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Disclaimer (Please read!)

This document covers important details about working with the library, as there are some special compilation instructions.

To properly setup the library please read the sections "Custom Flags", "Requirements" & "Building an application with HaxeAL-Soft" carefully. Don't worry, it's nothing complicated!

Should you have any questions don't be afraid to ask me on Discord (yanniz06).

About HaxeAL-Soft

HaxeAL Soft is a haxe 4.3.0 library including native c++ bindings for openal-soft 1.23.1.

It incorporates nearly every feature OpenAL Soft offers, from EFX-Extension handlers (and soon their presets) to full 3D environmental audio support and audio recording!

As it is a native c++ library it will also only work on c++ targets. This also means you need HXCPP, check out the Haxe website for a comprehensive explanation.

You can download it as a haxelib here: https://lib.haxe.org/p/HaxeAL-Soft/

Alternatively, you can easily build HaxeAL-Soft yourself by cloning the repo and following the given instructions (Building HaxeAL-Soft locally).

Documentation on the library can be found here: https://yanniz06.github.io/HaxeAL-Soft/

How to properly use the library is explained in the following sections.

Implemented Features

  • Full ALC and AL Integration
  • Audio Recording
  • Full EFX Integration
  • Extension support
  • Flags for "customization" of the library

Left-out Features

  • Extensions deemed not necessary enough to implement

Custom Flags

HAXEAL_DEBUG:

Enables multiple debug traces on certain functions (deletion and creation to be exact).

HAXEAL_INLINE_OPT_SMALL:

Enables inlining for all HaxeAL operations that dont increase compiled code size, which reduces performance cost but does not allow those operations to be called at runtime using Reflect.

HAXEAL_INLINE_OPT_BIG:

Enables inlining for ALL HaxeAL operations, which reduces performance cost but may increase compiled code size and disallows those operations from being called at runtime using Reflect.

HAXEAL_APP_PATH:

The path to your executeable application, starting from the root directory of your project (typically in which your build.hxml or similar file resides in).

If this flag is not set, the library will attempt to find the path, going off of the compilers default output path aswell as the default executeable name. If a custom name for the executeable has been set via the HAXE_OUTPUT_FILE flag, that one is picked, otherwise it defaults to the name of your Main class.

The path SHOULD also include the name of your executeable file, an example for a path would be "export/windows/Game.exe". This flag is especially useful when working with game frameworks that set their own export folder (which the library in most cases will fail to find on its own).

It is necessary to be set if you want to ensure the OpenAL32.dll file is put into the right folder. If you have a debug build that is not in the same folder as your release build you MUST put the OpenAL32.dll file into the debug folder aswell.

The functionality of the HAXEAL_DEBUG_SOFT_LOGLEVEL also depends on this flag being set up properly.

HAXEAL_DEBUG_SOFT_LOGLEVEL:

Enables OpenAL-Soft debug logs when set to a value from 1 to 3.

  • 1 - Prints out errors only
  • 2 - Prints out warnings and errors
  • 3 - Prints out additional information, as well as warnings and errors

When compiling with this flag set to one of the valid values, four files are generated to the HAXEAL_APP_PATH folder "releaseWinLogRun.bat", "debugWinLogRun.bat", "releaseUnixLogRun.sh" & "debugUnixLogRun.sh".

Scripts starting with release will launch the release version of the executeable, while scripts starting with debug will launch the debug version (this only applies if the release and debug version are exported to the same folder, otherwise just set HAXEAL_APP_PATH to the folder your debug executeable is in, and if the executeable is not postfixed with "-debug" just run the regular release script in the debug folder).

Unix scripts are meant for linux support, batch for windows. While running these scripts a file named "openal_log.txt" is generated, in which you will find the generated OpenAL-Soft debug logs after the program has finished executing and the script has closed.

There will be no logging if you do not run the scripts. HAXEAL_DEBUG is not required for this flag to work!

Requirements (both for application user and programmer)

  • OpenAL MIGHT need to be installed on the Computer if the local app-specific OpenAL-Soft installation does not work (via the https://www.openal.org/downloads/ OpenAL 1.1 Windows Installer for example, HOWEVER this SHOULD not be a problem if HAXEAL_APP_PATH is configured CORRECTLY.)

Building an application with HaxeAL-Soft

Install HaxeAL-Soft as a haxelib from https://lib.haxe.org/p/HaxeAL-Soft/ and add it as a haxelib to your project.

Make sure to set the necessary flags as described in the "Custom Flags" section.

Compiling

During your initial compilation (the one that creates the output folder), HaxeAL-Soft will not properly initialize as it depends on some files to already exist when building. Once your initial compilation is done you must recompile for all the flags to be set and the library to properly initialize.

Compile Platforms (New)

HaxeAL-Soft can be compiled to and on a variety of platforms in theory, in practice it's a bit more complicated (because I do not know much about cross platform development). Usually the platform you're compiling on should be picked automatically, if that is not the case however please follow the steps of the compiler error message that is generated.

Windows

Windows is the easiest platform to compile to/on.

Setting the HXCPP_M32 flag (using -D HXCPP_M32 on the commandline or your build.hxml) will build a 32-bit version of the library. The 32-bit version might come with some faults and restrictions, feel free to report any issues. If the HXCPP_M64 flag (or neither of these two flags) has been set, the 64-bit version will compile instead.

If you compile 32- and 64-bit in the same output folder, its best to delete the output folder if you're switching from one variant to the other to avoid linking errors.

Linux, Mac & Iphone

Linux comes with a downloadable OpenAL package, there seem to be various ones so if you are compiling on linux install one of those (https://stackoverflow.com/questions/11195372/how-to-install-openal-sdk-on-ubuntu). Possible 32bit compiling on Linux could be achieved via (https://archlinux.org/packages/multilib/x86_64/lib32-openal/).

Mac & Iphone already have OpenAL installed, so if you are compiling on one of those you should not need to do anything else.

Please keep in mind none of these 3 were able to be tested, and when it comes to compiling to these platforms I could not find much of anything online. Feel free to contribute if necessary, and I will update apropiately.

IMPORTANT NOTE: As some flags being set change how the Haxe language server extension (for Visual Studio Code) acts you should make sure to compile projects using HaxeAL-Soft twice as early as you can into development.

Usage of extensions

If you want to use the EFX extension make sure to run HaxeEFX.initEFX after context initialization!

All other extensions that have been pre-implemented do not require being initialized, however you should check if they're available first (the documentation assists you in how to do that).

Workflow

As Haxe does not really require working with pointers, functions you would pass pointers into in OpenAL-Soft to retrieve data from objects, now instead just return the value. Generally the library has been built to contain as little cpp types as possible.

Apart from these quirks working with the library is about the same as working with OpenAL-Soft.

Building HaxeAL-Soft locally

Building HaxeAL Soft is just as simple as building any other haxe application.

  1. Open the folder you cloned the repo to in any shell or commandline
  2. Move Main.hx out of tests into source & build.hxml out of tests into the project directory
  3. Run haxe build.hxml in the application you have the folder opened in (twice, as instructed in the section prior)
  4. If compiled with no errors, make sure the output folder has been generated
  5. To run the HaxeAL Soft build, move into the generated output directory (by doing cd output for example) and run ./OpenAL_Test.exe OR
  6. Use the LogRun scripts generated after the second compile

Congrats, you have built and ran HaxeAL-Soft!!

Regarding Issues

If you happen to find any issues while compiling builds, please set up an Issue under the Issues tab.

The information the issue should contain is given in the setup issue template.

Regarding Pull Requests

Pull requests are greatly appreciated, so long as they follow a similar structure to the rest of the project (however suggestions for different structuring are also welcome).

Please mark your PR's appropiately to keep management easy.

In short its only really important to differentiate between issue/bugfixes, improvement suggestions and the adding of new features.

The Code Structure

This segment defines the Code structure for this library pre 1.2.2. Please note that the new structure is a bit different and does not use cpp.Pointer for array operations.

File Placement

Having good folder and file management is certainly not unimportant while making a nice and easy to work with library.

C(++) to Haxe Native Binding Files all go into the haxeal/bindings folder, under the name of the header file they are creating bindings for.

Native Hx to regular std-type Hx Files all go into the haxeal folder, under the same name of their bindings folder counterparts with a "Haxe" prefix. Example: Context -> HaxeContext

Testing and everything else goes into the tests folder. Make sure to not submit any PR's that contain output directories!

Differentiating between Native Binding and Regular Std-Type Hx Files

Native Binding Files

These are the files that create the native C++ bindings between OpenAL-Soft and Haxe.

Every binding file is an extern and makes use of the @:native and @:include compiler metadata.

The bindings are oriented towards the respective header (.h) files in the openal/includes folder.

Binding Example

If you wanted to bind the alcCreateContext function, you would first locate the header file its located in (alc.h).

If an extern class for this header file doesnt already exist, you create one using the following syntax:

@:unreflective @:keep // makes sure dce doesnt remove it
@:include("alc.h") // we want our extern to bind functions from alc (which also has our createContext function)
extern class ALC {}

Now that we have told the compiler to include alc.h into our extern ALC class, we can create our bind for alcCreateContext in it.

@:unreflective @:keep
@:include("alc.h")
extern class ALC {
 //Since we included alc.h, the compiler knows our native refers to the alcCreateContext function defined in alc.h
	@:native("alcCreateContext")
	static function createContext(?):?;
}

To find out what the arguments and return type are we need a tiny bit of c++ knowledge, but dont worry its really simple actually.

ALC_API ALCcontext* ALC_APIENTRY alcCreateContext(ALCdevice *device, const ALCint *attrlist) ALC_API_NOEXCEPT;

We can safely ignore ALC_API, ALC_APIENTRY and ALC_API_NOEXCEPT here and shorten it down to:

ALCcontext* alcCreateContext(ALCdevice *device, const ALCint *attrlist);

Which now just reads as:

ReturnType functionName(ArgumentType argumentName);

Now that we can dissect the function we just need to fill everything in.

Every type that is followed by a * translates into cpp.Star<Type>, meaning that ALCcontext* translates into cpp.Star<ALCcontext>.

Our problem now is that we dont have ALCcontext defined as a class yet, so we will quickly do that and name it ALContext for ease of use.


image

ALCcontext is defined as a structure in alc.h, so we include it.

To make sure the compiler properly parses interactions with our ALContext class, we also append the @:structAccess metadata (necessary for structures).

Finally, we append the @:native metadata with the argument 'ALCcontext', which works the same way as getting a function from an included file, just that we are now getting a type.

The result should look like this:

@:unreflective @:keep
@:include("alc.h") @:structAccess @:native('ALCcontext')
extern class ALContext {}

Now we can use ALContext as an argument whenever the native c++ code expects an argument or return value of type ALCcontext.


The first argument is of type ALCdevice, which is the same deal as ALCcontext.

ALCdevice is defined inside of alc.h aswell so we can repeat the same procedure and just change up the names.

Now we have the second argument, which is of type ALCint and defined as a const argument.

If we search ALCint in alc.h, we can find it defined as a regular Int:

image

Hence, the representative type is also an Int.

The haxe Type representing a star const argument is cpp.ConstStar<T>, however as that has remained hard to work with we will use cpp.Pointer instead.


Now we finally have all our types figured out.

The first argument is of type Star<ALDevice> (we define ALCdevice as ALDevice for ease of use), the second of type Pointer<Int>, and the return value is of type Star<ALContext>.

This process can be repeated for every other function in every other header aswell and always work in the same way, minus few exceptions like a const argument with a star of type Char being a standalone cpp.ConstCharStar.

The binding with all our correct haxe types should now look like this:

	@:native("alcCreateContext")
	static function createContext(device:Star<ALDevice>, attributes:Pointer<Int>):Star<ALContext>;

Regular Std-Type Hx Files

These are the files that users of the library will use to make interacting with our binds easier.

These are regular classes that contain the same functions as their extern counterparts, however their class name (and the file name aswell) have "Haxe" appended before, which is crucial to keeping compatibility with the extern generated file by the same name (it doesnt matter what package it is in, it will try to replace it nonetheless and will throw a dozen of cpp errors at you about wrong syntax despite everything being right).

The arguments and return types for these functions should not contain any cpp package objects, and instead make use of easy to use non cpp objects.

For example every instance of cpp.Star<Int> inside of a function argument or return type should be switched to just Int, while the actual function body handles turning the Int handed in into a cpp.Star<Int> for the bind to work with.

@:unreflective @:keep
@:include('intExamp.h')
extern class IntExamp {
 @:native('exampGetInt')
 static function getInt(myInt:Star<Int>):Star<Int> {};
}

//...

import bindings.IntExamp as IntImp;
class HaxeIntExamp {
 /**
 * Returns the proper Integer value of ´myInt´
 * @param myInt The Int you want to get the proper value of.
 */
 public static function getInt(myInt:cpp.Reference<Int>):Int {
  return Native.get(IntImp.getInt(Native.addressOf(myInt)));
 }
}

These files may also include bonus functions to make usage easier, for example while the extern AL class may not include a function called "getErrorString" as its not included in the al.h class, the Regular Std-Type Hx file may freely do so and have the content be whatever it fits (in this case return a readable string version of the error code getError returns), as long as they are suited for that class contextually (ALC handling functions shouldnt go into the AL Regular but instead the ALC Regular).

Code documentation

It is recommended to have the vscode codedox extension by wiggin77 installed.

All Regular Std-Type Hx Files and their functions should be documented as seen in this example, short and concise but enough to let the user of the library know how most of the things work. image

That is about all the rules set up for documentation, you're not forced to document functions you implement because I'll gladly take care of it, but it could of course be helpful!