/** * @file audioengine_fmodstudio.cpp * @brief Implementation of LLAudioEngine class abstracting the audio * support as a FMODSTUDIO implementation * * $LicenseInfo:firstyear=2020&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2020, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #include "linden_common.h" #include "llstreamingaudio.h" #include "llstreamingaudio_fmodstudio.h" #include "llaudioengine_fmodstudio.h" #include "lllistener_fmodstudio.h" #include "llerror.h" #include "llmath.h" #include "llrand.h" #include "fmodstudio/fmod.hpp" #include "fmodstudio/fmod_errors.h" #include "lldir.h" #include "llapr.h" #include "sound_ids.h" FMOD_RESULT F_CALLBACK windCallback(FMOD_DSP_STATE *dsp_state, float *inbuffer, float *outbuffer, unsigned int length, int inchannels, int *outchannels); FMOD::ChannelGroup *LLAudioEngine_FMODSTUDIO::mChannelGroups[LLAudioEngine::AUDIO_TYPE_COUNT] = {0}; LLAudioEngine_FMODSTUDIO::LLAudioEngine_FMODSTUDIO(bool enable_profiler) : mInited(false), mWindGen(NULL), mWindDSP(NULL), mSystem(NULL), mEnableProfiler(enable_profiler), mWindDSPDesc(NULL) { } LLAudioEngine_FMODSTUDIO::~LLAudioEngine_FMODSTUDIO() { // mWindDSPDesc, mWindGen and mWindDSP get cleaned up on cleanupWind in LLAudioEngine::shutdown() // mSystem gets cleaned up at shutdown() } static inline bool Check_FMOD_Error(FMOD_RESULT result, const char *string) { if (result == FMOD_OK) return false; LL_DEBUGS() << string << " Error: " << FMOD_ErrorString(result) << LL_ENDL; return true; } bool LLAudioEngine_FMODSTUDIO::init(const S32 num_channels, void* userdata, const std::string &app_title) { U32 version; FMOD_RESULT result; LL_DEBUGS("AppInit") << "LLAudioEngine_FMODSTUDIO::init() initializing FMOD" << LL_ENDL; result = FMOD::System_Create(&mSystem); if (Check_FMOD_Error(result, "FMOD::System_Create")) return false; //will call LLAudioEngine_FMODSTUDIO::allocateListener, which needs a valid mSystem pointer. LLAudioEngine::init(num_channels, userdata, app_title); result = mSystem->getVersion(&version); Check_FMOD_Error(result, "FMOD::System::getVersion"); if (version < FMOD_VERSION) { LL_WARNS("AppInit") << "FMOD Studio version mismatch, actual: " << version << " expected:" << FMOD_VERSION << LL_ENDL; } // In case we need to force sampling on stereo, use setSoftwareFormat here // In this case, all sounds, PLUS wind and stream will be software. result = mSystem->setSoftwareChannels(num_channels + 2); Check_FMOD_Error(result, "FMOD::System::setSoftwareChannels"); FMOD_ADVANCEDSETTINGS settings; memset(&settings, 0, sizeof(settings)); settings.cbSize = sizeof(FMOD_ADVANCEDSETTINGS); settings.resamplerMethod = FMOD_DSP_RESAMPLER_LINEAR; result = mSystem->setAdvancedSettings(&settings); Check_FMOD_Error(result, "FMOD::System::setAdvancedSettings"); // FMOD_INIT_THREAD_UNSAFE Disables thread safety for API calls. // Only use this if FMOD is being called from a single thread, and if Studio API is not being used. U32 fmod_flags = FMOD_INIT_NORMAL | FMOD_INIT_3D_RIGHTHANDED | FMOD_INIT_THREAD_UNSAFE; if (mEnableProfiler) { fmod_flags |= FMOD_INIT_PROFILE_ENABLE; } #if LL_LINUX bool audio_ok = false; if (!audio_ok) { const char* env_string = getenv("LL_BAD_FMOD_PULSEAUDIO"); if (NULL == env_string) { LL_DEBUGS("AppInit") << "Trying PulseAudio audio output..." << LL_ENDL; if (mSystem->setOutput(FMOD_OUTPUTTYPE_PULSEAUDIO) == FMOD_OK && (result = mSystem->init(num_channels + 2, fmod_flags, const_cast(app_title.c_str()))) == FMOD_OK) { LL_DEBUGS("AppInit") << "PulseAudio output initialized OKAY" << LL_ENDL; audio_ok = true; } else { Check_FMOD_Error(result, "PulseAudio audio output FAILED to initialize"); } } else { LL_DEBUGS("AppInit") << "PulseAudio audio output SKIPPED" << LL_ENDL; } } if (!audio_ok) { const char* env_string = getenv("LL_BAD_FMOD_ALSA"); if (NULL == env_string) { LL_DEBUGS("AppInit") << "Trying ALSA audio output..." << LL_ENDL; if (mSystem->setOutput(FMOD_OUTPUTTYPE_ALSA) == FMOD_OK && (result = mSystem->init(num_channels + 2, fmod_flags, 0)) == FMOD_OK) { LL_DEBUGS("AppInit") << "ALSA audio output initialized OKAY" << LL_ENDL; audio_ok = true; } else { Check_FMOD_Error(result, "ALSA audio output FAILED to initialize"); } } else { LL_DEBUGS("AppInit") << "ALSA audio output SKIPPED" << LL_ENDL; } } if (!audio_ok) { LL_WARNS("AppInit") << "Overall audio init failure." << LL_ENDL; return false; } // We're interested in logging which output method we // ended up with, for QA purposes. FMOD_OUTPUTTYPE output_type; mSystem->getOutput(&output_type); switch (output_type) { case FMOD_OUTPUTTYPE_NOSOUND: LL_INFOS("AppInit") << "Audio output: NoSound" << LL_ENDL; break; case FMOD_OUTPUTTYPE_PULSEAUDIO: LL_INFOS("AppInit") << "Audio output: PulseAudio" << LL_ENDL; break; case FMOD_OUTPUTTYPE_ALSA: LL_INFOS("AppInit") << "Audio output: ALSA" << LL_ENDL; break; default: LL_INFOS("AppInit") << "Audio output: Unknown!" << LL_ENDL; break; }; #else // LL_LINUX // initialize the FMOD engine // number of channel in this case looks to be identiacal to number of max simultaneously // playing objects and we can set practically any number result = mSystem->init(num_channels + 2, fmod_flags, 0); if (Check_FMOD_Error(result, "Error initializing FMOD Studio")) { // If it fails here and (result == FMOD_ERR_OUTPUT_CREATEBUFFER), // we can retry with other settings return false; } #endif // set up our favourite FMOD-native streaming audio implementation if none has already been added if (!getStreamingAudioImpl()) // no existing implementation added setStreamingAudioImpl(new LLStreamingAudio_FMODSTUDIO(mSystem)); LL_INFOS("AppInit") << "LLAudioEngine_FMODSTUDIO::init() FMOD Studio initialized correctly" << LL_ENDL; int r_numbuffers, r_samplerate, r_channels; unsigned int r_bufferlength; char r_name[512]; int latency = 100; mSystem->getDSPBufferSize(&r_bufferlength, &r_numbuffers); LL_INFOS("AppInit") << "LLAudioEngine_FMODSTUDIO::init(): r_bufferlength=" << r_bufferlength << " bytes" << LL_ENDL; LL_INFOS("AppInit") << "LLAudioEngine_FMODSTUDIO::init(): r_numbuffers=" << r_numbuffers << LL_ENDL; mSystem->getDriverInfo(0, r_name, 511, NULL, &r_samplerate, NULL, &r_channels); r_name[511] = '\0'; LL_INFOS("AppInit") << "LLAudioEngine_FMODSTUDIO::init(): r_name=\"" << r_name << "\"" << LL_ENDL; if (r_samplerate != 0) latency = (int)(1000.0f * r_bufferlength * r_numbuffers / r_samplerate); LL_INFOS("AppInit") << "LLAudioEngine_FMODSTUDIO::init(): latency=" << latency << "ms" << LL_ENDL; mInited = true; LL_INFOS("AppInit") << "LLAudioEngine_FMODSTUDIO::init(): initialization complete." << LL_ENDL; return true; } std::string LLAudioEngine_FMODSTUDIO::getDriverName(bool verbose) { llassert_always(mSystem); if (verbose) { U32 version; if (!Check_FMOD_Error(mSystem->getVersion(&version), "FMOD::System::getVersion")) { return llformat("FMOD Studio %1x.%02x.%02x", version >> 16, version >> 8 & 0x000000FF, version & 0x000000FF); } } return "FMOD STUDIO"; } void LLAudioEngine_FMODSTUDIO::allocateListener(void) { mListenerp = (LLListener *) new LLListener_FMODSTUDIO(mSystem); if (!mListenerp) { LL_WARNS() << "Listener creation failed" << LL_ENDL; } } void LLAudioEngine_FMODSTUDIO::shutdown() { stopInternetStream(); LL_INFOS() << "About to LLAudioEngine::shutdown()" << LL_ENDL; LLAudioEngine::shutdown(); LL_INFOS() << "LLAudioEngine_FMODSTUDIO::shutdown() closing FMOD Studio" << LL_ENDL; if (mSystem) { mSystem->close(); mSystem->release(); } LL_INFOS() << "LLAudioEngine_FMODSTUDIO::shutdown() done closing FMOD Studio" << LL_ENDL; delete mListenerp; mListenerp = NULL; } LLAudioBuffer * LLAudioEngine_FMODSTUDIO::createBuffer() { return new LLAudioBufferFMODSTUDIO(mSystem); } LLAudioChannel * LLAudioEngine_FMODSTUDIO::createChannel() { return new LLAudioChannelFMODSTUDIO(mSystem); } bool LLAudioEngine_FMODSTUDIO::initWind() { mNextWindUpdate = 0.0; if (!mWindDSPDesc) { mWindDSPDesc = new FMOD_DSP_DESCRIPTION(); } if (!mWindDSP) { memset(mWindDSPDesc, 0, sizeof(*mWindDSPDesc)); //Set everything to zero strncpy(mWindDSPDesc->name, "Wind Unit", sizeof(mWindDSPDesc->name)); mWindDSPDesc->pluginsdkversion = FMOD_PLUGIN_SDK_VERSION; mWindDSPDesc->read = &windCallback; // Assign callback - may be called from arbitrary threads if (Check_FMOD_Error(mSystem->createDSP(mWindDSPDesc, &mWindDSP), "FMOD::createDSP")) return false; if (mWindGen) delete mWindGen; int frequency = 44100; FMOD_SPEAKERMODE mode; if (Check_FMOD_Error(mSystem->getSoftwareFormat(&frequency, &mode, nullptr), "FMOD::System::getSoftwareFormat")) { cleanupWind(); return false; } mWindGen = new LLWindGen((U32)frequency); if (Check_FMOD_Error(mWindDSP->setUserData((void*)mWindGen), "FMOD::DSP::setUserData")) { cleanupWind(); return false; } if (Check_FMOD_Error(mWindDSP->setChannelFormat(FMOD_CHANNELMASK_STEREO, 2, mode), "FMOD::DSP::setChannelFormat")) { cleanupWind(); return false; } } // *TODO: Should this guard against multiple plays? if (Check_FMOD_Error(mSystem->playDSP(mWindDSP, nullptr, false, nullptr), "FMOD::System::playDSP")) { cleanupWind(); return false; } return true; } void LLAudioEngine_FMODSTUDIO::cleanupWind() { if (mWindDSP) { FMOD::ChannelGroup* master_group = NULL; if (!Check_FMOD_Error(mSystem->getMasterChannelGroup(&master_group), "FMOD::System::getMasterChannelGroup") && master_group) { master_group->removeDSP(mWindDSP); } mWindDSP->release(); mWindDSP = NULL; } delete mWindDSPDesc; mWindDSPDesc = NULL; delete mWindGen; mWindGen = NULL; } //----------------------------------------------------------------------- void LLAudioEngine_FMODSTUDIO::updateWind(LLVector3 wind_vec, F32 camera_height_above_water) { LLVector3 wind_pos; F64 pitch; F64 center_freq; if (!mEnableWind) { return; } if (mWindUpdateTimer.checkExpirationAndReset(LL_WIND_UPDATE_INTERVAL)) { // wind comes in as Linden coordinate (+X = forward, +Y = left, +Z = up) // need to convert this to the conventional orientation DS3D and OpenAL use // where +X = right, +Y = up, +Z = backwards wind_vec.setVec(-wind_vec.mV[1], wind_vec.mV[2], -wind_vec.mV[0]); // cerr << "Wind update" << endl; pitch = 1.0 + mapWindVecToPitch(wind_vec); center_freq = 80.0 * pow(pitch, 2.5*(mapWindVecToGain(wind_vec) + 1.0)); mWindGen->mTargetFreq = (F32)center_freq; mWindGen->mTargetGain = (F32)mapWindVecToGain(wind_vec) * mMaxWindGain; mWindGen->mTargetPanGainR = (F32)mapWindVecToPan(wind_vec); } } //----------------------------------------------------------------------- void LLAudioEngine_FMODSTUDIO::setInternalGain(F32 gain) { if (!mInited) { return; } gain = llclamp(gain, 0.0f, 1.0f); FMOD::ChannelGroup* master_group = NULL; if (!Check_FMOD_Error(mSystem->getMasterChannelGroup(&master_group), "FMOD::System::getMasterChannelGroup") && master_group) { master_group->setVolume(gain); } LLStreamingAudioInterface *saimpl = getStreamingAudioImpl(); if (saimpl) { // fmod likes its streaming audio channel gain re-asserted after // master volume change. saimpl->setGain(saimpl->getGain()); } } // // LLAudioChannelFMODSTUDIO implementation // LLAudioChannelFMODSTUDIO::LLAudioChannelFMODSTUDIO(FMOD::System *system) : LLAudioChannel(), mSystemp(system), mChannelp(NULL), mLastSamplePos(0) { } LLAudioChannelFMODSTUDIO::~LLAudioChannelFMODSTUDIO() { cleanup(); } bool LLAudioChannelFMODSTUDIO::updateBuffer() { if (!mCurrentSourcep) { // This channel isn't associated with any source, nothing // to be updated return false; } if (LLAudioChannel::updateBuffer()) { // Base class update returned true, which means that we need to actually // set up the channel for a different buffer. LLAudioBufferFMODSTUDIO *bufferp = (LLAudioBufferFMODSTUDIO *)mCurrentSourcep->getCurrentBuffer(); // Grab the FMOD sample associated with the buffer FMOD::Sound *soundp = bufferp->getSound(); if (!soundp) { // This is bad, there should ALWAYS be a sound associated with a legit // buffer. LL_ERRS() << "No FMOD sound!" << LL_ENDL; return false; } // Actually play the sound. Start it off paused so we can do all the necessary // setup. if (!mChannelp) { FMOD_RESULT result = getSystem()->playSound(soundp, NULL /*free channel?*/, true, &mChannelp); Check_FMOD_Error(result, "FMOD::System::playSound"); } // Setting up channel mChannelID } // If we have a source for the channel, we need to update its gain. if (mCurrentSourcep) { // SJB: warnings can spam and hurt framerate, disabling //FMOD_RESULT result; mChannelp->setVolume(getSecondaryGain() * mCurrentSourcep->getGain()); //Check_FMOD_Error(result, "FMOD::Channel::setVolume"); mChannelp->setMode(mCurrentSourcep->isLoop() ? FMOD_LOOP_NORMAL : FMOD_LOOP_OFF); /*if(Check_FMOD_Error(result, "FMOD::Channel::setMode")) { S32 index; mChannelp->getIndex(&index); LL_WARNS() << "Channel " << index << "Source ID: " << mCurrentSourcep->getID() << " at " << mCurrentSourcep->getPositionGlobal() << LL_ENDL; }*/ } return true; } void LLAudioChannelFMODSTUDIO::update3DPosition() { if (!mChannelp) { // We're not actually a live channel (i.e., we're not playing back anything) return; } LLAudioBufferFMODSTUDIO *bufferp = (LLAudioBufferFMODSTUDIO *)mCurrentBufferp; if (!bufferp) { // We don't have a buffer associated with us (should really have been picked up // by the above if. return; } if (mCurrentSourcep->isAmbient()) { // Ambient sound, don't need to do any positional updates. set3DMode(false); } else { // Localized sound. Update the position and velocity of the sound. set3DMode(true); LLVector3 float_pos; float_pos.setVec(mCurrentSourcep->getPositionGlobal()); FMOD_RESULT result = mChannelp->set3DAttributes((FMOD_VECTOR*)float_pos.mV, (FMOD_VECTOR*)mCurrentSourcep->getVelocity().mV); Check_FMOD_Error(result, "FMOD::Channel::set3DAttributes"); } } void LLAudioChannelFMODSTUDIO::updateLoop() { if (!mChannelp) { // May want to clear up the loop/sample counters. return; } // // Hack: We keep track of whether we looped or not by seeing when the // sample position looks like it's going backwards. Not reliable; may // yield false negatives. // U32 cur_pos; mChannelp->getPosition(&cur_pos, FMOD_TIMEUNIT_PCMBYTES); if (cur_pos < (U32)mLastSamplePos) { mLoopedThisFrame = true; } mLastSamplePos = cur_pos; } void LLAudioChannelFMODSTUDIO::cleanup() { if (!mChannelp) { // Aborting cleanup with no channel handle. return; } //Cleaning up channel mChannelID Check_FMOD_Error(mChannelp->stop(), "FMOD::Channel::stop"); mCurrentBufferp = NULL; mChannelp = NULL; } void LLAudioChannelFMODSTUDIO::play() { if (!mChannelp) { LL_WARNS() << "Playing without a channel handle, aborting" << LL_ENDL; return; } Check_FMOD_Error(mChannelp->setPaused(false), "FMOD::Channel::pause"); getSource()->setPlayedOnce(true); if (LLAudioEngine_FMODSTUDIO::mChannelGroups[getSource()->getType()]) mChannelp->setChannelGroup(LLAudioEngine_FMODSTUDIO::mChannelGroups[getSource()->getType()]); } void LLAudioChannelFMODSTUDIO::playSynced(LLAudioChannel *channelp) { LLAudioChannelFMODSTUDIO *fmod_channelp = (LLAudioChannelFMODSTUDIO*)channelp; if (!(fmod_channelp->mChannelp && mChannelp)) { // Don't have channels allocated to both the master and the slave return; } U32 cur_pos; if (Check_FMOD_Error(mChannelp->getPosition(&cur_pos, FMOD_TIMEUNIT_PCMBYTES), "Unable to retrieve current position")) return; cur_pos %= mCurrentBufferp->getLength(); // Try to match the position of our sync master Check_FMOD_Error(mChannelp->setPosition(cur_pos, FMOD_TIMEUNIT_PCMBYTES), "Unable to set current position"); // Start us playing play(); } bool LLAudioChannelFMODSTUDIO::isPlaying() { if (!mChannelp) { return false; } bool paused, playing; mChannelp->getPaused(&paused); mChannelp->isPlaying(&playing); return !paused && playing; } // // LLAudioChannelFMODSTUDIO implementation // LLAudioBufferFMODSTUDIO::LLAudioBufferFMODSTUDIO(FMOD::System *system) : mSystemp(system), mSoundp(NULL) { } LLAudioBufferFMODSTUDIO::~LLAudioBufferFMODSTUDIO() { if (mSoundp) { mSoundp->release(); mSoundp = NULL; } } bool LLAudioBufferFMODSTUDIO::loadWAV(const std::string& filename) { // Try to open a wav file from disk. This will eventually go away, as we don't // really want to block doing this. if (filename.empty()) { // invalid filename, abort. return false; } if (!LLAPRFile::isExist(filename, NULL, LL_APR_RPB)) { // File not found, abort. return false; } if (mSoundp) { // If there's already something loaded in this buffer, clean it up. mSoundp->release(); mSoundp = NULL; } FMOD_MODE base_mode = FMOD_LOOP_NORMAL; FMOD_CREATESOUNDEXINFO exinfo; memset(&exinfo, 0, sizeof(exinfo)); exinfo.cbsize = sizeof(exinfo); exinfo.suggestedsoundtype = FMOD_SOUND_TYPE_WAV; //Hint to speed up loading. // Load up the wav file into an fmod sample (since 1.05 fmod studio expects everything in UTF-8) FMOD_RESULT result = getSystem()->createSound(filename.c_str(), base_mode, &exinfo, &mSoundp); if (result != FMOD_OK) { // We failed to load the file for some reason. LL_WARNS() << "Could not load data '" << filename << "': " << FMOD_ErrorString(result) << LL_ENDL; // // If we EVER want to load wav files provided by end users, we need // to rethink this! // // file is probably corrupt - remove it. LLFile::remove(filename); return false; } // Everything went well, return true return true; } U32 LLAudioBufferFMODSTUDIO::getLength() { if (!mSoundp) { return 0; } U32 length; mSoundp->getLength(&length, FMOD_TIMEUNIT_PCMBYTES); return length; } void LLAudioChannelFMODSTUDIO::set3DMode(bool use3d) { FMOD_MODE current_mode; if (mChannelp->getMode(¤t_mode) != FMOD_OK) return; FMOD_MODE new_mode = current_mode; new_mode &= ~(use3d ? FMOD_2D : FMOD_3D); new_mode |= use3d ? FMOD_3D : FMOD_2D; if (current_mode != new_mode) { mChannelp->setMode(new_mode); } } // *NOTE: This is almost certainly being called on the mixer thread, // not the main thread. May have implications for callees or audio // engine shutdown. FMOD_RESULT F_CALLBACK windCallback(FMOD_DSP_STATE *dsp_state, float *inbuffer, float *outbuffer, unsigned int length, int inchannels, int *outchannels) { // inbuffer = fmod's original mixbuffer. // outbuffer = the buffer passed from the previous DSP unit. // length = length in samples at this mix time. LLWindGen *windgen = NULL; FMOD::DSP *thisdsp = (FMOD::DSP *)dsp_state->instance; thisdsp->getUserData((void **)&windgen); if (windgen) { windgen->windGenerate((LLAudioEngine_FMODSTUDIO::MIXBUFFERFORMAT *)outbuffer, length); } return FMOD_OK; }