feat: Implement audio backend with subprocess support and refactor audio handling

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-23 17:10:07 +01:00
parent 26c738b702
commit b88475882b
12 changed files with 915 additions and 52 deletions
+6 -1
View File
@@ -7,6 +7,7 @@ library;
import 'dart:io'; import 'dart:io';
import 'package:wolf_3d_cli/cli_game_loop.dart'; import 'package:wolf_3d_cli/cli_game_loop.dart';
import 'package:wolf_3d_cli/cli_subprocess_audio.dart';
import 'package:wolf_3d_dart/wolf_3d_data.dart'; import 'package:wolf_3d_dart/wolf_3d_data.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart'; import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart'; import 'package:wolf_3d_dart/wolf_3d_engine.dart';
@@ -46,13 +47,15 @@ void main() async {
} }
CliGameLoop? gameLoop; CliGameLoop? gameLoop;
late final WolfEngine engine;
void stopAndExit(int code) { void stopAndExit(int code) {
gameLoop?.stop(); gameLoop?.stop();
engine.audio.dispose();
exitCleanly(code); exitCleanly(code);
} }
final engine = WolfEngine( engine = WolfEngine(
availableGames: availableGames.values.toList(growable: false), availableGames: availableGames.values.toList(growable: false),
startingEpisode: 0, startingEpisode: 0,
frameBuffer: FrameBuffer( frameBuffer: FrameBuffer(
@@ -60,11 +63,13 @@ void main() async {
stdout.terminalLines, stdout.terminalLines,
), ),
input: CliInput(), input: CliInput(),
engineAudio: CliSubprocessAudio(),
onGameWon: () => stopAndExit(0), onGameWon: () => stopAndExit(0),
onQuit: () => stopAndExit(0), onQuit: () => stopAndExit(0),
saveGamePersistence: DefaultSaveGamePersistence(), saveGamePersistence: DefaultSaveGamePersistence(),
); );
await engine.audio.init();
engine.init(); engine.init();
final persistence = DefaultRendererSettingsPersistence(); final persistence = DefaultRendererSettingsPersistence();
@@ -0,0 +1,422 @@
import 'dart:async';
import 'dart:developer';
import 'dart:io';
import 'dart:typed_data';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_dart/wolf_3d_synth.dart';
class CliSubprocessAudio implements EngineAudio {
CliSubprocessAudio({this.maxConcurrentSfx = 8});
final int maxConcurrentSfx;
@override
WolfensteinData? activeGame;
bool _initialized = false;
bool _isSupported = false;
_AudioBackend _backend = _AudioBackend.none;
String _windowsShellCommand = 'powershell';
Process? _musicProcess;
int _musicLoopToken = 0;
String? _musicTempFilePath;
final List<Process> _sfxProcesses = <Process>[];
@override
Future<void> init() async {
if (_initialized) {
return;
}
_backend = await _detectBackend();
_isSupported = _backend != _AudioBackend.none;
_initialized = true;
if (_isSupported) {
log('[CLI AUDIO] Subprocess backend enabled: ${_backend.name}');
} else {
log('[CLI AUDIO] No supported audio backend found; running silent.');
}
}
@override
void dispose() {
unawaited(stopAllAudio());
}
@override
Future<void> debugSoundTest() async {
for (int i = 0; i < 50; i++) {
await Future<void>.delayed(const Duration(milliseconds: 500));
await playSoundEffectId(i);
}
}
@override
Future<void> playMenuMusic() async {
final data = activeGame;
final trackIndex = data == null
? null
: Music.menuTheme.trackIndexFor(data.version);
if (data == null || trackIndex == null || trackIndex >= data.music.length) {
return;
}
await _playMusicTrack(data.music[trackIndex]);
}
@override
Future<void> playLevelMusic(Music music) async {
final data = activeGame;
if (data == null || data.music.isEmpty) {
return;
}
final index = music.trackIndexFor(data.version) ?? 0;
if (index < 0 || index >= data.music.length) {
return;
}
await _playMusicTrack(data.music[index]);
}
Future<void> _playMusicTrack(ImfMusic track) async {
if (!_isSupported) {
return;
}
final pcmSamples = ImfRenderer.render(track);
final wavBytes = ImfRenderer.createWavFile(pcmSamples);
await _startLoopingMusic(wavBytes);
}
Future<void> _startLoopingMusic(Uint8List wavBytes) async {
await stopMusic();
final int token = ++_musicLoopToken;
while (_musicLoopToken == token) {
final process = await _startPlaybackProcess(
wavBytes: wavBytes,
role: _PlaybackRole.music,
);
if (process == null) {
break;
}
_musicProcess = process;
await process.exitCode;
if (_musicLoopToken != token) {
break;
}
}
}
@override
Future<void> stopMusic() async {
_musicLoopToken++;
_musicProcess?.kill();
_musicProcess = null;
final path = _musicTempFilePath;
_musicTempFilePath = null;
if (path != null) {
final file = File(path);
if (await file.exists()) {
await file.delete();
}
}
}
@override
Future<void> stopAllAudio() async {
await stopMusic();
for (final process in List<Process>.from(_sfxProcesses)) {
process.kill();
}
_sfxProcesses.clear();
}
@override
Future<void> playSoundEffect(SoundEffect effect) async {
final data = activeGame;
if (data == null) {
return;
}
final resolved = data.registry.sfx.resolve(effect);
if (resolved != null) {
await playSoundEffectId(resolved.slotIndex);
return;
}
if (data.version == GameVersion.spearOfDestinyDemo) {
return;
}
await playSoundEffectId(effect.idFor(data.version));
}
@override
Future<void> playSoundEffectId(int sfxId) async {
if (!_isSupported) {
return;
}
final data = activeGame;
if (data == null) {
return;
}
final soundsList = data.sounds;
if (sfxId < 0 || sfxId >= soundsList.length) {
return;
}
final raw8bitBytes = soundsList[sfxId].bytes;
if (raw8bitBytes.isEmpty) {
return;
}
final Int16List converted16bit = Int16List(raw8bitBytes.length);
for (int i = 0; i < raw8bitBytes.length; i++) {
converted16bit[i] = (raw8bitBytes[i] - 128) * 256;
}
final wavBytes = ImfRenderer.createWavFile(
converted16bit,
sampleRate: 7000,
);
if (_sfxProcesses.length >= maxConcurrentSfx) {
final oldest = _sfxProcesses.removeAt(0);
oldest.kill();
}
final process = await _startPlaybackProcess(
wavBytes: wavBytes,
role: _PlaybackRole.sfx,
);
if (process == null) {
return;
}
_sfxProcesses.add(process);
unawaited(
process.exitCode.then((_) {
_sfxProcesses.remove(process);
}),
);
}
Future<Process?> _startPlaybackProcess({
required Uint8List wavBytes,
required _PlaybackRole role,
}) async {
try {
switch (_backend) {
case _AudioBackend.linuxPipeWire:
return _startFilePlaybackProcess('pw-play', const [], wavBytes, role);
case _AudioBackend.linuxPulseAudio:
return _startFilePlaybackProcess('paplay', const [], wavBytes, role);
case _AudioBackend.linuxAplay:
return _startFilePlaybackProcess(
'aplay',
const ['-q'],
wavBytes,
role,
);
case _AudioBackend.macosAfplay:
return _startFilePlaybackProcess('afplay', const [], wavBytes, role);
case _AudioBackend.windowsPowerShell:
return _startWindowsPlaybackProcess(wavBytes, role: role);
case _AudioBackend.none:
return null;
}
} catch (error) {
log('[CLI AUDIO] Failed to start playback process: $error');
return null;
}
}
Future<Process> _startFilePlaybackProcess(
String executable,
List<String> baseArguments,
Uint8List wavBytes,
_PlaybackRole role,
) async {
final path = await _writeTempWav(wavBytes, prefix: 'wolf3d_cli_audio_');
if (role == _PlaybackRole.music) {
final existing = _musicTempFilePath;
_musicTempFilePath = path;
if (existing != null && existing != path) {
final previous = File(existing);
if (await previous.exists()) {
await previous.delete();
}
}
}
final process = await Process.start(executable, <String>[
...baseArguments,
path,
]);
unawaited(
process.exitCode.then((code) async {
if (code != 0) {
log('[CLI AUDIO] Player exited with code $code: $executable');
}
await _cleanupTempWav(path);
}),
);
return process;
}
Future<Process> _startWindowsPlaybackProcess(
Uint8List wavBytes, {
required _PlaybackRole role,
}) async {
final path = await _writeWindowsTempWav(wavBytes, role: role);
if (role == _PlaybackRole.music) {
final existing = _musicTempFilePath;
_musicTempFilePath = path;
if (existing != null && existing != path) {
final previous = File(existing);
if (await previous.exists()) {
await previous.delete();
}
}
}
final escapedPath = path.replaceAll("'", "''");
final script = "(New-Object Media.SoundPlayer '$escapedPath').PlaySync()";
final process = await Process.start(_windowsShellCommand, <String>[
'-NoProfile',
'-NonInteractive',
'-Command',
script,
]);
unawaited(
process.exitCode.then((_) async {
await _cleanupTempWav(path);
}),
);
return process;
}
Future<String> _writeWindowsTempWav(
Uint8List wavBytes, {
required _PlaybackRole role,
}) async {
final tempDir = await Directory.systemTemp.createTemp('wolf3d_cli_audio_');
final suffix = role == _PlaybackRole.music
? 'music_${DateTime.now().microsecondsSinceEpoch}.wav'
: 'sfx_${DateTime.now().microsecondsSinceEpoch}.wav';
final path = '${tempDir.path}${Platform.pathSeparator}$suffix';
await File(path).writeAsBytes(wavBytes, flush: true);
return path;
}
Future<_AudioBackend> _detectBackend() async {
if (Platform.isLinux) {
final hasPwPlay = await _commandExists('pw-play');
if (hasPwPlay) {
return _AudioBackend.linuxPipeWire;
}
final hasPaplay = await _commandExists('paplay');
if (hasPaplay) {
return _AudioBackend.linuxPulseAudio;
}
final hasAplay = await _commandExists('aplay');
if (hasAplay) {
return _AudioBackend.linuxAplay;
}
}
if (Platform.isMacOS) {
final hasAfplay = await _commandExists('afplay');
if (hasAfplay) {
return _AudioBackend.macosAfplay;
}
}
if (Platform.isWindows) {
final hasPowerShell = await _commandExists('powershell');
if (hasPowerShell) {
_windowsShellCommand = 'powershell';
return _AudioBackend.windowsPowerShell;
}
final hasPwsh = await _commandExists('pwsh');
if (hasPwsh) {
_windowsShellCommand = 'pwsh';
return _AudioBackend.windowsPowerShell;
}
}
return _AudioBackend.none;
}
Future<bool> _commandExists(String command) async {
final probe = Platform.isWindows
? await Process.run('where', <String>[command])
: await Process.run('which', <String>[command]);
return probe.exitCode == 0;
}
Future<String> _writeTempWav(
Uint8List wavBytes, {
required String prefix,
}) async {
final tempDir = await Directory.systemTemp.createTemp(prefix);
final path =
'${tempDir.path}${Platform.pathSeparator}audio_${DateTime.now().microsecondsSinceEpoch}.wav';
await File(path).writeAsBytes(wavBytes, flush: true);
return path;
}
Future<void> _cleanupTempWav(String path) async {
try {
final file = File(path);
if (await file.exists()) {
await file.delete();
}
final directory = file.parent;
if (await directory.exists()) {
await directory.delete();
}
} catch (error) {
log('[CLI AUDIO] Temp WAV cleanup failed: $error');
}
}
}
enum _AudioBackend {
none,
linuxPipeWire,
linuxPulseAudio,
linuxAplay,
macosAfplay,
windowsPowerShell,
}
enum _PlaybackRole { music, sfx }
@@ -5,7 +5,6 @@ import 'dart:async';
import 'package:flutter/material.dart'; import 'package:flutter/material.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart'; import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_synth.dart';
import 'package:wolf_3d_flutter/wolf_3d_flutter.dart'; import 'package:wolf_3d_flutter/wolf_3d_flutter.dart';
import 'package:wolf_3d_gui/screens/gallery_game_selector.dart'; import 'package:wolf_3d_gui/screens/gallery_game_selector.dart';
@@ -142,15 +141,16 @@ class _AudioGalleryState extends State<AudioGallery> {
} }
final engineAudio = widget.wolf3d.audio; final engineAudio = widget.wolf3d.audio;
if (engineAudio is! WolfAudio) { if (engineAudio is! DebugMusicPlayer) {
return; return;
} }
final debugAudio = engineAudio as DebugMusicPlayer;
if (trackIndex < 0 || trackIndex >= _selectedGame.music.length) { if (trackIndex < 0 || trackIndex >= _selectedGame.music.length) {
return; return;
} }
await engineAudio.playMusic(_selectedGame.music[trackIndex]); await debugAudio.playMusic(_selectedGame.music[trackIndex]);
if (!mounted) { if (!mounted) {
return; return;
} }
+2 -3
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@@ -1,7 +1,6 @@
/// Entry point for the sound synthesis module of Wolf3D. /// Entry point for the sound synthesis module of Wolf3D.
/// ///
/// This library provides access to audio functionalities, primarily by exporting /// This library provides access to audio synthesis and WAV encoding helpers.
/// the [WolfAudio] class.
library; library;
export 'src/synth/wolf_3d_audio.dart' show WolfAudio; export 'src/synth/imf_renderer.dart' show ImfRenderer;
-1
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@@ -8,7 +8,6 @@ environment:
dependencies: dependencies:
arcane_helper_utils: ^1.4.7 arcane_helper_utils: ^1.4.7
audioplayers: ^6.6.0
dev_dependencies: dev_dependencies:
lints: ^6.0.0 lints: ^6.0.0
@@ -0,0 +1,5 @@
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
abstract class DebugMusicPlayer {
Future<void> playMusic(ImfMusic track, {bool looping = true});
}
@@ -0,0 +1,28 @@
import 'package:flutter/foundation.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_flutter/audio/desktop_subprocess_audio_stub.dart'
if (dart.library.io) 'package:wolf_3d_flutter/audio/desktop_subprocess_audio_io.dart';
import 'package:wolf_3d_flutter/audio/wolf_audio.dart';
EngineAudio createDefaultAudioBackend() {
if (!kIsWeb &&
_isDesktopTarget() &&
DesktopSubprocessAudio.supportsCurrentPlatform) {
return DesktopSubprocessAudio();
}
return WolfAudio();
}
bool _isDesktopTarget() {
switch (defaultTargetPlatform) {
case TargetPlatform.macOS:
case TargetPlatform.windows:
case TargetPlatform.linux:
return true;
case TargetPlatform.android:
case TargetPlatform.iOS:
case TargetPlatform.fuchsia:
return false;
}
}
@@ -0,0 +1,390 @@
import 'dart:async';
import 'dart:developer';
import 'dart:io';
import 'dart:typed_data';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_dart/wolf_3d_synth.dart';
import 'package:wolf_3d_flutter/audio/debug_music_player.dart';
class DesktopSubprocessAudio implements EngineAudio, DebugMusicPlayer {
DesktopSubprocessAudio({this.maxConcurrentSfx = 8});
static bool get supportsCurrentPlatform =>
Platform.isLinux || Platform.isMacOS || Platform.isWindows;
final int maxConcurrentSfx;
@override
WolfensteinData? activeGame;
bool _initialized = false;
bool _isSupported = false;
_AudioBackend _backend = _AudioBackend.none;
String _windowsShellCommand = 'powershell';
Process? _musicProcess;
int _musicLoopToken = 0;
String? _musicTempFilePath;
final List<Process> _sfxProcesses = <Process>[];
@override
Future<void> init() async {
if (_initialized) {
return;
}
_backend = await _detectBackend();
_isSupported = _backend != _AudioBackend.none;
_initialized = true;
if (_isSupported) {
log('[DESKTOP AUDIO] Subprocess backend enabled: ${_backend.name}');
} else {
log('[DESKTOP AUDIO] No supported audio backend found; running silent.');
}
}
@override
void dispose() {
unawaited(stopAllAudio());
}
@override
Future<void> debugSoundTest() async {
for (int i = 0; i < 50; i++) {
await Future<void>.delayed(const Duration(milliseconds: 500));
await playSoundEffectId(i);
}
}
@override
Future<void> playMenuMusic() async {
final data = activeGame;
final trackIndex = data == null
? null
: Music.menuTheme.trackIndexFor(data.version);
if (data == null || trackIndex == null || trackIndex >= data.music.length) {
return;
}
await playMusic(data.music[trackIndex]);
}
@override
Future<void> playLevelMusic(Music music) async {
final data = activeGame;
if (data == null || data.music.isEmpty) {
return;
}
final index = music.trackIndexFor(data.version) ?? 0;
if (index < 0 || index >= data.music.length) {
return;
}
await playMusic(data.music[index]);
}
@override
Future<void> playMusic(ImfMusic track, {bool looping = true}) async {
if (!_isSupported) {
return;
}
final pcmSamples = ImfRenderer.render(track);
final wavBytes = ImfRenderer.createWavFile(pcmSamples);
if (looping) {
await _startLoopingMusic(wavBytes);
return;
}
await stopMusic();
final process = await _startPlaybackProcess(
wavBytes: wavBytes,
role: _PlaybackRole.music,
);
if (process != null) {
_musicProcess = process;
}
}
Future<void> _startLoopingMusic(Uint8List wavBytes) async {
await stopMusic();
final int token = ++_musicLoopToken;
while (_musicLoopToken == token) {
final process = await _startPlaybackProcess(
wavBytes: wavBytes,
role: _PlaybackRole.music,
);
if (process == null) {
break;
}
_musicProcess = process;
await process.exitCode;
if (_musicLoopToken != token) {
break;
}
}
}
@override
Future<void> stopMusic() async {
_musicLoopToken++;
_musicProcess?.kill();
_musicProcess = null;
final path = _musicTempFilePath;
_musicTempFilePath = null;
if (path != null) {
final file = File(path);
if (await file.exists()) {
await file.delete();
}
}
}
@override
Future<void> stopAllAudio() async {
await stopMusic();
for (final process in List<Process>.from(_sfxProcesses)) {
process.kill();
}
_sfxProcesses.clear();
}
@override
Future<void> playSoundEffect(SoundEffect effect) async {
final data = activeGame;
if (data == null) {
return;
}
final resolved = data.registry.sfx.resolve(effect);
if (resolved != null) {
await playSoundEffectId(resolved.slotIndex);
return;
}
if (data.version == GameVersion.spearOfDestinyDemo) {
return;
}
await playSoundEffectId(effect.idFor(data.version));
}
@override
Future<void> playSoundEffectId(int sfxId) async {
if (!_isSupported) {
return;
}
final data = activeGame;
if (data == null) {
return;
}
final soundsList = data.sounds;
if (sfxId < 0 || sfxId >= soundsList.length) {
return;
}
final raw8bitBytes = soundsList[sfxId].bytes;
if (raw8bitBytes.isEmpty) {
return;
}
final Int16List converted16bit = Int16List(raw8bitBytes.length);
for (int i = 0; i < raw8bitBytes.length; i++) {
converted16bit[i] = (raw8bitBytes[i] - 128) * 256;
}
final wavBytes = ImfRenderer.createWavFile(
converted16bit,
sampleRate: 7000,
);
if (_sfxProcesses.length >= maxConcurrentSfx) {
final oldest = _sfxProcesses.removeAt(0);
oldest.kill();
}
final process = await _startPlaybackProcess(
wavBytes: wavBytes,
role: _PlaybackRole.sfx,
);
if (process == null) {
return;
}
_sfxProcesses.add(process);
unawaited(
process.exitCode.then((_) {
_sfxProcesses.remove(process);
}),
);
}
Future<Process?> _startPlaybackProcess({
required Uint8List wavBytes,
required _PlaybackRole role,
}) async {
try {
switch (_backend) {
case _AudioBackend.linuxAplay:
return _startStdInPlaybackProcess('aplay', const [
'-q',
'-',
], wavBytes);
case _AudioBackend.macosAfplay:
return _startStdInPlaybackProcess('afplay', const ['-'], wavBytes);
case _AudioBackend.windowsPowerShell:
return _startWindowsPlaybackProcess(wavBytes, role: role);
case _AudioBackend.none:
return null;
}
} catch (error) {
log('[DESKTOP AUDIO] Failed to start playback process: $error');
return null;
}
}
Future<Process> _startStdInPlaybackProcess(
String executable,
List<String> arguments,
Uint8List wavBytes,
) async {
final process = await Process.start(executable, arguments);
try {
await process.stdin.addStream(
Stream<List<int>>.value(wavBytes),
);
} on SocketException catch (error) {
log('[DESKTOP AUDIO] Playback pipe write failed: $error');
} catch (error) {
log('[DESKTOP AUDIO] Playback pipe write failed: $error');
} finally {
try {
await process.stdin.close();
} on SocketException catch (error) {
log('[DESKTOP AUDIO] Playback pipe close failed: $error');
} catch (error) {
log('[DESKTOP AUDIO] Playback pipe close failed: $error');
}
}
return process;
}
Future<Process> _startWindowsPlaybackProcess(
Uint8List wavBytes, {
required _PlaybackRole role,
}) async {
final path = await _writeWindowsTempWav(wavBytes, role: role);
if (role == _PlaybackRole.music) {
final existing = _musicTempFilePath;
_musicTempFilePath = path;
if (existing != null && existing != path) {
final previous = File(existing);
if (await previous.exists()) {
await previous.delete();
}
}
}
final escapedPath = path.replaceAll("'", "''");
final script = "(New-Object Media.SoundPlayer '$escapedPath').PlaySync()";
final process = await Process.start(_windowsShellCommand, <String>[
'-NoProfile',
'-NonInteractive',
'-Command',
script,
]);
unawaited(
process.exitCode.then((_) async {
final file = File(path);
if (await file.exists()) {
await file.delete();
}
final directory = file.parent;
if (await directory.exists()) {
await directory.delete();
}
}),
);
return process;
}
Future<String> _writeWindowsTempWav(
Uint8List wavBytes, {
required _PlaybackRole role,
}) async {
final tempDir = await Directory.systemTemp.createTemp(
'wolf3d_flutter_audio_',
);
final suffix = role == _PlaybackRole.music
? 'music_${DateTime.now().microsecondsSinceEpoch}.wav'
: 'sfx_${DateTime.now().microsecondsSinceEpoch}.wav';
final path = '${tempDir.path}${Platform.pathSeparator}$suffix';
await File(path).writeAsBytes(wavBytes, flush: true);
return path;
}
Future<_AudioBackend> _detectBackend() async {
if (Platform.isLinux) {
final hasAplay = await _commandExists('aplay');
if (hasAplay) {
return _AudioBackend.linuxAplay;
}
}
if (Platform.isMacOS) {
final hasAfplay = await _commandExists('afplay');
if (hasAfplay) {
return _AudioBackend.macosAfplay;
}
}
if (Platform.isWindows) {
final hasPowerShell = await _commandExists('powershell');
if (hasPowerShell) {
_windowsShellCommand = 'powershell';
return _AudioBackend.windowsPowerShell;
}
final hasPwsh = await _commandExists('pwsh');
if (hasPwsh) {
_windowsShellCommand = 'pwsh';
return _AudioBackend.windowsPowerShell;
}
}
return _AudioBackend.none;
}
Future<bool> _commandExists(String command) async {
final probe = Platform.isWindows
? await Process.run('where', <String>[command])
: await Process.run('which', <String>[command]);
return probe.exitCode == 0;
}
}
enum _AudioBackend { none, linuxAplay, macosAfplay, windowsPowerShell }
enum _PlaybackRole { music, sfx }
@@ -0,0 +1,40 @@
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_flutter/audio/debug_music_player.dart';
class DesktopSubprocessAudio implements EngineAudio, DebugMusicPlayer {
static bool get supportsCurrentPlatform => false;
@override
WolfensteinData? activeGame;
@override
Future<void> debugSoundTest() async {}
@override
Future<void> init() async {}
@override
void dispose() {}
@override
Future<void> playMenuMusic() async {}
@override
Future<void> playLevelMusic(Music music) async {}
@override
Future<void> stopMusic() async {}
@override
Future<void> stopAllAudio() async {}
@override
Future<void> playSoundEffect(SoundEffect effect) async {}
@override
Future<void> playSoundEffectId(int sfxId) async {}
@override
Future<void> playMusic(ImfMusic track, {bool looping = true}) async {}
}
@@ -2,29 +2,25 @@ import 'dart:developer';
import 'dart:typed_data'; import 'dart:typed_data';
import 'package:audioplayers/audioplayers.dart'; import 'package:audioplayers/audioplayers.dart';
import 'package:wolf_3d_dart/src/synth/imf_renderer.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart'; import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart'; import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_dart/wolf_3d_synth.dart';
import 'package:wolf_3d_flutter/audio/debug_music_player.dart';
class WolfAudio implements EngineAudio { class WolfAudio implements EngineAudio, DebugMusicPlayer {
@override @override
Future<void> debugSoundTest() async { Future<void> debugSoundTest() async {
// Play the first 50 sounds with a 2-second gap to identify them
for (int i = 0; i < 50; i++) { for (int i = 0; i < 50; i++) {
Future.delayed(Duration(seconds: i * 2), () { Future.delayed(Duration(seconds: i * 2), () {
log("[AUDIO] Testing Sound ID: $i"); log('[AUDIO] Testing Sound ID: $i');
playSoundEffectId(i); playSoundEffectId(i);
}); });
} }
} }
bool _isInitialized = false; bool _isInitialized = false;
// --- Music State ---
final AudioPlayer _musicPlayer = AudioPlayer(); final AudioPlayer _musicPlayer = AudioPlayer();
// --- SFX State ---
// A pool of players to allow overlapping sound effects.
static const int _maxSfxChannels = 8; static const int _maxSfxChannels = 8;
final List<AudioPlayer> _sfxPlayers = []; final List<AudioPlayer> _sfxPlayers = [];
int _currentSfxIndex = 0; int _currentSfxIndex = 0;
@@ -32,19 +28,15 @@ class WolfAudio implements EngineAudio {
@override @override
WolfensteinData? activeGame; WolfensteinData? activeGame;
/// Initializes the audio engine and pre-allocates the SFX pool.
@override @override
Future<void> init() async { Future<void> init() async {
if (_isInitialized) return; if (_isInitialized) return;
try { try {
// Set music player mode
await _musicPlayer.setPlayerMode(PlayerMode.mediaPlayer); await _musicPlayer.setPlayerMode(PlayerMode.mediaPlayer);
// Initialize the SFX pool
for (int i = 0; i < _maxSfxChannels; i++) { for (int i = 0; i < _maxSfxChannels; i++) {
final player = AudioPlayer(); final player = AudioPlayer();
// lowLatency mode is highly recommended for short game sounds
await player.setPlayerMode(PlayerMode.lowLatency); await player.setPlayerMode(PlayerMode.lowLatency);
await player.setReleaseMode(ReleaseMode.stop); await player.setReleaseMode(ReleaseMode.stop);
_sfxPlayers.add(player); _sfxPlayers.add(player);
@@ -52,14 +44,13 @@ class WolfAudio implements EngineAudio {
_isInitialized = true; _isInitialized = true;
log( log(
"[AUDIO] AudioPlayers initialized successfully with $_maxSfxChannels SFX channels.", '[AUDIO] AudioPlayers initialized successfully with $_maxSfxChannels SFX channels.',
); );
} catch (e) { } catch (e) {
log("[AUDIO] Failed to initialize AudioPlayers - $e"); log('[AUDIO] Failed to initialize AudioPlayers - $e');
} }
} }
/// Disposes of the audio engine and frees resources.
@override @override
void dispose() { void dispose() {
stopAllAudio(); stopAllAudio();
@@ -74,10 +65,7 @@ class WolfAudio implements EngineAudio {
_isInitialized = false; _isInitialized = false;
} }
// ========================================== @override
// MUSIC MANAGEMENT
// ==========================================
Future<void> playMusic(ImfMusic track, {bool looping = true}) async { Future<void> playMusic(ImfMusic track, {bool looping = true}) async {
if (!_isInitialized) return; if (!_isInitialized) return;
await stopMusic(); await stopMusic();
@@ -91,7 +79,7 @@ class WolfAudio implements EngineAudio {
); );
await _musicPlayer.play(BytesSource(wavBytes)); await _musicPlayer.play(BytesSource(wavBytes));
} catch (e) { } catch (e) {
log("[AUDIO] Error playing music track - $e"); log('[AUDIO] Error playing music track - $e');
} }
} }
@@ -140,14 +128,10 @@ class WolfAudio implements EngineAudio {
if (index < data.music.length) { if (index < data.music.length) {
await playMusic(data.music[index]); await playMusic(data.music[index]);
} else { } else {
log("[AUDIO] Warning - Track index $index out of bounds."); log('[AUDIO] Warning - Track index $index out of bounds.');
} }
} }
// ==========================================
// SFX MANAGEMENT
// ==========================================
@override @override
Future<void> playSoundEffect(SoundEffect effect) async { Future<void> playSoundEffect(SoundEffect effect) async {
final data = activeGame; final data = activeGame;
@@ -159,9 +143,6 @@ class WolfAudio implements EngineAudio {
return; return;
} }
// Spear demo/shareware has a much smaller digitized table than retail.
// If a sound is not explicitly mapped for that variant, skip it rather
// than probing an invalid or unrelated slot.
if (data.version == GameVersion.spearOfDestinyDemo) { if (data.version == GameVersion.spearOfDestinyDemo) {
return; return;
} }
@@ -171,11 +152,7 @@ class WolfAudio implements EngineAudio {
@override @override
Future<void> playSoundEffectId(int sfxId) async { Future<void> playSoundEffectId(int sfxId) async {
log("[AUDIO] Playing sfx id $sfxId"); log('[AUDIO] Playing sfx id $sfxId');
// The original engine uses a specific starting chunk for digitized sounds.
// In many loaders, the 'sounds' list is already just the digitized ones.
// If your list contains EVERYTHING, you need to add the offset (174).
// If it's JUST digitized sounds, sfxId should work directly.
final data = activeGame; final data = activeGame;
if (data == null) return; if (data == null) return;
@@ -186,16 +163,11 @@ class WolfAudio implements EngineAudio {
final raw8bitBytes = soundsList[sfxId].bytes; final raw8bitBytes = soundsList[sfxId].bytes;
if (raw8bitBytes.isEmpty) return; if (raw8bitBytes.isEmpty) return;
// 2. Convert 8-bit Unsigned PCM -> 16-bit Signed PCM
// Wolf3D raw sounds are biased at 128.
final Int16List converted16bit = Int16List(raw8bitBytes.length); final Int16List converted16bit = Int16List(raw8bitBytes.length);
for (int i = 0; i < raw8bitBytes.length; i++) { for (int i = 0; i < raw8bitBytes.length; i++) {
// (sample - 128) shifts it to signed 8-bit range (-128 to 127)
// Multiplying by 256 scales it to 16-bit range (-32768 to 32512)
converted16bit[i] = (raw8bitBytes[i] - 128) * 256; converted16bit[i] = (raw8bitBytes[i] - 128) * 256;
} }
// 3. Wrap in a WAV header (Wolf3D digitized sounds are 7000Hz Mono)
final wavBytes = ImfRenderer.createWavFile( final wavBytes = ImfRenderer.createWavFile(
converted16bit, converted16bit,
sampleRate: 7000, sampleRate: 7000,
@@ -204,11 +176,9 @@ class WolfAudio implements EngineAudio {
try { try {
final player = _sfxPlayers[_currentSfxIndex]; final player = _sfxPlayers[_currentSfxIndex];
_currentSfxIndex = (_currentSfxIndex + 1) % _maxSfxChannels; _currentSfxIndex = (_currentSfxIndex + 1) % _maxSfxChannels;
// Note: We use BytesSource because createWavFile returns Uint8List (the file bytes)
await player.play(BytesSource(wavBytes)); await player.play(BytesSource(wavBytes));
} catch (e) { } catch (e) {
log("[AUDIO] SFX Error - $e"); log('[AUDIO] SFX Error - $e');
} }
} }
} }
@@ -6,20 +6,24 @@ import 'package:flutter/services.dart';
import 'package:wolf_3d_dart/wolf_3d_data.dart'; import 'package:wolf_3d_dart/wolf_3d_data.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart'; import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart'; import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_dart/wolf_3d_synth.dart'; import 'package:wolf_3d_flutter/audio/default_audio_backend.dart';
import 'package:wolf_3d_flutter/wolf_3d_input_flutter.dart'; import 'package:wolf_3d_flutter/wolf_3d_input_flutter.dart';
export 'audio/debug_music_player.dart' show DebugMusicPlayer;
export 'audio/wolf_audio.dart' show WolfAudio;
/// Coordinates asset discovery, audio initialization, and input reuse for apps. /// Coordinates asset discovery, audio initialization, and input reuse for apps.
class Wolf3d { class Wolf3d {
/// Creates an empty facade that must be initialized with [init]. /// Creates an empty facade that must be initialized with [init].
Wolf3d(); Wolf3d({EngineAudio? audioBackend})
: audio = audioBackend ?? createDefaultAudioBackend();
/// All successfully discovered or bundled game data sets. /// All successfully discovered or bundled game data sets.
final List<WolfensteinData> availableGames = []; final List<WolfensteinData> availableGames = [];
WolfensteinData? _activeGame; WolfensteinData? _activeGame;
/// Shared engine audio backend used by menus and gameplay sessions. /// Shared engine audio backend used by menus and gameplay sessions.
final EngineAudio audio = WolfAudio(); final EngineAudio audio;
/// Engine menu background color as 24-bit RGB. /// Engine menu background color as 24-bit RGB.
int menuBackgroundRgb = 0x890000; int menuBackgroundRgb = 0x890000;
+1
View File
@@ -14,6 +14,7 @@ dependencies:
flutter: flutter:
sdk: flutter sdk: flutter
wolf_3d_assets: any wolf_3d_assets: any
audioplayers: ^6.6.0
dev_dependencies: dev_dependencies:
flutter_test: flutter_test: