GameLib is a collection of libraries for creating applications in Cakelisp.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

698 lines
29 KiB

(set-cakelisp-option executable-output "VocalGame")
(import &comptime-only "Options.cake" "ComptimeHelpers.cake" "AssetBuilder.cake")
(import "Ogre.cake" "OgreInitialize.cake" "SDL.cake" "Math.cake" "Tracy.cake" "Aubio.cake")
;; TODO: Should this happen automatically, because import automatically adds current working dir?
;; Should it add working dir?
(add-c-search-directory-module ".")
(c-import "SDL.h" "SDL_syswm.h" "SDL_timer.h"
"<math.h>" "<stdio.h>" "<string.h>")
(var g-window (* SDL_Window) null)
(var g-monkey-mesh mesh-handle)
(var g-monkey-node scene-node)
(var g-monkey-anim-handle OgreAnimationHandle)
(var g-light-node scene-node)
(var g-pitch-particles particle-system-handle)
(var g-reload-sentinel int 2)
(var g-initialized bool false)
;; These are read and written to from different threads (currently, without locking)
(var g-audio-is-initialized bool false)
(var g-audio-is-recording bool false)
(var g-audio-looper-buffer (* Uint8) null)
(var g-audio-looper-buffer-size int 0)
(var g-audio-looper-write-head int 0)
(var g-audio-looper-read-head int 0)
(var g-audio-output-device SDL_AudioDeviceID 0)
(var g-audio-input-device SDL_AudioDeviceID 0)
(var g-audio-output-device-spec SDL_AudioSpec)
(var g-audio-input-device-spec SDL_AudioSpec)
;; (var g-enable-audio bool false)
(var g-enable-audio bool true)
(defstruct-local circular-buffer
data (* Uint8)
size int
read-head int
write-head int)
(defun-local circular-buffer-initialize (buffer (* circular-buffer) desired-size int)
(set (path buffer > data) (type-cast (calloc desired-size (sizeof Uint8)) (* Uint8)))
(set (path buffer > size) desired-size)
(set (path buffer > read-head) 0)
;; To get things started, write-head needs to not equal read
(set (path buffer > write-head) 0))
(defun-local circular-buffer-increment-read (buffer (* circular-buffer))
(incr (path buffer > read-head))
(when (>= (path buffer > read-head) (path buffer > size))
(set (path buffer > read-head) 0)))
(defun-local circular-buffer-increment-write (buffer (* circular-buffer))
(incr (path buffer > write-head))
(when (>= (path buffer > write-head) (path buffer > size))
(set (path buffer > write-head) 0)))
;; TODO: Read in batches
;; Returns false if no new samples, i.e. read head caught up with write head
(defun-local circular-buffer-read (buffer (* circular-buffer) sample-out (* Uint8) &return bool)
(unless (and buffer (!= (path buffer > read-head) (path buffer > write-head)))
;; Waiting for new samples to be written
(return false))
(set (deref sample-out) (at (path buffer > read-head) (path buffer > data)))
(circular-buffer-increment-read buffer)
(return true))
;; Returns false if write-head = read head, and sample will not be written
(defun-local circular-buffer-write (buffer (* circular-buffer) sample-in Uint8 &return bool)
;; TODO This isn't quite right. Write head should stop right before read instead of on it
(circular-buffer-increment-write buffer)
(unless (and buffer (!= (path buffer > write-head) (path buffer > read-head)))
;; Write head reached read head. Samples will be dropped!
(return false))
(set (at (path buffer > write-head) (path buffer > data)) sample-in)
(return true))
(var g-audio-pitch-input-buffer circular-buffer)
(var g-audio-input-samples-lost int 0)
;; Outputs to a format that can be plotted with gnuplot:
;; gnuplot> plot 'out.dat' with lines
(defun-local audio-dump-recorded-buffer (output-filename (* (const char))
buffer (* Uint8) buffer-size int)
(ZoneScopedN "Audio dump recording")
(var dest-file (* FILE) (fopen output-filename "w"))
(unless dest-file
(printf "Could not open file to write data\n")
(return))
(var i int 0)
(while (< i buffer-size)
(fprintf dest-file "%d %d\n" i (at i buffer))
(incr i))
(fclose dest-file))
(defun-local audio-looper-buffer-initialize ()
(set g-audio-looper-buffer-size 44100)
(set g-audio-looper-buffer (type-cast (calloc g-audio-looper-buffer-size (sizeof Uint8))
(* Uint8)))
(var i int 0)
(while (< i g-audio-looper-buffer-size)
;; TODO: Use silence value from SDL audio spec
(set (at i g-audio-looper-buffer) 127)
(incr i)))
(defun-local audio-looper-buffer-destroy ()
(free g-audio-looper-buffer)
(set g-audio-looper-buffer null))
(defun-local audio-looper-output-callback (userdata (* void) stream (* Uint8) stream-length int)
(ZoneScopedN "Audio output")
;; (printf "Audio len %d\n" stream-length)
(var-static up bool false)
(set up (not up))
(var i int 0)
(var num-channels int 2)
(var samples-per-channel int (/ stream-length num-channels))
(while (< i stream-length)
(var mono-sample int 127)
;; Square
;; (set mono-sample (? up 255 0))
;; Sawtooth
;; (set mono-sample (mod (/ i 4) 255))
;; Sine
;; (set mono-sample
;; ;; Map to 0-255
;; (+ 127 (* 127
;; ;; Map to -1 to +1
;; (sin
;; ;; Map from position in buffer to 2pi range
;; (/ (* i 2 g-pi) (type-cast samples-per-channel float))))))
;; Loop playback
(if g-audio-is-recording
(set mono-sample 127) ;; Silence
(scope ;; Else, play the recording
(var recording-index int (+ (/ i num-channels) g-audio-looper-read-head))
(set recording-index (mod recording-index g-audio-looper-buffer-size))
(set mono-sample (at recording-index g-audio-looper-buffer))))
;; Channels are interleaved, e.g. LRLR, not LLRR
(var channel int 0)
(while (< channel num-channels)
(set (at (+ i channel) stream) mono-sample)
;; (printf "[%d][%d] %d\n" (+ i channel) channel (at i stream))
(incr channel))
(set i (+ i num-channels)))
(set g-audio-looper-read-head
(mod (+ g-audio-looper-read-head samples-per-channel)
g-audio-looper-buffer-size)))
;; Note: If input is sampled at a different rate, playback will be at a lower pitch. Use SDL's
;; audio conversion functions to handle that properly
(defun-local audio-looper-input-callback (userdata (* void) stream (* Uint8) stream-length int)
(ZoneScopedN "Audio input")
(unless g-audio-is-recording
(return))
;; (printf "received audio %d %d %d\n"
;; (at 0 stream)
;; (at (/ stream-length 2) stream)
;; (at (- stream-length 1) stream))
(var i int 0)
(while (< i stream-length)
(set (at g-audio-looper-write-head g-audio-looper-buffer) (at i stream))
(if (= g-audio-looper-write-head (- g-audio-looper-buffer-size 1))
(set g-audio-looper-write-head 0)
(incr g-audio-looper-write-head))
(incr i)))
(defun-local audio-pitch-input-callback (userdata (* void) stream (* Uint8) stream-length int)
(ZoneScopedN "Audio input")
(var i int 0)
(while (< i stream-length)
(var sample-written bool
(circular-buffer-write (addr g-audio-pitch-input-buffer) (at i stream)))
;; Buffer is full; has the read thread gotten behind?
(unless sample-written
(incr g-audio-input-samples-lost)
(break))
(incr i)))
(defun-local initialize-audio (output-device-out (* SDL_AudioDeviceID)
input-device-out (* SDL_AudioDeviceID)
output-device-spec-out (* SDL_AudioSpec)
input-device-spec-out (* SDL_AudioSpec)
&return bool)
(ZoneScopedN "Audio intialization")
;; This will take a while. Make sure we aren't marked as ready while preparing
(set g-audio-is-initialized false)
(var audio-driver (* (const char)) (SDL_GetCurrentAudioDriver))
(scope-timed
"Audio drivers"
(printf "Available drivers:\n")
(var num-drivers int (SDL_GetNumAudioDrivers))
(var i int 0)
(while (< i num-drivers)
(var driver-name (* (const char)) (SDL_GetAudioDriver i))
(when driver-name
(printf "\t[%d] %s\n" i driver-name))
(incr i))
(unless audio-driver
(printf "No audio driver found")
(return false))
(printf "Active audio driver: %s\n" audio-driver))
;; Use my USB webcam
(var macoy-input-device-index int 2)
;; Use my HDMI output device
(var macoy-output-device-index int 2)
;; Pulse audio has different sources
(when (= 0 (strcmp audio-driver "pulseaudio"))
(set macoy-input-device-index 0)
(set macoy-output-device-index 1))
(var is-capture bool false)
(var devices (* (* (const char))) null)
(var num-devices int (sdl-audio-get-devices (addr devices) is-capture))
(unless num-devices (return false))
(var selected-output-device (* (const char)) nullptr)
(var output-device-id SDL_AudioDeviceID 0)
(var obtained-output-spec SDL_AudioSpec (array 0))
(scope-timed
"Audio output device"
(var desired-spec SDL_AudioSpec (array 0))
(set (field desired-spec freq) 44100)
(set (field desired-spec format) AUDIO_U8)
(set (field desired-spec channels) 2) ;; 1 = Mono 2 = Stereo
(set (field desired-spec samples) 512)
(set (field desired-spec callback) audio-looper-output-callback)
(unless (< macoy-output-device-index num-devices)
(printf "Could not choose device %d\n" macoy-output-device-index)
(sdl-audio-free-device-list devices num-devices)
(return false))
(var device-name (* (const char)) (at macoy-output-device-index devices))
(var valid-device-start-num (const int) 2)
(set output-device-id (SDL_OpenAudioDevice
;; null = reasonable default (doesn't work in my case)
device-name
false ;; iscapture
(addr desired-spec) (addr obtained-output-spec)
(bit-or SDL_AUDIO_ALLOW_FREQUENCY_CHANGE
SDL_AUDIO_ALLOW_SAMPLES_CHANGE
SDL_AUDIO_ALLOW_CHANNELS_CHANGE)))
(if (>= output-device-id valid-device-start-num)
(scope (set selected-output-device device-name)
(set (deref output-device-spec-out) obtained-output-spec))
(scope (sdl-print-error)
(sdl-audio-free-device-list devices num-devices)
(return false))))
(var selected-input-device (* (const char)) nullptr)
(var obtained-input-spec SDL_AudioSpec (array 0))
(var input-device-id SDL_AudioDeviceID 0)
(scope-timed
"Audio input device"
(var desired-spec SDL_AudioSpec (array 0))
(set (field desired-spec freq) 44100)
(set (field desired-spec format) AUDIO_U8)
(set (field desired-spec channels) 1) ;; 1 = Mono 2 = Stereo
(set (field desired-spec samples) 512)
;; (set (field desired-spec callback) audio-looper-input-callback)
(set (field desired-spec callback) audio-pitch-input-callback)
(var capture-devices (* (* (const char))) null)
(var num-capture-devices int (sdl-audio-get-devices (addr capture-devices) true))
(unless num-capture-devices (return false))
(unless (< macoy-input-device-index num-capture-devices)
(printf "Could not choose device %d\n" macoy-input-device-index)
(sdl-audio-free-device-list capture-devices num-capture-devices)
(return false))
(var device-name (* (const char)) (at macoy-input-device-index capture-devices))
(var valid-device-start-num (const int) 2)
(set input-device-id (SDL_OpenAudioDevice
;; null = reasonable default (doesn't work in my case)
device-name
true ;; iscapture
(addr desired-spec) (addr obtained-input-spec)
(bit-or SDL_AUDIO_ALLOW_FREQUENCY_CHANGE
SDL_AUDIO_ALLOW_SAMPLES_CHANGE
SDL_AUDIO_ALLOW_CHANNELS_CHANGE)))
(when (< input-device-id valid-device-start-num)
(sdl-print-error)
(sdl-audio-free-device-list capture-devices num-capture-devices)
(return false))
(set (deref input-device-spec-out) obtained-input-spec)
(set selected-input-device device-name)
(when selected-input-device ;; print final settings
(printf "Final input settings:\n")
(printf "device: %s\n" selected-input-device)
(sdl-audio-list-specification (addr obtained-input-spec))
;; Start playing
;; Important note: SDL_PauseAudio works on the default device, NOT the opened one
;; This tripped me up when my audio wasn't actually getting played on my opened one
(SDL_PauseAudioDevice input-device-id 0))
(sdl-audio-free-device-list capture-devices num-capture-devices))
(when selected-output-device
(printf "Final output settings:\n")
(printf "device: %s\n" selected-output-device)
(sdl-audio-list-specification (addr obtained-output-spec))
;; Start playing
;; Important note: SDL_PauseAudio works on the default device, NOT the opened one
;; This tripped me up when my audio wasn't actually getting played on my opened one
(SDL_PauseAudioDevice output-device-id 0))
(sdl-audio-free-device-list devices num-devices)
(when output-device-out (set (deref output-device-out) output-device-id))
(when input-device-out (set (deref input-device-out) input-device-id))
(set g-audio-is-initialized true)
(return (and output-device-id input-device-id)))
(defun-local audio-close (output-device SDL_AudioDeviceID
input-device SDL_AudioDeviceID)
(when (>= output-device 2) (SDL_CloseAudioDevice output-device))
(when (>= input-device 2) (SDL_CloseAudioDevice input-device)))
(forward-declare (namespace Ogre
(class Root)
(class SceneManager)))
(declare-extern-function
ogreCreatePbsSpheres (root (* (in Ogre Root))
scene-manager (* (in Ogre SceneManager))))
(defun-local audio-initialize-thread (user-data (* void) &return int)
(TracyCSetThreadName "Audio Initialization")
(unless (initialize-audio (addr g-audio-output-device) (addr g-audio-input-device)
(addr g-audio-output-device-spec) (addr g-audio-input-device-spec))
;; TODO: Communicate with main thread and close
(printf "warning: audio failed to initialize\n")
(return 1))
(return 0))
(defun-local audio-shutdown-thread (user-data (* void) &return int)
(ZoneScopedN "SDL audio shutdown")
(audio-close g-audio-output-device
g-audio-input-device)
(return 0))
(defun-local audio-set-recording-state (new-value bool)
(scope ;; Toggle recording state
(SDL_LockAudioDevice g-audio-output-device)
(SDL_LockAudioDevice g-audio-input-device)
(set g-audio-is-recording new-value)
(SDL_UnlockAudioDevice g-audio-input-device)
(SDL_UnlockAudioDevice g-audio-output-device)))
(defun-local app-main (&return int)
(TracyCZoneN startup-zone "Startup" 1)
(unless g-initialized ;; Note, continues after audio thread starts up
(scope-timed
"SDL initialization"
;; (defun main (&return int)
(unless (sdl-initialize-for-3d (addr g-window) "Vocal Game" 1920 1080)
(TracyCZoneEnd startup-zone)
(return 1))))
;; Audio needs to be re-g-initialized due to reload removing callbacks
(when g-enable-audio
;; Allow one second of no reads before we stop dropping samples
(circular-buffer-initialize (addr g-audio-pitch-input-buffer) 44100)
(audio-looper-buffer-initialize)
;; Audio initialization is extremely slow (~2-3 seconds on my machine). Let's do it on a
;; separate thread to keep start up responsive
(var audio-init-thread-handle (* SDL_Thread)
(SDL_CreateThread audio-initialize-thread "AudioInitialization" null))
;; While we do want to know if this thread fails, we don't want to block to know, so we'll
;; detach it to not leave it dangling (see SDL_thread.h)
(SDL_DetachThread audio-init-thread-handle)
(ignore ;; Single threaded version
(unless (initialize-audio (addr g-audio-output-device) (addr g-audio-input-device)
(addr g-audio-output-device-spec) (addr g-audio-input-device-spec))
(sdl-shutdown g-window)
(audio-close g-audio-output-device g-audio-input-device)
(TracyCZoneEnd startup-zone)
(return 1))))
(unless g-initialized
(scope-timed
"Ogre initialization"
;; Ogre uses exceptions for error handling, so we can't gracefully close without getting all that
;; stuff set up (which I don't really want to do; it belongs in Gamelib)
(unless (ogre-initialize-sdl)
(TracyCZoneEnd startup-zone)
(return 1)))
(scope-timed
"Scene setup/load meshes"
(set g-monkey-mesh (ogre-load-mesh "Monkey_Mesh.mesh"))
(set g-monkey-node (ogre-node-from-item g-monkey-mesh))
;; TODO: How to change this animation's name?
(set g-monkey-anim-handle
(ogre-attach-animation g-monkey-mesh "Monkey_Mesh.skeleton" "Monkey_AngleChin"))
(set g-light-node (ogre-create-light))
(set g-pitch-particles (ogre-create-particle-system))
(when g-ogre-root
(printf "Creating PBS spheres\n")
(ogreCreatePbsSpheres g-ogre-root (ogre-get-scene-manager))
(printf "Creating PBS spheres done\n")))
(set g-initialized true))
(var exit-reason (* (const char)) null)
(var tracker-position vec3 (array -10.f 0.f 0.f))
(var move-speed float 10.f)
(var counter-num-ticks-per-second (const Uint64) (SDL_GetPerformanceFrequency))
(var last-frame-perf-count Uint64 (* 0.016f counter-num-ticks-per-second))
;; "Debounce" via only reloading on key release
(var was-reload-pressed bool false)
(TracyCZoneEnd startup-zone)
;; Main loop
(while (not exit-reason)
(FrameMarkNamed "Frame")
(ZoneScopedN "Frame")
(var event SDL_Event)
(while (SDL_PollEvent (addr event))
(when (= (field event type) SDL_QUIT)
(set exit-reason "Window closed")))
;; Note: this requires SDL_PollEvent in order to be up-to-date
(var currentKeyStates (* (const Uint8)) (SDL_GetKeyboardState null))
(when (at SDL_SCANCODE_ESCAPE currentKeyStates)
(set exit-reason "Escape pressed"))
(var reload-pressed bool (at SDL_SCANCODE_R currentKeyStates))
(when reload-pressed
(set was-reload-pressed true))
(when (and (not reload-pressed) was-reload-pressed)
(set was-reload-pressed false)
(printf "\nReloading\n\n")
;; Our audio callbacks are going away!
;; The SDL_QueueAudio() API would make this easier to deal with, but then I need to manage
;; an audio thread on my own
(audio-close g-audio-output-device
g-audio-input-device)
(return g-reload-sentinel))
(var delta-position vec3 (array 0.f 0.f 0.f))
(when (at SDL_SCANCODE_RIGHT currentKeyStates)
(set (vec-x delta-position) (+ (vec-x delta-position) move-speed)))
(when (at SDL_SCANCODE_LEFT currentKeyStates)
(set (vec-x delta-position) (- (vec-x delta-position) move-speed)))
(when (at SDL_SCANCODE_UP currentKeyStates)
(set (vec-y delta-position) (+ (vec-y delta-position) move-speed)))
(when (at SDL_SCANCODE_DOWN currentKeyStates)
(set (vec-y delta-position) (- (vec-y delta-position) move-speed)))
(scope-timed
"Audio read pitch input"
(var num-samples-read int 0)
(var sample Uint8 0)
(var pitch-buffer-size int 512)
(var pitch-buffer ([] 512 Uint8))
(while (circular-buffer-read (addr g-audio-pitch-input-buffer) (addr sample))
;; TODO use last 512, not first 512
(when (< num-samples-read pitch-buffer-size)
(set (at num-samples-read pitch-buffer) sample))
(incr num-samples-read))
;; (printf "Read %d samples\n" num-samples-read)
(when g-audio-input-samples-lost
(printf "warning: lost %d input samples\n" g-audio-input-samples-lost)
(set g-audio-input-samples-lost 0))
(when (>= num-samples-read pitch-buffer-size)
(scope-timed
"Detect pitch"
(var pitch-hz float
(audio-detect-pitch pitch-buffer pitch-buffer-size
(field g-audio-output-device-spec freq)))
(printf "Pitch (hz): %f\n" pitch-hz)
(set (vec-y delta-position)
(interpolate-range
;; On-camera range
0.f 7.f
;; Human vocal range is ~100hz to ~5000hz
;; 100.f 2000.f ;; Harmonica
100.f 700.f ;; My voice
pitch-hz)))))
(var prev-recording-value bool g-audio-is-recording)
(audio-set-recording-state (at SDL_SCANCODE_SPACE currentKeyStates))
(when (and g-audio-is-initialized
(!= prev-recording-value g-audio-is-recording)
(not g-audio-is-recording))
(ZoneScopedN "Audio conversion")
(scope ;; Convert audio to playback format.
;; This was necessary in my case because my microphone records at 48kHz, but my sound card
;; expects 44.1kHz output
;; Audio Streams are worth looking at in the future, so it's not all one big batch process
(var audio-conversion-settings SDL_AudioCVT)
(SDL_BuildAudioCVT (addr audio-conversion-settings)
;; Src
(field g-audio-input-device-spec format)
(field g-audio-input-device-spec channels)
(field g-audio-input-device-spec freq)
;; Dest
(field g-audio-output-device-spec format)
1 ;; (field g-audio-output-device-spec channels) ;; We convert to stereo in playback callback
(field g-audio-output-device-spec freq))
(set (field audio-conversion-settings len) g-audio-looper-buffer-size)
;; TODO: Does the buffer really nead to be 8x the src? Am I doing something wrong with my len?
;; Could be conversion to float then 2x that for resampling = 4x * 2x = 8x
(var converted-buffer-size-bytes int
(* (field audio-conversion-settings len)
(field audio-conversion-settings len_mult)))
(printf "Converted buffer size: %d bytes because %d len %d len_mult\n"
converted-buffer-size-bytes
(field audio-conversion-settings len)
(field audio-conversion-settings len_mult))
(set (field audio-conversion-settings buf)
(type-cast (malloc converted-buffer-size-bytes) (* Uint8)))
(scope ;; Copy src to in-place conversion buffer
(var i int 0)
(while (< i g-audio-looper-buffer-size)
(set (at i (field audio-conversion-settings buf)) (at i g-audio-looper-buffer))
(incr i)))
(unless (= 0 (SDL_ConvertAudio (addr audio-conversion-settings)))
(set exit-reason "Failed to convert audio")
(free (field audio-conversion-settings buf))
(break))
;; TODO: This shouldn't be byte size, it should be sample count, to support other formats
(audio-dump-recorded-buffer "converted.dat"
(field audio-conversion-settings buf)
;; Remove the extra buffer used by the converter
(/ converted-buffer-size-bytes
(field audio-conversion-settings len_mult)))
(scope ;; Copy back to destination buffer. Note: this could drop samples, because it should
;; use the converted buffer size instead of the fixed array size!
(var i int 0)
(while (< i g-audio-looper-buffer-size)
(set (at i g-audio-looper-buffer)
(at i (type-cast (field audio-conversion-settings buf) (* Uint8))))
;; TODO: If my sample rate is higher when recorded, that means I need to record more
;; samples and play back fewer. Because I use the same buffer, it means I don't have
;; enough samples at the lower playback rate, and start hitting buffer workspace.
;; Zero them out for now. I should record with enough samples to make it exactly fit
;; after conversion
(when (>= i (- g-audio-looper-buffer-size 3900))
(set (at i g-audio-looper-buffer) 127))
(incr i)))
(free (field audio-conversion-settings buf)))
(scope ;; Normalize audio
;; Note: peak in both low and high, never greater than range / 2
(var highest-peak Uint8 0)
(var i int 0)
(while (< i g-audio-looper-buffer-size)
(var current-value int (- (type-cast (at i g-audio-looper-buffer) int) 127))
(when (< highest-peak (abs current-value))
(set highest-peak (abs current-value)))
(incr i))
(when highest-peak
;; Get within 90% of the max, to avoid clipping
(var desired-high-peak (const int) (* (/ 256 2) 0.9f))
(var scaling-factor float (/ desired-high-peak (type-cast highest-peak float)))
(printf "Scaling recording %.4f because desired = %d and highest was %d\n"
scaling-factor desired-high-peak highest-peak)
(var scaling-limit float 6.f)
;; If there's only silence, you don't want to go crazy with boosting it
(when (> scaling-factor scaling-limit)
(printf "scaling limited to %f\n" scaling-limit)
(set scaling-factor scaling-limit))
(when scaling-factor
(set i 0)
(while (< i g-audio-looper-buffer-size)
(var current-value int (- (type-cast (at i g-audio-looper-buffer) int) 127))
(set (at i g-audio-looper-buffer) (type-cast
;; Map back to 0-255
(+ 127.f
(* current-value scaling-factor))
Uint8))
(incr i)))))
(scope-timed
"Detect pitch"
(var pitch-hz float
(audio-detect-pitch g-audio-looper-buffer g-audio-looper-buffer-size
(field g-audio-output-device-spec freq)))))
(var current-counter-ticks Uint64 (SDL_GetPerformanceCounter))
(var frame-diff-ticks Uint64 (- current-counter-ticks last-frame-perf-count))
(var delta-time float (/ frame-diff-ticks
(type-cast counter-num-ticks-per-second float)))
;; (printf "%lu %f\n" frame-diff-ticks delta-time)
;; Visualize audio playback
(var audio-read-head-to-world float (* 20.f
(/ g-audio-looper-read-head
(type-cast g-audio-looper-buffer-size float))))
(var audio-volume-to-world float (* 7.f
(/ (- (at g-audio-looper-read-head g-audio-looper-buffer) 127)
127.f)))
(var audio-pos vec3 (array audio-read-head-to-world 0.f audio-volume-to-world))
;; (var final-pos vec3 (vec3-scale-add-vec3 delta-position delta-time tracker-position))
;; (var final-pos vec3 (vec3-scale-add-vec3 delta-position delta-time
;; (vec3-add tracker-position audio-pos)))
(var final-pos vec3 delta-position)
(when g-audio-is-recording
(set (vec-y final-pos) (+ (vec-y final-pos) -2.f)))
(ogre-node-set-position (addr g-monkey-node) (vec-xyz final-pos))
;; This moves the entire particle system, not the emitter
;; (ogre-node-set-position (addr g-particle-node) (vec-xyz final-pos))
(ogre-particle-emitter-set-position (addr g-pitch-particles) (vec-xyz final-pos))
(ogre-animation-add-time g-monkey-anim-handle delta-time)
(set last-frame-perf-count (SDL_GetPerformanceCounter))
(scope-timed
"Ogre render + vsync"
(unless (ogre-render-frame)
(set exit-reason "Failed to render frame")
(break))))
(ZoneScopedN "Shutdown")
(audio-set-recording-state false)
;; Audio shutdown is extremely slow (~2-3 seconds on my machine). Let's do it on a
;; separate thread to let other things shutdown at the same time
(var audio-shutdown-thread-handle (* SDL_Thread)
(SDL_CreateThread audio-shutdown-thread "AudioShutdown" null))
(audio-dump-recorded-buffer "out.dat"
g-audio-looper-buffer g-audio-looper-buffer-size)
(audio-looper-buffer-destroy)
(scope-timed
"Ogre shutdown"
(ogre-shutdown))
;; Make sure audio is shutdown before destroying SDL
(var status int -1)
(SDL_WaitThread audio-shutdown-thread-handle (addr status))
(scope-timed
"SDL shutdown"
(sdl-shutdown g-window))
(when exit-reason
(printf "Exit reason: %s\n" exit-reason))
(return 0))
;; TODO: Automatically make entry point
(defun reloadableEntryPoint (&return bool)
(var result int (app-main))
(cond ((= 0 result)
(return false))
((= 1 result)
(return false))
((= g-reload-sentinel result)
(return true)))
(return false))
;;
;; Building
;;
;; TODO: Somehow inherit this from SDL.cake?
(module-use-sdl-build-options)
(use-ogre-build-options) ;; Only needed for the dependency
(add-cpp-build-dependency "OgreHlms.cpp")
(module-use-tracy-build-options)
(import &comptime-only "Dependencies.cake")
(add-dependency-git-submodule clone-blender2ogre "https://github.com/OGRECave/blender2ogre"
"Dependencies/blender2ogre")