in most cases, which I wasn't able to figure out why.
Github gist I created for this a while ago.
Upvotes: 0
Reputation: 71
According to this forum here: https://forums.libsdl.org/viewtopic.php?p=44663, you can use a different library called "SoLoud" to change the playback speed of your sounds on the fly. You can get/see more details on SoLoud here: http://sol.gfxile.net/soloud/. From what I can tell, you cannot do this using SDL2, and SoLoud seems easy enough to use, so that would be my suggestion.
Upvotes: 1