caudio/tests/Stress_Test/main.cpp
Joshua Jones 2132eea8bf Added a small spreadsheet with performance information
Changed the 3d tutorial to use the move convenience function in order to have proper doppler effects.
Added relative seek ability to cAudio source.
Updated decoders to have a flag if the data they are working with is valid for their decoder (isValid).
Added reference counting to IAudio, IAudioDecoder, and IDataSource
Added better error checking in cAudio sources and they will do a better job of detecting if they are invalid.
Fixed the spelling on cWavAudioDecoderFactory.h
Ogg decoder support for the isValid check.
Time seek ability added to cRawDecoder
Rewrote cWavDecoder.  It will now read slightly malformed wav files (and conforms to the wav spec), no longer has a bug where 8 bit mono audio samples will play twice as fast as 16 bit mono samples, proper bounds checking to make sure only the audio data is sent to the audio source, and time seeking abilities.  The decoder does not support channels over 2, compressed wavs, wavs with more than 1 data or fmt block, or any other blocks that may be present in a wav file.  All unsupported blocks will be ignored.
2009-12-07 22:25:08 +00:00

150 lines
4.9 KiB
C++

//****************************************************************
//cAudio 1.7.1 Stress Test
//Used to push cAudio to its limits
//****************************************************************
#include <iostream>
#include <string>
#include <math.h>
#include <time.h>
#include <stdlib.h>
//Include IAudioManager so we can easily work with cAudio
#include "../../include/IAudioManager.h"
//Include IAudio so we can create cAudio objects
#include "../../include/IAudio.h"
//Include The cAudio vector class
#include "../../include/cVector3.h"
//Include our version of Sleep to free CPU usage
#include "../../include/cAudioSleep.h"
//Include the logger interface
#include "../../include/ILogger.h"
using namespace std;
#define MAXAUDIOSOURCES 64
#define TESTDURATION 10
cAudio::IAudio* AudioSources[MAXAUDIOSOURCES];
inline float getRandomFloat(float fMin, float fMax)
{
float fUnit = float(rand( )) / RAND_MAX;
float fDiff = fMax - fMin;
return fMin + fUnit * fDiff;
}
int main(int argc, char* argv[])
{
//Some fancy text
cout << "cAudio 1.7.1 Stress Test \n \n";
srand(time(NULL));
unsigned int startTick = clock();
//Create an uninitialized Audio Manager
cAudio::IAudioManager* manager = cAudio::createAudioManager(false);
//Limit the severity of log messages to just warnings, for best performance
cAudio::getLogger()->setLogLevel(cAudio::ELL_WARNING);
if(manager)
{
//Allow the user to choose a playback device
/*cout << "Available Playback Devices: \n";
unsigned int deviceCount = manager->getAvailableDeviceCount();
std::string defaultDeviceName = manager->getDefaultDeviceName();
for(unsigned int i=0; i<deviceCount; ++i)
{
std::string deviceName = manager->getAvailableDeviceName(i);
if(deviceName.compare(defaultDeviceName) == 0)
cout << i << "): " << deviceName << " [DEFAULT] \n";
else
cout << i << "): " << deviceName << " \n";
}
cout << std::endl;
cout << "Choose a device by number: ";
unsigned int deviceSelection = 0;
cin >> deviceSelection;
cout << std::endl;*/
//Initialize the manager with the user settings
//manager->initialize(manager->getAvailableDeviceName(deviceSelection));
manager->initialize(NULL);
//Grab the listener object, which allows us to manipulate where "we" are in the world
//It's useful to bind this to a camera if you are using a 3d graphics engine
cAudio::IListener* listener = manager->getListener();
cout << "Creating " << MAXAUDIOSOURCES << " sources. \n";
unsigned int startTick = clock();
for(unsigned int i=0; i<MAXAUDIOSOURCES; ++i)
{
AudioSources[i] = manager->createFromFile("bling", "../../media/bling.ogg", false);
}
unsigned int endTick = clock();
unsigned int elaspedTicks = endTick - startTick;
cout << "Took " << (float)elaspedTicks/(float)CLOCKS_PER_SEC << " seconds. \n \n";
cout << "Telling " << MAXAUDIOSOURCES << " sources to play (in 3D). \n";
startTick = clock();
for(unsigned int i=0; i<MAXAUDIOSOURCES; ++i)
{
if(AudioSources[i])
{
AudioSources[i]->play3d(cAudio::cVector3(getRandomFloat(-100,100),getRandomFloat(-100,100),getRandomFloat(-100,100)),2.0f,true);
AudioSources[i]->setMinDistance(10.0f);
AudioSources[i]->setMaxDistance(200.0f);
}
}
endTick = clock();
elaspedTicks = endTick - startTick;
cout << "Took " << (float)elaspedTicks/(float)CLOCKS_PER_SEC << " seconds. \n \n";
cout << "Playing and moving all sources (" << MAXAUDIOSOURCES << ") for " << TESTDURATION << " seconds. \n";
unsigned int currentTick = clock();
unsigned int currentCycle = 0;
while(currentTick < (TESTDURATION*CLOCKS_PER_SEC))
{
for(unsigned int i=0; i<MAXAUDIOSOURCES; ++i)
{
if(AudioSources[i])
{
AudioSources[i]->move(AudioSources[i]->getPosition() + cAudio::cVector3(getRandomFloat(-10,10),getRandomFloat(-10,10),getRandomFloat(-10,10)));
++currentCycle;
}
}
currentTick = clock();
}
cout << "Did " << currentCycle << " source moves in " << TESTDURATION << " seconds. \n";
cout << "Average Moves Per Second: " << (((float)currentCycle)/(float)TESTDURATION) << " \n";
cout << "Average Frames (All audio sources moved) Per Second: " << (((float)currentCycle/(float)MAXAUDIOSOURCES)/(float)TESTDURATION) << " \n \n";
std::cout << std::endl;
cout << "Deleting " << MAXAUDIOSOURCES << " sources. \n";
startTick = clock();
//Delete all IAudio sounds
manager->release();
endTick = clock();
elaspedTicks = endTick - startTick;
cout << "Took " << (float)elaspedTicks/(float)CLOCKS_PER_SEC << " seconds. \n \n";
//Shutdown cAudio
manager->shutDown();
cAudio::destroyAudioManager(manager);
}
else
{
std::cout << "Failed to create audio playback manager. \n";
}
std::cout << "Press any key to quit \n";
std::cin.get();
//std::cin.get();
return 0;
}