mirror of
https://github.com/SquidDev-CC/CC-Tweaked
synced 2024-11-16 23:04:53 +00:00
205 lines
10 KiB
Markdown
205 lines
10 KiB
Markdown
---
|
||
module: [kind=guide] speaker_audio
|
||
see: speaker.playAudio Play PCM audio using a speaker.
|
||
see: cc.audio.dfpwm Provides utilities for encoding and decoding DFPWM files.
|
||
---
|
||
|
||
# Playing audio with speakers
|
||
CC: Tweaked's speaker peripheral provides a powerful way to play any audio you like with the @{speaker.playAudio}
|
||
method. However, for people unfamiliar with digital audio, it's not the most intuitive thing to use. This guide provides
|
||
an introduction to digital audio, demonstrates how to play music with CC: Tweaked's speakers, and then briefly discusses
|
||
the more complex topic of audio processing.
|
||
|
||
## A short introduction to digital audio
|
||
When sound is recorded it is captured as an analogue signal, effectively the electrical version of a sound
|
||
wave. However, this signal is continuous, and so can't be used directly by a computer. Instead, we measure (or *sample*)
|
||
the amplitude of the wave many times a second and then *quantise* that amplitude, rounding it to the nearest
|
||
representable value.
|
||
|
||
This representation of sound - a long, uniformally sampled list of amplitudes is referred to as [Pulse-code
|
||
Modulation][PCM] (PCM). PCM can be thought of as the "standard" audio format, as it's incredibly easy to work with. For
|
||
instance, to mix two pieces of audio together, you can just add samples from the two tracks together and take the average.
|
||
|
||
CC: Tweaked's speakers also work with PCM audio. It plays back 48,000 samples a second, where each sample is an integer
|
||
between -128 and 127. This is more commonly referred to as 48kHz and an 8-bit resolution.
|
||
|
||
Let's now look at a quick example. We're going to generate a [Sine Wave] at 220Hz, which sounds like a low monotonous
|
||
hum. First we wrap our speaker peripheral, and then we fill a table (also referred to as a *buffer*) with 128×1024
|
||
samples - this is the maximum number of samples a speaker can accept in one go.
|
||
|
||
In order to fill this buffer, we need to do a little maths. We want to play 220 sine waves each second, where each sine
|
||
wave completes a full oscillation in 2π "units". This means one seconds worth of audio is 2×π×220 "units" long. We then
|
||
need to split this into 48k samples, basically meaning for each sample we move 2×π×220/48k "along" the sine curve.
|
||
|
||
```lua {data-peripheral=speaker}
|
||
local speaker = peripheral.find("speaker")
|
||
|
||
local buffer = {}
|
||
local t, dt = 0, 2 * math.pi * 220 / 48000
|
||
for i = 1, 128 * 1024 do
|
||
buffer[i] = math.floor(math.sin(t) * 127)
|
||
t = (t + dt) % (math.pi * 2)
|
||
end
|
||
|
||
speaker.playAudio(buffer)
|
||
```
|
||
|
||
## Streaming audio
|
||
You might notice that the above snippet only generates a short bit of audio - 2.7s seconds to be precise. While we could
|
||
try increasing the number of loop iterations, we'll get an error when we try to play it through the speaker: the sound
|
||
buffer is too large for it to handle.
|
||
|
||
Our 2.7 seconds of audio is stored in a table with over 130 _thousand_ elements. If we wanted to play a full minute of
|
||
sine waves (and why wouldn't you?), you'd need a table with almost 3 _million_. Suddenly you find these numbers adding
|
||
up very quickly, and these tables take up more and more memory.
|
||
|
||
Instead of building our entire song (well, sine wave) in one go, we can produce it in small batches, each of which get
|
||
passed off to @{speaker.playAudio} when the time is right. This allows us to build a _stream_ of audio, where we read
|
||
chunks of audio one at a time (either from a file or a tone generator like above), do some optional processing to each
|
||
one, and then play them.
|
||
|
||
Let's adapt our example from above to do that instead.
|
||
|
||
```lua {data-peripheral=speaker}
|
||
local speaker = peripheral.find("speaker")
|
||
|
||
local t, dt = 0, 2 * math.pi * 220 / 48000
|
||
while true do
|
||
local buffer = {}
|
||
for i = 1, 16 * 1024 * 8 do
|
||
buffer[i] = math.floor(math.sin(t) * 127)
|
||
t = (t + dt) % (math.pi * 2)
|
||
end
|
||
|
||
while not speaker.playAudio(buffer) do
|
||
os.pullEvent("speaker_audio_empty")
|
||
end
|
||
end
|
||
```
|
||
|
||
It looks pretty similar to before, aside from we've wrapped the generation and playing code in a while loop, and added a
|
||
rather odd loop with @{speaker.playAudio} and @{os.pullEvent}.
|
||
|
||
Let's talk about this loop, why do we need to keep calling @{speaker.playAudio}? Remember that what we're trying to do
|
||
here is avoid keeping too much audio in memory at once. However, if we're generating audio quicker than the speakers can
|
||
play it, we're not helping at all - all this audio is still hanging around waiting to be played!
|
||
|
||
In order to avoid this, the speaker rejects any new chunks of audio if its backlog is too large. When this happens,
|
||
@{speaker.playAudio} returns false. Once enough audio has played, and the backlog has been reduced, a
|
||
@{speaker_audio_empty} event is queued, and we can try to play our chunk once more.
|
||
|
||
## Storing audio
|
||
PCM is a fantastic way of representing audio when we want to manipulate it, but it's not very efficient when we want to
|
||
store it to disk. Compare the size of a WAV file (which uses PCM) to an equivalent MP3, it's often 5 times the size.
|
||
Instead, we store audio in special formats (or *codecs*) and then convert them to PCM when we need to do processing on
|
||
them.
|
||
|
||
Modern audio codecs use some incredibly impressive techniques to compress the audio as much as possible while preserving
|
||
sound quality. However, due to CC: Tweaked's limited processing power, it's not really possible to use these from your
|
||
computer. Instead, we need something much simpler.
|
||
|
||
DFPWM (Dynamic Filter Pulse Width Modulation) is the de facto standard audio format of the ComputerCraft (and
|
||
OpenComputers) world. Originally popularised by the addon mod [Computronics], CC:T now has built-in support for it with
|
||
the @{cc.audio.dfpwm} module. This allows you to read DFPWM files from disk, decode them to PCM, and then play them
|
||
using the speaker.
|
||
|
||
Let's dive in with an example, and we'll explain things afterwards:
|
||
|
||
```lua {data-peripheral=speaker}
|
||
local dfpwm = require("cc.audio.dfpwm")
|
||
local speaker = peripheral.find("speaker")
|
||
|
||
local decoder = dfpwm.make_decoder()
|
||
for chunk in io.lines("data/example.dfpwm", 16 * 1024) do
|
||
local buffer = decoder(chunk)
|
||
|
||
while not speaker.playAudio(buffer) do
|
||
os.pullEvent("speaker_audio_empty")
|
||
end
|
||
end
|
||
```
|
||
|
||
Once again, we see the @{speaker.playAudio}/@{speaker_audio_empty} loop. However, the rest of the program is a little
|
||
different.
|
||
|
||
First, we require the dfpwm module and call @{cc.audio.dfpwm.make_decoder} to construct a new decoder. This decoder
|
||
accepts blocks of DFPWM data and converts it to a list of 8-bit amplitudes, which we can then play with our speaker.
|
||
|
||
As mentioned above, @{speaker.playAudio} accepts at most 128×1024 samples in one go. DFPMW uses a single bit for each
|
||
sample, which means we want to process our audio in chunks of 16×1024 bytes (16KiB). In order to do this, we use
|
||
@{io.lines}, which provides a nice way to loop over chunks of a file. You can of course just use @{fs.open} and
|
||
@{fs.BinaryReadHandle.read} if you prefer.
|
||
|
||
## Processing audio
|
||
As mentioned near the beginning of this guide, PCM audio is pretty easy to work with as it's just a list of amplitudes.
|
||
You can mix together samples from different streams by adding their amplitudes, change the rate of playback by removing
|
||
samples, etc...
|
||
|
||
Let's put together a small demonstration here. We're going to add a small delay effect to the song above, so that you
|
||
hear a faint echo a second and a half later.
|
||
|
||
In order to do this, we'll follow a format similar to the previous example, decoding the audio and then playing it.
|
||
However, we'll also add some new logic between those two steps, which loops over every sample in our chunk of audio, and
|
||
adds the sample from 1.5 seconds ago to it.
|
||
|
||
For this, we'll need to keep track of the last 72k samples - exactly 1.5 seconds worth of audio. We can do this using a
|
||
[Ring Buffer], which helps makes things a little more efficient.
|
||
|
||
```lua {data-peripheral=speaker}
|
||
local dfpwm = require("cc.audio.dfpwm")
|
||
local speaker = peripheral.find("speaker")
|
||
|
||
-- Speakers play at 48kHz, so 1.5 seconds is 72k samples. We first fill our buffer
|
||
-- with 0s, as there's nothing to echo at the start of the track!
|
||
local samples_i, samples_n = 1, 48000 * 1.5
|
||
local samples = {}
|
||
for i = 1, samples_n do samples[i] = 0 end
|
||
|
||
local decoder = dfpwm.make_decoder()
|
||
for chunk in io.lines("data/example.dfpwm", 16 * 1024) do
|
||
local buffer = decoder(chunk)
|
||
|
||
for i = 1, #buffer do
|
||
local original_value = buffer[i]
|
||
|
||
-- Replace this sample with its current amplitude plus the amplitude from 1.5 seconds ago.
|
||
-- We scale both to ensure the resulting value is still between -128 and 127.
|
||
buffer[i] = original_value * 0.6 + samples[samples_i] * 0.4
|
||
|
||
-- Now store the current sample, and move the "head" of our ring buffer forward one place.
|
||
samples[samples_i] = original_value
|
||
samples_i = samples_i + 1
|
||
if samples_i > samples_n then samples_i = 1 end
|
||
end
|
||
|
||
while not speaker.playAudio(buffer) do
|
||
os.pullEvent("speaker_audio_empty")
|
||
end
|
||
|
||
-- The audio processing above can be quite slow and preparing the first batch of audio
|
||
-- may timeout the computer. We sleep to avoid this.
|
||
-- There's definitely better ways of handling this - this is just an example!
|
||
sleep(0.05)
|
||
end
|
||
```
|
||
|
||
:::note Confused?
|
||
Don't worry if you don't understand this example. It's quite advanced, and does use some ideas that this guide doesn't
|
||
cover. That said, don't be afraid to ask on [GitHub Discussions] or [IRC] either!
|
||
:::
|
||
|
||
It's worth noting that the examples of audio processing we've mentioned here are about manipulating the _amplitude_ of
|
||
the wave. If you wanted to modify the _frequency_ (for instance, shifting the pitch), things get rather more complex.
|
||
For this, you'd need to use the [Fast Fourier transform][FFT] to convert the stream of amplitudes to frequencies,
|
||
process those, and then convert them back to amplitudes.
|
||
|
||
This is, I'm afraid, left as an exercise to the reader.
|
||
|
||
[Computronics]: https://github.com/Vexatos/Computronics/ "Computronics on GitHub"
|
||
[FFT]: https://en.wikipedia.org/wiki/Fast_Fourier_transform "Fast Fourier transform - Wikipedia"
|
||
[PCM]: https://en.wikipedia.org/wiki/Pulse-code_modulation "Pulse-code Modulation - Wikipedia"
|
||
[Ring Buffer]: https://en.wikipedia.org/wiki/Circular_buffer "Circular buffer - Wikipedia"
|
||
[Sine Wave]: https://en.wikipedia.org/wiki/Sine_wave "Sine wave - Wikipedia"
|
||
[GitHub Discussions]: https://github.com/cc-tweaked/CC-Tweaked/discussions
|
||
[IRC]: https://webchat.esper.net/?channels=computercraft "#computercraft on EsperNet"
|