game-mixer 1.1.3
Sound API for your game
To use this package, run the following command in your project's root directory:
Manual usage
Put the following dependency into your project's dependences section:
game-mixer
A simple-to-use library for emitting sounds in your game. It was thought of as a replacement of SDL2_mixer.
Features
- ✅ MP3 / OGG / WAV / FLAC / XM / MOD playback
- ✅ Threaded decoding with progressive buffering. Unlimited channels, decoded streams are reused
- ✅ Looping, fade-in/fade-out, delayed triggering, synchronized triggering
- ✅ Playback volume, channel volume, master volume
- ✅ Integrated resampling
- ✅ Loopback: you can get mixer output in pull-mode instead of using audio I/O
- ✅
nothrow @nogc
- ✅ Based upon
libsoundio-d
: https://code.dlang.org/packages/libsoundio-d
Changelog
🔔 game-mixer
v1
- Initial release.
How to use it?
- Add
game-mixer
as dependency to yourdub.json
ordub.sdl
. - See the drum machine example for usage.
Usage tutorial
The Mixer object
All game-mixer
ressources and features are accessible through IMixer
.
interface IMixer
{
// Create audio sources.
IAudioSource createSourceFromMemory(const(ubyte[]) inputData);
IAudioSource createSourceFromFile(const(char[]) path);
// Play audio.
void play(IAudioSource source, PlayOptions options);
void play(IAudioSource source, float volume = 1.0f);
void playSimultaneously(IAudioSource[] sources, PlayOptions[] options);
/// Stop sounds.
void stopChannel(int channel, float fadeOutSecs = 0.040f);
void stopAllChannels(float fadeOutSecs = 0.040f);
/// Set channel and master volume.
void setChannelVolume(int channel, float volume);
void setMasterVolume(float volume);
/// Adds an effect on the master bus.
void addMasterEffect(IAudioEffect effect);
/// Create a custom effect.
IAudioEffect createEffectCustom(EffectCallbackFunction callback, void* userData = null);
// Mixer status.
double playbackTimeInSeconds();
float getSampleRate();
bool isErrored();
const(char)[] lastErrorString();
/// Manual output ("loopback")
void loopbackGenerate(float*[2] outBuffers, int frames);
void loopbackMix(float*[2] inoutBuffers, int frames); ///ditto
}
Create and Destroy a Mixer object
- To have an
IMixer
, create it withmixerCreate
MixerOptions options;
IMixer mixer = mixerCreate(options);
- The
MixerOptions
can be customized:
struct MixerOptions
{
/// Desired output sample rate.
float sampleRate = 48000.0f;
/// Number of possible sounds to play simultaneously.
int numChannels = 16;
/// The fade time it takes for one playing channel to change
/// its volume with `setChannelVolume`.
float channelVolumeSecs = 0.040f;
}
Mixers always have a stereo output and mixing engine stereo.
- Destroy it with
mixerDestroy
:
mixerDestroy(mixer);
This terminates the audio threaded playback and clean-up resources from this library.
Load and play audio streams
Create audio sources with
IMixer.createSourceFromMemory
andIMixer.createSourceFromFile
.IAudioSource music = mixer.createSourceFromFile("8b-music.mod"); mixer.play(music);
You can play an
IAudioSource
with customPlayOptions
:IAudioSource music = mixer.createSourceFromFile("first_last.mod"); PlayOptions options; options.pan = 0.2f; mixer.play(music, options);
The following options exist:
struct PlayOptions { /// Force a specific playback channel int channel = anyMixerChannel;
/// The volume to play the source with float volume = 1.0f; /// Stereo pan float pan = 0.0f; /// Play in x seconds (not compatible with startTimeSecs) float delayBeforePlay = 0.0f; /// Skip x seconds of source (not compatible with delayBeforePlay) float startTimeSecs = 0.0f; /// Looped source plays. uint loopCount = 1; /// Transition time on same channel, new sound float crossFadeInSecs = 0.000f; /// Transition time on same channel, old sound float crossFadeOutSecs = 0.040f; /// Transition time when channel was empty float fadeInSecs = 0.0f;
}
Loopback interface
You can reuse game-mixer
in your own audio callback, for example in an audio plug-in situation.
Create an Imixer
with isLoopback
option.
MixerOptions options;
options.isLoopback = true;
IMixer mixer = mixerCreate(options);
Then generate mixer output in your own stereo buffers:
float*[2] outBuffers = [ left.ptr, right.ptr ];
mixer.loopbackGenerate(outBuffers, N); // can only be called if isLoopback was passed
- Registered by ponce
- 1.1.3 released a month ago
- AuburnSounds/game-mixer
- BSL-1.0
- Dependencies:
- audio-formats, dplug:audio, dplug:core
- Versions:
-
1.1.3 2024-Oct-16 1.1.2 2023-Sep-30 1.1.1 2023-Aug-18 1.1.0 2022-Nov-12 1.0.2 2022-Oct-30 - Download Stats:
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- Score:
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- Short URL:
- game-mixer.dub.pm