// Audio.cpp (implementation)
void AudioSystem::InitializeVulkanResources() {
// Get Vulkan device from the engine
auto& device = m_Engine.GetVulkanDevice();
// Create compute shader module
auto shaderCode = LoadShaderFile("shaders/hrtf_processing.comp.spv");
vk::ShaderModuleCreateInfo shaderModuleCreateInfo({}, shaderCode.size() * sizeof(uint32_t),
reinterpret_cast<const uint32_t*>(shaderCode.data()));
m_VulkanResources.computeShaderModule = vk::raii::ShaderModule(device, shaderModuleCreateInfo);
// Create descriptor set layout
std::array<vk::DescriptorSetLayoutBinding, 3> bindings = {
// Input audio buffer
vk::DescriptorSetLayoutBinding(0, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eCompute),
// Output audio buffer
vk::DescriptorSetLayoutBinding(1, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eCompute),
// HRTF data buffer
vk::DescriptorSetLayoutBinding(2, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eCompute)
};
vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo({}, bindings);
m_VulkanResources.descriptorSetLayout = vk::raii::DescriptorSetLayout(device, descriptorSetLayoutCreateInfo);
// Create pipeline layout
vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo({}, *m_VulkanResources.descriptorSetLayout);
m_VulkanResources.pipelineLayout = vk::raii::PipelineLayout(device, pipelineLayoutCreateInfo);
// Create compute pipeline
vk::PipelineShaderStageCreateInfo shaderStageCreateInfo({}, vk::ShaderStageFlagBits::eCompute,
*m_VulkanResources.computeShaderModule, "main");
vk::ComputePipelineCreateInfo computePipelineCreateInfo({}, shaderStageCreateInfo,
*m_VulkanResources.pipelineLayout);
m_VulkanResources.computePipeline = vk::raii::Pipeline(device, nullptr, computePipelineCreateInfo);
// Create descriptor pool
std::array<vk::DescriptorPoolSize, 1> poolSizes = {
vk::DescriptorPoolSize(vk::DescriptorType::eStorageBuffer, 3)
};
vk::DescriptorPoolCreateInfo descriptorPoolCreateInfo({}, 1, poolSizes);
m_VulkanResources.descriptorPool = vk::raii::DescriptorPool(device, descriptorPoolCreateInfo);
// Allocate descriptor sets
vk::DescriptorSetAllocateInfo descriptorSetAllocateInfo(*m_VulkanResources.descriptorPool,
1, &*m_VulkanResources.descriptorSetLayout);
m_VulkanResources.descriptorSets = vk::raii::DescriptorSets(device, descriptorSetAllocateInfo);
// Create buffers for audio data
// In a real implementation, you would size these appropriately and handle multiple frames
CreateBuffer(device, sizeof(float) * 1024, vk::BufferUsageFlagBits::eStorageBuffer,
m_VulkanResources.inputBuffer, m_VulkanResources.inputBufferMemory);
CreateBuffer(device, sizeof(float) * 2048, vk::BufferUsageFlagBits::eStorageBuffer,
m_VulkanResources.outputBuffer, m_VulkanResources.outputBufferMemory);
CreateBuffer(device, sizeof(float) * 512, vk::BufferUsageFlagBits::eStorageBuffer,
m_VulkanResources.hrtfBuffer, m_VulkanResources.hrtfBufferMemory);
// Update descriptor sets
std::array<vk::DescriptorBufferInfo, 3> bufferInfos = {
vk::DescriptorBufferInfo(*m_VulkanResources.inputBuffer, 0, VK_WHOLE_SIZE),
vk::DescriptorBufferInfo(*m_VulkanResources.outputBuffer, 0, VK_WHOLE_SIZE),
vk::DescriptorBufferInfo(*m_VulkanResources.hrtfBuffer, 0, VK_WHOLE_SIZE)
};
std::array<vk::WriteDescriptorSet, 3> descriptorWrites = {
vk::WriteDescriptorSet(*m_VulkanResources.descriptorSets[0], 0, 0, 1,
vk::DescriptorType::eStorageBuffer, nullptr, &bufferInfos[0]),
vk::WriteDescriptorSet(*m_VulkanResources.descriptorSets[0], 1, 0, 1,
vk::DescriptorType::eStorageBuffer, nullptr, &bufferInfos[1]),
vk::WriteDescriptorSet(*m_VulkanResources.descriptorSets[0], 2, 0, 1,
vk::DescriptorType::eStorageBuffer, nullptr, &bufferInfos[2])
};
device.updateDescriptorSets(descriptorWrites, {});
// Create command pool and command buffer
vk::CommandPoolCreateInfo commandPoolCreateInfo({}, m_Engine.GetVulkanQueueFamilyIndex());
m_VulkanResources.commandPool = vk::raii::CommandPool(device, commandPoolCreateInfo);
vk::CommandBufferAllocateInfo commandBufferAllocateInfo(*m_VulkanResources.commandPool,
vk::CommandBufferLevel::ePrimary, 1);
auto commandBuffers = vk::raii::CommandBuffers(device, commandBufferAllocateInfo);
m_VulkanResources.commandBuffer = std::move(commandBuffers[0]);
}
void AudioSystem::ProcessAudioWithVulkan(float* inputBuffer, float* outputBuffer, size_t frameCount) {
if (!m_HRTFEnabled || !m_HRTFDatabase) {
// If HRTF is disabled, just copy input to output (or do simple stereo panning)
memcpy(outputBuffer, inputBuffer, frameCount * sizeof(float));
return;
}
auto& device = m_Engine.GetVulkanDevice();
auto& queue = m_Engine.GetVulkanComputeQueue();
// Copy input audio data to the input buffer
void* data;
vkMapMemory(device, *m_VulkanResources.inputBufferMemory, 0, frameCount * sizeof(float), 0, &data);
memcpy(data, inputBuffer, frameCount * sizeof(float));
vkUnmapMemory(device, *m_VulkanResources.inputBufferMemory);
// Update HRTF data based on source positions
// In a real implementation, you would update this for each sound source
// For simplicity, we're just using a single HRTF filter here
const auto& hrtfData = m_HRTFDatabase->GetHRTFData(0.0f, 0.0f);
vkMapMemory(device, *m_VulkanResources.hrtfBufferMemory, 0, sizeof(HRTFData), 0, &data);
memcpy(data, &hrtfData, sizeof(HRTFData));
vkUnmapMemory(device, *m_VulkanResources.hrtfBufferMemory);
// Record command buffer
vk::CommandBufferBeginInfo beginInfo(vk::CommandBufferUsageFlagBits::eOneTimeSubmit);
m_VulkanResources.commandBuffer.begin(beginInfo);
m_VulkanResources.commandBuffer.bindPipeline(vk::PipelineBindPoint::eCompute, *m_VulkanResources.computePipeline);
m_VulkanResources.commandBuffer.bindDescriptorSets(vk::PipelineBindPoint::eCompute,
*m_VulkanResources.pipelineLayout, 0,
*m_VulkanResources.descriptorSets[0], {});
// Dispatch compute shader
// The workgroup size should match what's defined in the shader
m_VulkanResources.commandBuffer.dispatch(frameCount / 64 + 1, 1, 1);
m_VulkanResources.commandBuffer.end();
// Submit command buffer
vk::SubmitInfo submitInfo({}, {}, *m_VulkanResources.commandBuffer);
queue.submit(submitInfo, nullptr);
queue.waitIdle();
// Copy output audio data from the output buffer
vkMapMemory(device, *m_VulkanResources.outputBufferMemory, 0, frameCount * 2 * sizeof(float), 0, &data);
memcpy(outputBuffer, data, frameCount * 2 * sizeof(float));
vkUnmapMemory(device, *m_VulkanResources.outputBufferMemory);
}
void AudioSystem::Update(float deltaTime) {
// Process all active audio sources
for (auto& source : m_Sources) {
if (source->IsPlaying()) {
// Get audio data from the source
auto clip = source->GetClip();
if (!clip) continue;
// Calculate spatial position relative to listener
glm::vec3 relativePosition = source->GetPosition() - m_Listener.GetPosition();
// Rotate relative position based on listener orientation
glm::mat3 listenerOrientation(
glm::cross(m_Listener.GetForward(), m_Listener.GetUp()),
m_Listener.GetUp(),
-m_Listener.GetForward()
);
relativePosition = listenerOrientation * relativePosition;
// Calculate azimuth and elevation
float distance = glm::length(relativePosition);
float azimuth = atan2(relativePosition.x, relativePosition.z);
float elevation = atan2(relativePosition.y, sqrt(relativePosition.x * relativePosition.x + relativePosition.z * relativePosition.z));
// Get audio data from the clip
const float* audioData = clip->GetData() + source->GetCurrentSample();
size_t remainingSamples = clip->GetSampleCount() - source->GetCurrentSample();
size_t framesToProcess = std::min(remainingSamples, size_t(1024));
// Process audio with HRTF using Vulkan
float processedAudio[2048]; // Stereo output (2 channels)
ProcessAudioWithVulkan(const_cast<float*>(audioData), processedAudio, framesToProcess);
// Send processed audio to the audio backend
// ...
// Update source state
source->IncrementSample(framesToProcess);
}
}
}