Refactor audio handling in Wolfenstein 3D

- Updated main.dart to use NativeSubprocessAudio instead of CliSubprocessAudio.
- Introduced DebugMusicPlayer interface for music playback.
- Implemented NativeSubprocessAudio for native audio handling with subprocesses.
- Added SilentAudio class as a no-op fallback for audio.
- Removed deprecated FlutterAudioAdapter and default audio backend implementations.
- Integrated Wolf3dPlatformAudio to manage audio across platforms, selecting between NativeSubprocessAudio and an embedded audio player.
- Updated wolf_3d_engine.dart to use SilentAudio as the default audio backend.
- Cleaned up audio-related files and ensured proper audio initialization and playback functionality.

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-23 17:30:02 +01:00
parent ea6825341e
commit fdf84b3a9d
13 changed files with 151 additions and 545 deletions
+2 -2
View File
@@ -7,7 +7,7 @@ library;
import 'dart:io';
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_audio.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_engine.dart';
@@ -63,7 +63,7 @@ void main() async {
stdout.terminalLines,
),
input: CliInput(),
engineAudio: CliSubprocessAudio(),
engineAudio: NativeSubprocessAudio(),
onGameWon: () => stopAndExit(0),
onQuit: () => stopAndExit(0),
saveGamePersistence: DefaultSaveGamePersistence(),
@@ -1,422 +0,0 @@
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 }