Formatting pass
parent
7a754e1c90
commit
26dc361d31
444
AudioDevice.cs
444
AudioDevice.cs
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@ -1,277 +1,277 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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namespace MoonWorks.Audio
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{
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public class AudioDevice : IDisposable
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{
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public IntPtr Handle { get; }
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public byte[] Handle3D { get; }
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public IntPtr MasteringVoice { get; }
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public FAudio.FAudioDeviceDetails DeviceDetails { get; }
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public IntPtr ReverbVoice { get; }
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public class AudioDevice : IDisposable
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{
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public IntPtr Handle { get; }
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public byte[] Handle3D { get; }
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public IntPtr MasteringVoice { get; }
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public FAudio.FAudioDeviceDetails DeviceDetails { get; }
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public IntPtr ReverbVoice { get; }
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public float CurveDistanceScalar = 1f;
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public float DopplerScale = 1f;
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public float SpeedOfSound = 343.5f;
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public float CurveDistanceScalar = 1f;
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public float DopplerScale = 1f;
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public float SpeedOfSound = 343.5f;
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internal FAudio.FAudioVoiceSends ReverbSends;
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internal FAudio.FAudioVoiceSends ReverbSends;
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private readonly List<WeakReference<AudioResource>> resources = new List<WeakReference<AudioResource>>();
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private readonly List<WeakReference<StreamingSound>> streamingSounds = new List<WeakReference<StreamingSound>>();
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private readonly List<WeakReference<AudioResource>> resources = new List<WeakReference<AudioResource>>();
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private readonly List<WeakReference<StreamingSound>> streamingSounds = new List<WeakReference<StreamingSound>>();
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private bool IsDisposed;
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private bool IsDisposed;
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public unsafe AudioDevice()
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{
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FAudio.FAudioCreate(out var handle, 0, 0);
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Handle = handle;
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public unsafe AudioDevice()
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{
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FAudio.FAudioCreate(out var handle, 0, 0);
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Handle = handle;
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/* Find a suitable device */
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/* Find a suitable device */
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FAudio.FAudio_GetDeviceCount(Handle, out var devices);
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FAudio.FAudio_GetDeviceCount(Handle, out var devices);
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if (devices == 0)
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{
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Logger.LogError("No audio devices found!");
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Handle = IntPtr.Zero;
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FAudio.FAudio_Release(Handle);
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return;
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}
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if (devices == 0)
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{
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Logger.LogError("No audio devices found!");
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Handle = IntPtr.Zero;
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FAudio.FAudio_Release(Handle);
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return;
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}
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FAudio.FAudioDeviceDetails deviceDetails;
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FAudio.FAudioDeviceDetails deviceDetails;
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uint i = 0;
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for (i = 0; i < devices; i++)
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{
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FAudio.FAudio_GetDeviceDetails(
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Handle,
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i,
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out deviceDetails
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);
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if ((deviceDetails.Role & FAudio.FAudioDeviceRole.FAudioDefaultGameDevice) == FAudio.FAudioDeviceRole.FAudioDefaultGameDevice)
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{
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DeviceDetails = deviceDetails;
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break;
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}
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}
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uint i = 0;
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for (i = 0; i < devices; i++)
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{
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FAudio.FAudio_GetDeviceDetails(
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Handle,
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i,
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out deviceDetails
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);
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if ((deviceDetails.Role & FAudio.FAudioDeviceRole.FAudioDefaultGameDevice) == FAudio.FAudioDeviceRole.FAudioDefaultGameDevice)
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{
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DeviceDetails = deviceDetails;
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break;
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}
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}
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if (i == devices)
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{
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i = 0; /* whatever we'll just use the first one I guess */
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FAudio.FAudio_GetDeviceDetails(
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Handle,
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i,
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out deviceDetails
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);
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DeviceDetails = deviceDetails;
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}
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if (i == devices)
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{
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i = 0; /* whatever we'll just use the first one I guess */
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FAudio.FAudio_GetDeviceDetails(
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Handle,
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i,
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out deviceDetails
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);
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DeviceDetails = deviceDetails;
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}
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/* Init Mastering Voice */
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IntPtr masteringVoice;
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/* Init Mastering Voice */
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IntPtr masteringVoice;
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if (FAudio.FAudio_CreateMasteringVoice(
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Handle,
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out masteringVoice,
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FAudio.FAUDIO_DEFAULT_CHANNELS,
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FAudio.FAUDIO_DEFAULT_SAMPLERATE,
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0,
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i,
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IntPtr.Zero
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) != 0)
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{
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Logger.LogError("No mastering voice found!");
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Handle = IntPtr.Zero;
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FAudio.FAudio_Release(Handle);
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return;
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}
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if (FAudio.FAudio_CreateMasteringVoice(
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Handle,
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out masteringVoice,
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FAudio.FAUDIO_DEFAULT_CHANNELS,
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FAudio.FAUDIO_DEFAULT_SAMPLERATE,
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0,
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i,
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IntPtr.Zero
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) != 0)
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{
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Logger.LogError("No mastering voice found!");
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Handle = IntPtr.Zero;
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FAudio.FAudio_Release(Handle);
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return;
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}
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MasteringVoice = masteringVoice;
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MasteringVoice = masteringVoice;
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/* Init 3D Audio */
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/* Init 3D Audio */
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Handle3D = new byte[FAudio.F3DAUDIO_HANDLE_BYTESIZE];
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FAudio.F3DAudioInitialize(
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DeviceDetails.OutputFormat.dwChannelMask,
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SpeedOfSound,
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Handle3D
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);
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Handle3D = new byte[FAudio.F3DAUDIO_HANDLE_BYTESIZE];
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FAudio.F3DAudioInitialize(
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DeviceDetails.OutputFormat.dwChannelMask,
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SpeedOfSound,
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Handle3D
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);
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/* Init reverb */
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/* Init reverb */
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IntPtr reverbVoice;
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IntPtr reverbVoice;
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IntPtr reverb;
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FAudio.FAudioCreateReverb(out reverb, 0);
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IntPtr reverb;
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FAudio.FAudioCreateReverb(out reverb, 0);
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IntPtr chainPtr;
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chainPtr = Marshal.AllocHGlobal(
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Marshal.SizeOf<FAudio.FAudioEffectChain>()
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);
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IntPtr chainPtr;
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chainPtr = Marshal.AllocHGlobal(
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Marshal.SizeOf<FAudio.FAudioEffectChain>()
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);
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FAudio.FAudioEffectChain* reverbChain = (FAudio.FAudioEffectChain*) chainPtr;
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reverbChain->EffectCount = 1;
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reverbChain->pEffectDescriptors = Marshal.AllocHGlobal(
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Marshal.SizeOf<FAudio.FAudioEffectDescriptor>()
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);
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FAudio.FAudioEffectChain* reverbChain = (FAudio.FAudioEffectChain*) chainPtr;
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reverbChain->EffectCount = 1;
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reverbChain->pEffectDescriptors = Marshal.AllocHGlobal(
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Marshal.SizeOf<FAudio.FAudioEffectDescriptor>()
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);
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FAudio.FAudioEffectDescriptor* reverbDescriptor =
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(FAudio.FAudioEffectDescriptor*) reverbChain->pEffectDescriptors;
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FAudio.FAudioEffectDescriptor* reverbDescriptor =
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(FAudio.FAudioEffectDescriptor*) reverbChain->pEffectDescriptors;
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reverbDescriptor->InitialState = 1;
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reverbDescriptor->OutputChannels = (uint) (
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(DeviceDetails.OutputFormat.Format.nChannels == 6) ? 6 : 1
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);
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reverbDescriptor->pEffect = reverb;
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reverbDescriptor->InitialState = 1;
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reverbDescriptor->OutputChannels = (uint) (
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(DeviceDetails.OutputFormat.Format.nChannels == 6) ? 6 : 1
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);
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reverbDescriptor->pEffect = reverb;
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FAudio.FAudio_CreateSubmixVoice(
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Handle,
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out reverbVoice,
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1, /* omnidirectional reverb */
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DeviceDetails.OutputFormat.Format.nSamplesPerSec,
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0,
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0,
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IntPtr.Zero,
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chainPtr
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);
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FAudio.FAPOBase_Release(reverb);
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FAudio.FAudio_CreateSubmixVoice(
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Handle,
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out reverbVoice,
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1, /* omnidirectional reverb */
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DeviceDetails.OutputFormat.Format.nSamplesPerSec,
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0,
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0,
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IntPtr.Zero,
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chainPtr
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);
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FAudio.FAPOBase_Release(reverb);
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Marshal.FreeHGlobal(reverbChain->pEffectDescriptors);
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Marshal.FreeHGlobal(chainPtr);
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Marshal.FreeHGlobal(reverbChain->pEffectDescriptors);
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Marshal.FreeHGlobal(chainPtr);
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ReverbVoice = reverbVoice;
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ReverbVoice = reverbVoice;
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/* Init reverb params */
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// Defaults based on FAUDIOFX_I3DL2_PRESET_GENERIC
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/* Init reverb params */
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// Defaults based on FAUDIOFX_I3DL2_PRESET_GENERIC
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IntPtr reverbParamsPtr = Marshal.AllocHGlobal(
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Marshal.SizeOf<FAudio.FAudioFXReverbParameters>()
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);
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IntPtr reverbParamsPtr = Marshal.AllocHGlobal(
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Marshal.SizeOf<FAudio.FAudioFXReverbParameters>()
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);
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FAudio.FAudioFXReverbParameters* reverbParams = (FAudio.FAudioFXReverbParameters*) reverbParamsPtr;
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reverbParams->WetDryMix = 100.0f;
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reverbParams->ReflectionsDelay = 7;
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reverbParams->ReverbDelay = 11;
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reverbParams->RearDelay = FAudio.FAUDIOFX_REVERB_DEFAULT_REAR_DELAY;
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reverbParams->PositionLeft = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION;
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reverbParams->PositionRight = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION;
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reverbParams->PositionMatrixLeft = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX;
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reverbParams->PositionMatrixRight = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX;
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reverbParams->EarlyDiffusion = 15;
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reverbParams->LateDiffusion = 15;
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reverbParams->LowEQGain = 8;
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reverbParams->LowEQCutoff = 4;
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reverbParams->HighEQGain = 8;
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reverbParams->HighEQCutoff = 6;
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reverbParams->RoomFilterFreq = 5000f;
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reverbParams->RoomFilterMain = -10f;
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reverbParams->RoomFilterHF = -1f;
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reverbParams->ReflectionsGain = -26.0200005f;
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reverbParams->ReverbGain = 10.0f;
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reverbParams->DecayTime = 1.49000001f;
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reverbParams->Density = 100.0f;
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reverbParams->RoomSize = FAudio.FAUDIOFX_REVERB_DEFAULT_ROOM_SIZE;
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FAudio.FAudioVoice_SetEffectParameters(
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ReverbVoice,
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0,
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reverbParamsPtr,
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(uint) Marshal.SizeOf<FAudio.FAudioFXReverbParameters>(),
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0
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);
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Marshal.FreeHGlobal(reverbParamsPtr);
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FAudio.FAudioFXReverbParameters* reverbParams = (FAudio.FAudioFXReverbParameters*) reverbParamsPtr;
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reverbParams->WetDryMix = 100.0f;
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reverbParams->ReflectionsDelay = 7;
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reverbParams->ReverbDelay = 11;
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reverbParams->RearDelay = FAudio.FAUDIOFX_REVERB_DEFAULT_REAR_DELAY;
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reverbParams->PositionLeft = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION;
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reverbParams->PositionRight = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION;
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reverbParams->PositionMatrixLeft = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX;
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reverbParams->PositionMatrixRight = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX;
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reverbParams->EarlyDiffusion = 15;
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reverbParams->LateDiffusion = 15;
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reverbParams->LowEQGain = 8;
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reverbParams->LowEQCutoff = 4;
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reverbParams->HighEQGain = 8;
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reverbParams->HighEQCutoff = 6;
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reverbParams->RoomFilterFreq = 5000f;
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reverbParams->RoomFilterMain = -10f;
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reverbParams->RoomFilterHF = -1f;
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reverbParams->ReflectionsGain = -26.0200005f;
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reverbParams->ReverbGain = 10.0f;
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reverbParams->DecayTime = 1.49000001f;
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reverbParams->Density = 100.0f;
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reverbParams->RoomSize = FAudio.FAUDIOFX_REVERB_DEFAULT_ROOM_SIZE;
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FAudio.FAudioVoice_SetEffectParameters(
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ReverbVoice,
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0,
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reverbParamsPtr,
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(uint) Marshal.SizeOf<FAudio.FAudioFXReverbParameters>(),
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0
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);
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Marshal.FreeHGlobal(reverbParamsPtr);
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/* Init reverb sends */
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/* Init reverb sends */
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ReverbSends = new FAudio.FAudioVoiceSends
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{
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SendCount = 2,
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pSends = Marshal.AllocHGlobal(
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2 * Marshal.SizeOf<FAudio.FAudioSendDescriptor>()
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)
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};
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FAudio.FAudioSendDescriptor* sendDesc = (FAudio.FAudioSendDescriptor*) ReverbSends.pSends;
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sendDesc[0].Flags = 0;
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sendDesc[0].pOutputVoice = MasteringVoice;
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sendDesc[1].Flags = 0;
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sendDesc[1].pOutputVoice = ReverbVoice;
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}
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ReverbSends = new FAudio.FAudioVoiceSends
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{
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SendCount = 2,
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pSends = Marshal.AllocHGlobal(
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2 * Marshal.SizeOf<FAudio.FAudioSendDescriptor>()
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)
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};
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FAudio.FAudioSendDescriptor* sendDesc = (FAudio.FAudioSendDescriptor*) ReverbSends.pSends;
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sendDesc[0].Flags = 0;
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sendDesc[0].pOutputVoice = MasteringVoice;
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sendDesc[1].Flags = 0;
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sendDesc[1].pOutputVoice = ReverbVoice;
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}
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public void Update()
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{
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for (var i = streamingSounds.Count - 1; i >= 0; i--)
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{
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var weakReference = streamingSounds[i];
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if (weakReference.TryGetTarget(out var streamingSound))
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{
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streamingSound.Update();
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}
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else
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{
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streamingSounds.RemoveAt(i);
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}
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}
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}
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public void Update()
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{
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for (var i = streamingSounds.Count - 1; i >= 0; i--)
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{
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var weakReference = streamingSounds[i];
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if (weakReference.TryGetTarget(out var streamingSound))
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{
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streamingSound.Update();
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}
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else
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{
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streamingSounds.RemoveAt(i);
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}
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}
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}
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internal void AddDynamicSoundInstance(StreamingSound instance)
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{
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streamingSounds.Add(new WeakReference<StreamingSound>(instance));
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}
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internal void AddDynamicSoundInstance(StreamingSound instance)
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{
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streamingSounds.Add(new WeakReference<StreamingSound>(instance));
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}
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internal void AddResourceReference(WeakReference<AudioResource> resourceReference)
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{
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lock (resources)
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{
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resources.Add(resourceReference);
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}
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}
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internal void AddResourceReference(WeakReference<AudioResource> resourceReference)
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{
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lock (resources)
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{
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resources.Add(resourceReference);
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}
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}
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internal void RemoveResourceReference(WeakReference<AudioResource> resourceReference)
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{
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lock (resources)
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{
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resources.Remove(resourceReference);
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}
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}
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internal void RemoveResourceReference(WeakReference<AudioResource> resourceReference)
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{
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lock (resources)
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{
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resources.Remove(resourceReference);
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}
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}
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protected virtual void Dispose(bool disposing)
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{
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if (!IsDisposed)
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{
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if (disposing)
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{
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protected virtual void Dispose(bool disposing)
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{
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if (!IsDisposed)
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{
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if (disposing)
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{
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for (var i = streamingSounds.Count - 1; i >= 0; i--)
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{
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var weakReference = streamingSounds[i];
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if (weakReference.TryGetTarget(out var streamingSound))
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{
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streamingSound.Dispose();
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}
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{
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streamingSound.Dispose();
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}
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}
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streamingSounds.Clear();
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}
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}
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FAudio.FAudioVoice_DestroyVoice(ReverbVoice);
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FAudio.FAudioVoice_DestroyVoice(MasteringVoice);
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FAudio.FAudio_Release(Handle);
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FAudio.FAudio_Release(Handle);
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IsDisposed = true;
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}
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}
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IsDisposed = true;
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}
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}
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// TODO: override finalizer only if 'Dispose(bool disposing)' has code to free unmanaged resources
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~AudioDevice()
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{
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// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
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Dispose(disposing: false);
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}
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// TODO: override finalizer only if 'Dispose(bool disposing)' has code to free unmanaged resources
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~AudioDevice()
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{
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// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
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Dispose(disposing: false);
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}
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public void Dispose()
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{
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// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
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Dispose(disposing: true);
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GC.SuppressFinalize(this);
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||||
}
|
||||
}
|
||||
public void Dispose()
|
||||
{
|
||||
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
|
||||
Dispose(disposing: true);
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,12 +1,12 @@
|
|||
using System;
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using MoonWorks.Math;
|
||||
|
||||
namespace MoonWorks.Audio
|
||||
{
|
||||
public class AudioEmitter : AudioResource
|
||||
{
|
||||
internal FAudio.F3DAUDIO_EMITTER emitterData;
|
||||
public class AudioEmitter : AudioResource
|
||||
{
|
||||
internal FAudio.F3DAUDIO_EMITTER emitterData;
|
||||
|
||||
public float DopplerScale
|
||||
{
|
||||
|
@ -107,17 +107,17 @@ namespace MoonWorks.Audio
|
|||
GCHandleType.Pinned
|
||||
);
|
||||
|
||||
public AudioEmitter(AudioDevice device) : base(device)
|
||||
{
|
||||
emitterData = new FAudio.F3DAUDIO_EMITTER();
|
||||
public AudioEmitter(AudioDevice device) : base(device)
|
||||
{
|
||||
emitterData = new FAudio.F3DAUDIO_EMITTER();
|
||||
|
||||
DopplerScale = 1f;
|
||||
Forward = Vector3.Forward;
|
||||
Position = Vector3.Zero;
|
||||
Up = Vector3.Up;
|
||||
Velocity = Vector3.Zero;
|
||||
DopplerScale = 1f;
|
||||
Forward = Vector3.Forward;
|
||||
Position = Vector3.Zero;
|
||||
Up = Vector3.Up;
|
||||
Velocity = Vector3.Zero;
|
||||
|
||||
/* Unexposed variables, defaults based on XNA behavior */
|
||||
/* Unexposed variables, defaults based on XNA behavior */
|
||||
emitterData.pCone = IntPtr.Zero;
|
||||
emitterData.ChannelCount = 1;
|
||||
emitterData.ChannelRadius = 1.0f;
|
||||
|
@ -128,8 +128,8 @@ namespace MoonWorks.Audio
|
|||
emitterData.pLPFReverbCurve = IntPtr.Zero;
|
||||
emitterData.pReverbCurve = IntPtr.Zero;
|
||||
emitterData.CurveDistanceScaler = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Destroy() { }
|
||||
}
|
||||
protected override void Destroy() { }
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,11 +1,11 @@
|
|||
using System;
|
||||
using System;
|
||||
using MoonWorks.Math;
|
||||
|
||||
namespace MoonWorks.Audio
|
||||
{
|
||||
public class AudioListener : AudioResource
|
||||
{
|
||||
internal FAudio.F3DAUDIO_LISTENER listenerData;
|
||||
public class AudioListener : AudioResource
|
||||
{
|
||||
internal FAudio.F3DAUDIO_LISTENER listenerData;
|
||||
|
||||
public Vector3 Forward
|
||||
{
|
||||
|
@ -80,18 +80,18 @@ namespace MoonWorks.Audio
|
|||
}
|
||||
}
|
||||
|
||||
public AudioListener(AudioDevice device) : base(device)
|
||||
{
|
||||
listenerData = new FAudio.F3DAUDIO_LISTENER();
|
||||
Forward = Vector3.Forward;
|
||||
Position = Vector3.Zero;
|
||||
Up = Vector3.Up;
|
||||
Velocity = Vector3.Zero;
|
||||
public AudioListener(AudioDevice device) : base(device)
|
||||
{
|
||||
listenerData = new FAudio.F3DAUDIO_LISTENER();
|
||||
Forward = Vector3.Forward;
|
||||
Position = Vector3.Zero;
|
||||
Up = Vector3.Up;
|
||||
Velocity = Vector3.Zero;
|
||||
|
||||
/* Unexposed variables, defaults based on XNA behavior */
|
||||
/* Unexposed variables, defaults based on XNA behavior */
|
||||
listenerData.pCone = IntPtr.Zero;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Destroy() { }
|
||||
}
|
||||
protected override void Destroy() { }
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,52 +1,52 @@
|
|||
using System;
|
||||
using System;
|
||||
|
||||
namespace MoonWorks.Audio
|
||||
{
|
||||
public abstract class AudioResource : IDisposable
|
||||
{
|
||||
public AudioDevice Device { get; }
|
||||
public abstract class AudioResource : IDisposable
|
||||
{
|
||||
public AudioDevice Device { get; }
|
||||
|
||||
public bool IsDisposed { get; private set; }
|
||||
public bool IsDisposed { get; private set; }
|
||||
|
||||
private WeakReference<AudioResource> selfReference;
|
||||
private WeakReference<AudioResource> selfReference;
|
||||
|
||||
public AudioResource(AudioDevice device)
|
||||
{
|
||||
Device = device;
|
||||
public AudioResource(AudioDevice device)
|
||||
{
|
||||
Device = device;
|
||||
|
||||
selfReference = new WeakReference<AudioResource>(this);
|
||||
Device.AddResourceReference(selfReference);
|
||||
}
|
||||
selfReference = new WeakReference<AudioResource>(this);
|
||||
Device.AddResourceReference(selfReference);
|
||||
}
|
||||
|
||||
protected abstract void Destroy();
|
||||
protected abstract void Destroy();
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (!IsDisposed)
|
||||
{
|
||||
Destroy();
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (!IsDisposed)
|
||||
{
|
||||
Destroy();
|
||||
|
||||
if (selfReference != null)
|
||||
{
|
||||
Device.RemoveResourceReference(selfReference);
|
||||
selfReference = null;
|
||||
}
|
||||
if (selfReference != null)
|
||||
{
|
||||
Device.RemoveResourceReference(selfReference);
|
||||
selfReference = null;
|
||||
}
|
||||
|
||||
IsDisposed = true;
|
||||
}
|
||||
}
|
||||
IsDisposed = true;
|
||||
}
|
||||
}
|
||||
|
||||
~AudioResource()
|
||||
{
|
||||
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
|
||||
Dispose(disposing: false);
|
||||
}
|
||||
~AudioResource()
|
||||
{
|
||||
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
|
||||
Dispose(disposing: false);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
|
||||
Dispose(disposing: true);
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
}
|
||||
public void Dispose()
|
||||
{
|
||||
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
|
||||
Dispose(disposing: true);
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
486
SoundInstance.cs
486
SoundInstance.cs
|
@ -1,271 +1,271 @@
|
|||
using System;
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using MoonWorks.Math;
|
||||
|
||||
namespace MoonWorks.Audio
|
||||
{
|
||||
public abstract class SoundInstance : AudioResource
|
||||
{
|
||||
internal IntPtr Handle { get; }
|
||||
internal FAudio.FAudioWaveFormatEx Format { get; }
|
||||
public bool Loop { get; }
|
||||
public abstract class SoundInstance : AudioResource
|
||||
{
|
||||
internal IntPtr Handle { get; }
|
||||
internal FAudio.FAudioWaveFormatEx Format { get; }
|
||||
public bool Loop { get; }
|
||||
|
||||
protected FAudio.F3DAUDIO_DSP_SETTINGS dspSettings;
|
||||
protected FAudio.F3DAUDIO_DSP_SETTINGS dspSettings;
|
||||
|
||||
protected bool is3D;
|
||||
protected bool is3D;
|
||||
|
||||
public abstract SoundState State { get; protected set; }
|
||||
public abstract SoundState State { get; protected set; }
|
||||
|
||||
private float _pan = 0;
|
||||
public float Pan
|
||||
{
|
||||
get => _pan;
|
||||
set
|
||||
{
|
||||
_pan = value;
|
||||
private float _pan = 0;
|
||||
public float Pan
|
||||
{
|
||||
get => _pan;
|
||||
set
|
||||
{
|
||||
_pan = value;
|
||||
|
||||
if (_pan < -1f)
|
||||
{
|
||||
_pan = -1f;
|
||||
}
|
||||
if (_pan > 1f)
|
||||
{
|
||||
_pan = 1f;
|
||||
}
|
||||
if (_pan < -1f)
|
||||
{
|
||||
_pan = -1f;
|
||||
}
|
||||
if (_pan > 1f)
|
||||
{
|
||||
_pan = 1f;
|
||||
}
|
||||
|
||||
if (is3D) { return; }
|
||||
if (is3D) { return; }
|
||||
|
||||
SetPanMatrixCoefficients();
|
||||
FAudio.FAudioVoice_SetOutputMatrix(
|
||||
Handle,
|
||||
Device.MasteringVoice,
|
||||
dspSettings.SrcChannelCount,
|
||||
dspSettings.DstChannelCount,
|
||||
dspSettings.pMatrixCoefficients,
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
SetPanMatrixCoefficients();
|
||||
FAudio.FAudioVoice_SetOutputMatrix(
|
||||
Handle,
|
||||
Device.MasteringVoice,
|
||||
dspSettings.SrcChannelCount,
|
||||
dspSettings.DstChannelCount,
|
||||
dspSettings.pMatrixCoefficients,
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
private float _pitch = 1;
|
||||
public float Pitch
|
||||
{
|
||||
get => _pitch;
|
||||
set
|
||||
{
|
||||
_pitch = MathHelper.Clamp(value, -1f, 1f);
|
||||
UpdatePitch();
|
||||
}
|
||||
}
|
||||
private float _pitch = 1;
|
||||
public float Pitch
|
||||
{
|
||||
get => _pitch;
|
||||
set
|
||||
{
|
||||
_pitch = MathHelper.Clamp(value, -1f, 1f);
|
||||
UpdatePitch();
|
||||
}
|
||||
}
|
||||
|
||||
private float _volume = 1;
|
||||
public float Volume
|
||||
{
|
||||
get => _volume;
|
||||
set
|
||||
{
|
||||
_volume = value;
|
||||
FAudio.FAudioVoice_SetVolume(Handle, _volume, 0);
|
||||
}
|
||||
}
|
||||
private float _volume = 1;
|
||||
public float Volume
|
||||
{
|
||||
get => _volume;
|
||||
set
|
||||
{
|
||||
_volume = value;
|
||||
FAudio.FAudioVoice_SetVolume(Handle, _volume, 0);
|
||||
}
|
||||
}
|
||||
|
||||
private float _reverb;
|
||||
public unsafe float Reverb
|
||||
{
|
||||
get => _reverb;
|
||||
set
|
||||
{
|
||||
_reverb = value;
|
||||
private float _reverb;
|
||||
public unsafe float Reverb
|
||||
{
|
||||
get => _reverb;
|
||||
set
|
||||
{
|
||||
_reverb = value;
|
||||
|
||||
float* outputMatrix = (float*) dspSettings.pMatrixCoefficients;
|
||||
outputMatrix[0] = _reverb;
|
||||
if (dspSettings.SrcChannelCount == 2)
|
||||
{
|
||||
outputMatrix[1] = _reverb;
|
||||
}
|
||||
float* outputMatrix = (float*) dspSettings.pMatrixCoefficients;
|
||||
outputMatrix[0] = _reverb;
|
||||
if (dspSettings.SrcChannelCount == 2)
|
||||
{
|
||||
outputMatrix[1] = _reverb;
|
||||
}
|
||||
|
||||
FAudio.FAudioVoice_SetOutputMatrix(
|
||||
Handle,
|
||||
Device.ReverbVoice,
|
||||
dspSettings.SrcChannelCount,
|
||||
1,
|
||||
dspSettings.pMatrixCoefficients,
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
FAudio.FAudioVoice_SetOutputMatrix(
|
||||
Handle,
|
||||
Device.ReverbVoice,
|
||||
dspSettings.SrcChannelCount,
|
||||
1,
|
||||
dspSettings.pMatrixCoefficients,
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
private float _lowPassFilter;
|
||||
public float LowPassFilter
|
||||
{
|
||||
get => _lowPassFilter;
|
||||
set
|
||||
{
|
||||
_lowPassFilter = value;
|
||||
private float _lowPassFilter;
|
||||
public float LowPassFilter
|
||||
{
|
||||
get => _lowPassFilter;
|
||||
set
|
||||
{
|
||||
_lowPassFilter = value;
|
||||
|
||||
FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters
|
||||
{
|
||||
Type = FAudio.FAudioFilterType.FAudioLowPassFilter,
|
||||
Frequency = _lowPassFilter,
|
||||
OneOverQ = 1f
|
||||
};
|
||||
FAudio.FAudioVoice_SetFilterParameters(
|
||||
Handle,
|
||||
ref p,
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters
|
||||
{
|
||||
Type = FAudio.FAudioFilterType.FAudioLowPassFilter,
|
||||
Frequency = _lowPassFilter,
|
||||
OneOverQ = 1f
|
||||
};
|
||||
FAudio.FAudioVoice_SetFilterParameters(
|
||||
Handle,
|
||||
ref p,
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
private float _highPassFilter;
|
||||
public float HighPassFilter
|
||||
{
|
||||
get => _highPassFilter;
|
||||
set
|
||||
{
|
||||
_highPassFilter = value;
|
||||
private float _highPassFilter;
|
||||
public float HighPassFilter
|
||||
{
|
||||
get => _highPassFilter;
|
||||
set
|
||||
{
|
||||
_highPassFilter = value;
|
||||
|
||||
FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters
|
||||
{
|
||||
Type = FAudio.FAudioFilterType.FAudioHighPassFilter,
|
||||
Frequency = _highPassFilter,
|
||||
OneOverQ = 1f
|
||||
};
|
||||
FAudio.FAudioVoice_SetFilterParameters(
|
||||
Handle,
|
||||
ref p,
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters
|
||||
{
|
||||
Type = FAudio.FAudioFilterType.FAudioHighPassFilter,
|
||||
Frequency = _highPassFilter,
|
||||
OneOverQ = 1f
|
||||
};
|
||||
FAudio.FAudioVoice_SetFilterParameters(
|
||||
Handle,
|
||||
ref p,
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
private float _bandPassFilter;
|
||||
public float BandPassFilter
|
||||
{
|
||||
get => _bandPassFilter;
|
||||
set
|
||||
{
|
||||
_bandPassFilter = value;
|
||||
private float _bandPassFilter;
|
||||
public float BandPassFilter
|
||||
{
|
||||
get => _bandPassFilter;
|
||||
set
|
||||
{
|
||||
_bandPassFilter = value;
|
||||
|
||||
FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters
|
||||
{
|
||||
Type = FAudio.FAudioFilterType.FAudioBandPassFilter,
|
||||
Frequency = _bandPassFilter,
|
||||
OneOverQ = 1f
|
||||
};
|
||||
FAudio.FAudioVoice_SetFilterParameters(
|
||||
Handle,
|
||||
ref p,
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters
|
||||
{
|
||||
Type = FAudio.FAudioFilterType.FAudioBandPassFilter,
|
||||
Frequency = _bandPassFilter,
|
||||
OneOverQ = 1f
|
||||
};
|
||||
FAudio.FAudioVoice_SetFilterParameters(
|
||||
Handle,
|
||||
ref p,
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
public SoundInstance(
|
||||
AudioDevice device,
|
||||
ushort channels,
|
||||
uint samplesPerSecond,
|
||||
bool is3D,
|
||||
bool loop
|
||||
) : base(device)
|
||||
{
|
||||
var blockAlign = (ushort)(4 * channels);
|
||||
var format = new FAudio.FAudioWaveFormatEx
|
||||
{
|
||||
wFormatTag = 3,
|
||||
wBitsPerSample = 32,
|
||||
nChannels = channels,
|
||||
nBlockAlign = blockAlign,
|
||||
nSamplesPerSec = samplesPerSecond,
|
||||
nAvgBytesPerSec = blockAlign * samplesPerSecond
|
||||
};
|
||||
public SoundInstance(
|
||||
AudioDevice device,
|
||||
ushort channels,
|
||||
uint samplesPerSecond,
|
||||
bool is3D,
|
||||
bool loop
|
||||
) : base(device)
|
||||
{
|
||||
var blockAlign = (ushort) (4 * channels);
|
||||
var format = new FAudio.FAudioWaveFormatEx
|
||||
{
|
||||
wFormatTag = 3,
|
||||
wBitsPerSample = 32,
|
||||
nChannels = channels,
|
||||
nBlockAlign = blockAlign,
|
||||
nSamplesPerSec = samplesPerSecond,
|
||||
nAvgBytesPerSec = blockAlign * samplesPerSecond
|
||||
};
|
||||
|
||||
Format = format;
|
||||
Format = format;
|
||||
|
||||
FAudio.FAudio_CreateSourceVoice(
|
||||
Device.Handle,
|
||||
out var handle,
|
||||
ref format,
|
||||
FAudio.FAUDIO_VOICE_USEFILTER,
|
||||
FAudio.FAUDIO_DEFAULT_FREQ_RATIO,
|
||||
IntPtr.Zero,
|
||||
IntPtr.Zero,
|
||||
IntPtr.Zero
|
||||
);
|
||||
FAudio.FAudio_CreateSourceVoice(
|
||||
Device.Handle,
|
||||
out var handle,
|
||||
ref format,
|
||||
FAudio.FAUDIO_VOICE_USEFILTER,
|
||||
FAudio.FAUDIO_DEFAULT_FREQ_RATIO,
|
||||
IntPtr.Zero,
|
||||
IntPtr.Zero,
|
||||
IntPtr.Zero
|
||||
);
|
||||
|
||||
if (handle == IntPtr.Zero)
|
||||
{
|
||||
Logger.LogError("SoundInstance failed to initialize!");
|
||||
return;
|
||||
}
|
||||
if (handle == IntPtr.Zero)
|
||||
{
|
||||
Logger.LogError("SoundInstance failed to initialize!");
|
||||
return;
|
||||
}
|
||||
|
||||
Handle = handle;
|
||||
this.is3D = is3D;
|
||||
InitDSPSettings(Format.nChannels);
|
||||
Handle = handle;
|
||||
this.is3D = is3D;
|
||||
InitDSPSettings(Format.nChannels);
|
||||
|
||||
FAudio.FAudioVoice_SetOutputVoices(
|
||||
handle,
|
||||
ref Device.ReverbSends
|
||||
);
|
||||
FAudio.FAudioVoice_SetOutputVoices(
|
||||
handle,
|
||||
ref Device.ReverbSends
|
||||
);
|
||||
|
||||
Loop = loop;
|
||||
State = SoundState.Stopped;
|
||||
}
|
||||
Loop = loop;
|
||||
State = SoundState.Stopped;
|
||||
}
|
||||
|
||||
public void Apply3D(AudioListener listener, AudioEmitter emitter)
|
||||
{
|
||||
is3D = true;
|
||||
public void Apply3D(AudioListener listener, AudioEmitter emitter)
|
||||
{
|
||||
is3D = true;
|
||||
|
||||
emitter.emitterData.CurveDistanceScaler = Device.CurveDistanceScalar;
|
||||
emitter.emitterData.ChannelCount = dspSettings.SrcChannelCount;
|
||||
emitter.emitterData.CurveDistanceScaler = Device.CurveDistanceScalar;
|
||||
emitter.emitterData.ChannelCount = dspSettings.SrcChannelCount;
|
||||
|
||||
FAudio.F3DAudioCalculate(
|
||||
Device.Handle3D,
|
||||
ref listener.listenerData,
|
||||
ref emitter.emitterData,
|
||||
FAudio.F3DAUDIO_CALCULATE_MATRIX | FAudio.F3DAUDIO_CALCULATE_DOPPLER,
|
||||
ref dspSettings
|
||||
);
|
||||
FAudio.F3DAudioCalculate(
|
||||
Device.Handle3D,
|
||||
ref listener.listenerData,
|
||||
ref emitter.emitterData,
|
||||
FAudio.F3DAUDIO_CALCULATE_MATRIX | FAudio.F3DAUDIO_CALCULATE_DOPPLER,
|
||||
ref dspSettings
|
||||
);
|
||||
|
||||
UpdatePitch();
|
||||
FAudio.FAudioVoice_SetOutputMatrix(
|
||||
Handle,
|
||||
Device.MasteringVoice,
|
||||
dspSettings.SrcChannelCount,
|
||||
dspSettings.DstChannelCount,
|
||||
dspSettings.pMatrixCoefficients,
|
||||
0
|
||||
);
|
||||
}
|
||||
UpdatePitch();
|
||||
FAudio.FAudioVoice_SetOutputMatrix(
|
||||
Handle,
|
||||
Device.MasteringVoice,
|
||||
dspSettings.SrcChannelCount,
|
||||
dspSettings.DstChannelCount,
|
||||
dspSettings.pMatrixCoefficients,
|
||||
0
|
||||
);
|
||||
}
|
||||
|
||||
public abstract void Play();
|
||||
public abstract void Pause();
|
||||
public abstract void Stop(bool immediate);
|
||||
public abstract void Play();
|
||||
public abstract void Pause();
|
||||
public abstract void Stop(bool immediate);
|
||||
|
||||
private void InitDSPSettings(uint srcChannels)
|
||||
{
|
||||
dspSettings = new FAudio.F3DAUDIO_DSP_SETTINGS();
|
||||
dspSettings.DopplerFactor = 1f;
|
||||
dspSettings.SrcChannelCount = srcChannels;
|
||||
dspSettings.DstChannelCount = Device.DeviceDetails.OutputFormat.Format.nChannels;
|
||||
private void InitDSPSettings(uint srcChannels)
|
||||
{
|
||||
dspSettings = new FAudio.F3DAUDIO_DSP_SETTINGS();
|
||||
dspSettings.DopplerFactor = 1f;
|
||||
dspSettings.SrcChannelCount = srcChannels;
|
||||
dspSettings.DstChannelCount = Device.DeviceDetails.OutputFormat.Format.nChannels;
|
||||
|
||||
int memsize = (
|
||||
4 *
|
||||
(int) dspSettings.SrcChannelCount *
|
||||
(int) dspSettings.DstChannelCount
|
||||
);
|
||||
int memsize = (
|
||||
4 *
|
||||
(int) dspSettings.SrcChannelCount *
|
||||
(int) dspSettings.DstChannelCount
|
||||
);
|
||||
|
||||
dspSettings.pMatrixCoefficients = Marshal.AllocHGlobal(memsize);
|
||||
unsafe
|
||||
{
|
||||
byte* memPtr = (byte*) dspSettings.pMatrixCoefficients;
|
||||
for (int i = 0; i < memsize; i += 1)
|
||||
{
|
||||
memPtr[i] = 0;
|
||||
}
|
||||
}
|
||||
SetPanMatrixCoefficients();
|
||||
}
|
||||
dspSettings.pMatrixCoefficients = Marshal.AllocHGlobal(memsize);
|
||||
unsafe
|
||||
{
|
||||
byte* memPtr = (byte*) dspSettings.pMatrixCoefficients;
|
||||
for (int i = 0; i < memsize; i += 1)
|
||||
{
|
||||
memPtr[i] = 0;
|
||||
}
|
||||
}
|
||||
SetPanMatrixCoefficients();
|
||||
}
|
||||
|
||||
private void UpdatePitch()
|
||||
{
|
||||
|
@ -287,10 +287,10 @@ namespace MoonWorks.Audio
|
|||
);
|
||||
}
|
||||
|
||||
// Taken from https://github.com/FNA-XNA/FNA/blob/master/src/Audio/SoundEffectInstance.cs
|
||||
private unsafe void SetPanMatrixCoefficients()
|
||||
{
|
||||
/* Two major things to notice:
|
||||
// Taken from https://github.com/FNA-XNA/FNA/blob/master/src/Audio/SoundEffectInstance.cs
|
||||
private unsafe void SetPanMatrixCoefficients()
|
||||
{
|
||||
/* Two major things to notice:
|
||||
* 1. The spec assumes any speaker count >= 2 has Front Left/Right.
|
||||
* 2. Stereo panning is WAY more complicated than you think.
|
||||
* The main thing is that hard panning does NOT eliminate an
|
||||
|
@ -307,7 +307,7 @@ namespace MoonWorks.Audio
|
|||
else
|
||||
{
|
||||
outputMatrix[0] = (_pan > 0.0f) ? (1.0f - _pan) : 1.0f;
|
||||
outputMatrix[1] = (_pan < 0.0f) ? (1.0f + _pan) : 1.0f;
|
||||
outputMatrix[1] = (_pan < 0.0f) ? (1.0f + _pan) : 1.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -339,14 +339,14 @@ namespace MoonWorks.Audio
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Destroy()
|
||||
{
|
||||
Stop(true);
|
||||
protected override void Destroy()
|
||||
{
|
||||
Stop(true);
|
||||
|
||||
FAudio.FAudioVoice_DestroyVoice(Handle);
|
||||
Marshal.FreeHGlobal(dspSettings.pMatrixCoefficients);
|
||||
}
|
||||
}
|
||||
FAudio.FAudioVoice_DestroyVoice(Handle);
|
||||
Marshal.FreeHGlobal(dspSettings.pMatrixCoefficients);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
namespace MoonWorks.Audio
|
||||
namespace MoonWorks.Audio
|
||||
{
|
||||
public enum SoundState
|
||||
{
|
||||
Playing,
|
||||
Paused,
|
||||
Stopped
|
||||
}
|
||||
public enum SoundState
|
||||
{
|
||||
Playing,
|
||||
Paused,
|
||||
Stopped
|
||||
}
|
||||
}
|
||||
|
|
132
StaticSound.cs
132
StaticSound.cs
|
@ -1,82 +1,82 @@
|
|||
using System;
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace MoonWorks.Audio
|
||||
{
|
||||
public class StaticSound : AudioResource
|
||||
{
|
||||
internal FAudio.FAudioBuffer Handle;
|
||||
public ushort Channels { get; }
|
||||
public uint SamplesPerSecond { get; }
|
||||
public class StaticSound : AudioResource
|
||||
{
|
||||
internal FAudio.FAudioBuffer Handle;
|
||||
public ushort Channels { get; }
|
||||
public uint SamplesPerSecond { get; }
|
||||
|
||||
public uint LoopStart { get; set; } = 0;
|
||||
public uint LoopLength { get; set; } = 0;
|
||||
public uint LoopStart { get; set; } = 0;
|
||||
public uint LoopLength { get; set; } = 0;
|
||||
|
||||
public static StaticSound LoadOgg(AudioDevice device, string filePath)
|
||||
{
|
||||
var filePointer = FAudio.stb_vorbis_open_filename(filePath, out var error, IntPtr.Zero);
|
||||
public static StaticSound LoadOgg(AudioDevice device, string filePath)
|
||||
{
|
||||
var filePointer = FAudio.stb_vorbis_open_filename(filePath, out var error, IntPtr.Zero);
|
||||
|
||||
if (error != 0)
|
||||
{
|
||||
throw new AudioLoadException("Error loading file!");
|
||||
}
|
||||
var info = FAudio.stb_vorbis_get_info(filePointer);
|
||||
var bufferSize = FAudio.stb_vorbis_stream_length_in_samples(filePointer) * info.channels;
|
||||
var buffer = new float[bufferSize];
|
||||
if (error != 0)
|
||||
{
|
||||
throw new AudioLoadException("Error loading file!");
|
||||
}
|
||||
var info = FAudio.stb_vorbis_get_info(filePointer);
|
||||
var bufferSize = FAudio.stb_vorbis_stream_length_in_samples(filePointer) * info.channels;
|
||||
var buffer = new float[bufferSize];
|
||||
|
||||
FAudio.stb_vorbis_get_samples_float_interleaved(
|
||||
filePointer,
|
||||
info.channels,
|
||||
buffer,
|
||||
(int) bufferSize
|
||||
);
|
||||
FAudio.stb_vorbis_get_samples_float_interleaved(
|
||||
filePointer,
|
||||
info.channels,
|
||||
buffer,
|
||||
(int) bufferSize
|
||||
);
|
||||
|
||||
FAudio.stb_vorbis_close(filePointer);
|
||||
FAudio.stb_vorbis_close(filePointer);
|
||||
|
||||
return new StaticSound(
|
||||
device,
|
||||
(ushort) info.channels,
|
||||
info.sample_rate,
|
||||
buffer,
|
||||
0,
|
||||
(uint) buffer.Length
|
||||
);
|
||||
}
|
||||
return new StaticSound(
|
||||
device,
|
||||
(ushort) info.channels,
|
||||
info.sample_rate,
|
||||
buffer,
|
||||
0,
|
||||
(uint) buffer.Length
|
||||
);
|
||||
}
|
||||
|
||||
public StaticSound(
|
||||
AudioDevice device,
|
||||
ushort channels,
|
||||
uint samplesPerSecond,
|
||||
float[] buffer,
|
||||
uint bufferOffset, /* in floats */
|
||||
uint bufferLength /* in floats */
|
||||
) : base(device)
|
||||
{
|
||||
Channels = channels;
|
||||
SamplesPerSecond = samplesPerSecond;
|
||||
public StaticSound(
|
||||
AudioDevice device,
|
||||
ushort channels,
|
||||
uint samplesPerSecond,
|
||||
float[] buffer,
|
||||
uint bufferOffset, /* in floats */
|
||||
uint bufferLength /* in floats */
|
||||
) : base(device)
|
||||
{
|
||||
Channels = channels;
|
||||
SamplesPerSecond = samplesPerSecond;
|
||||
|
||||
var bufferLengthInBytes = (int) (bufferLength * sizeof(float));
|
||||
Handle = new FAudio.FAudioBuffer();
|
||||
Handle.Flags = FAudio.FAUDIO_END_OF_STREAM;
|
||||
Handle.pContext = IntPtr.Zero;
|
||||
Handle.AudioBytes = (uint) bufferLengthInBytes;
|
||||
Handle.pAudioData = Marshal.AllocHGlobal(bufferLengthInBytes);
|
||||
Marshal.Copy(buffer, (int) bufferOffset, Handle.pAudioData, (int) bufferLength);
|
||||
Handle.PlayBegin = 0;
|
||||
Handle.PlayLength = 0;
|
||||
var bufferLengthInBytes = (int) (bufferLength * sizeof(float));
|
||||
Handle = new FAudio.FAudioBuffer();
|
||||
Handle.Flags = FAudio.FAUDIO_END_OF_STREAM;
|
||||
Handle.pContext = IntPtr.Zero;
|
||||
Handle.AudioBytes = (uint) bufferLengthInBytes;
|
||||
Handle.pAudioData = Marshal.AllocHGlobal(bufferLengthInBytes);
|
||||
Marshal.Copy(buffer, (int) bufferOffset, Handle.pAudioData, (int) bufferLength);
|
||||
Handle.PlayBegin = 0;
|
||||
Handle.PlayLength = 0;
|
||||
|
||||
LoopStart = 0;
|
||||
LoopLength = 0;
|
||||
}
|
||||
LoopStart = 0;
|
||||
LoopLength = 0;
|
||||
}
|
||||
|
||||
public StaticSoundInstance CreateInstance(bool loop = false)
|
||||
{
|
||||
return new StaticSoundInstance(Device, this, false, loop);
|
||||
}
|
||||
public StaticSoundInstance CreateInstance(bool loop = false)
|
||||
{
|
||||
return new StaticSoundInstance(Device, this, false, loop);
|
||||
}
|
||||
|
||||
protected override void Destroy()
|
||||
{
|
||||
Marshal.FreeHGlobal(Handle.pAudioData);
|
||||
}
|
||||
}
|
||||
protected override void Destroy()
|
||||
{
|
||||
Marshal.FreeHGlobal(Handle.pAudioData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,96 +1,96 @@
|
|||
using System;
|
||||
using System;
|
||||
|
||||
namespace MoonWorks.Audio
|
||||
{
|
||||
public class StaticSoundInstance : SoundInstance
|
||||
{
|
||||
public StaticSound Parent { get; }
|
||||
public class StaticSoundInstance : SoundInstance
|
||||
{
|
||||
public StaticSound Parent { get; }
|
||||
|
||||
private SoundState _state = SoundState.Stopped;
|
||||
public override SoundState State
|
||||
{
|
||||
get
|
||||
{
|
||||
FAudio.FAudioSourceVoice_GetState(
|
||||
Handle,
|
||||
out var state,
|
||||
FAudio.FAUDIO_VOICE_NOSAMPLESPLAYED
|
||||
);
|
||||
if (state.BuffersQueued == 0)
|
||||
{
|
||||
Stop(true);
|
||||
}
|
||||
private SoundState _state = SoundState.Stopped;
|
||||
public override SoundState State
|
||||
{
|
||||
get
|
||||
{
|
||||
FAudio.FAudioSourceVoice_GetState(
|
||||
Handle,
|
||||
out var state,
|
||||
FAudio.FAUDIO_VOICE_NOSAMPLESPLAYED
|
||||
);
|
||||
if (state.BuffersQueued == 0)
|
||||
{
|
||||
Stop(true);
|
||||
}
|
||||
|
||||
return _state;
|
||||
}
|
||||
return _state;
|
||||
}
|
||||
|
||||
protected set
|
||||
{
|
||||
_state = value;
|
||||
}
|
||||
}
|
||||
protected set
|
||||
{
|
||||
_state = value;
|
||||
}
|
||||
}
|
||||
|
||||
internal StaticSoundInstance(
|
||||
AudioDevice device,
|
||||
StaticSound parent,
|
||||
bool is3D,
|
||||
bool loop
|
||||
) : base(device, parent.Channels, parent.SamplesPerSecond, is3D, loop)
|
||||
{
|
||||
Parent = parent;
|
||||
}
|
||||
internal StaticSoundInstance(
|
||||
AudioDevice device,
|
||||
StaticSound parent,
|
||||
bool is3D,
|
||||
bool loop
|
||||
) : base(device, parent.Channels, parent.SamplesPerSecond, is3D, loop)
|
||||
{
|
||||
Parent = parent;
|
||||
}
|
||||
|
||||
public override void Play()
|
||||
{
|
||||
if (State == SoundState.Playing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
public override void Play()
|
||||
{
|
||||
if (State == SoundState.Playing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (Loop)
|
||||
{
|
||||
Parent.Handle.LoopCount = 255;
|
||||
Parent.Handle.LoopBegin = Parent.LoopStart;
|
||||
Parent.Handle.LoopLength = Parent.LoopLength;
|
||||
}
|
||||
else
|
||||
{
|
||||
Parent.Handle.LoopCount = 0;
|
||||
Parent.Handle.LoopBegin = 0;
|
||||
Parent.Handle.LoopLength = 0;
|
||||
}
|
||||
if (Loop)
|
||||
{
|
||||
Parent.Handle.LoopCount = 255;
|
||||
Parent.Handle.LoopBegin = Parent.LoopStart;
|
||||
Parent.Handle.LoopLength = Parent.LoopLength;
|
||||
}
|
||||
else
|
||||
{
|
||||
Parent.Handle.LoopCount = 0;
|
||||
Parent.Handle.LoopBegin = 0;
|
||||
Parent.Handle.LoopLength = 0;
|
||||
}
|
||||
|
||||
FAudio.FAudioSourceVoice_SubmitSourceBuffer(
|
||||
Handle,
|
||||
ref Parent.Handle,
|
||||
IntPtr.Zero
|
||||
);
|
||||
FAudio.FAudioSourceVoice_SubmitSourceBuffer(
|
||||
Handle,
|
||||
ref Parent.Handle,
|
||||
IntPtr.Zero
|
||||
);
|
||||
|
||||
FAudio.FAudioSourceVoice_Start(Handle, 0, 0);
|
||||
State = SoundState.Playing;
|
||||
}
|
||||
FAudio.FAudioSourceVoice_Start(Handle, 0, 0);
|
||||
State = SoundState.Playing;
|
||||
}
|
||||
|
||||
public override void Pause()
|
||||
{
|
||||
if (State == SoundState.Paused)
|
||||
{
|
||||
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
|
||||
State = SoundState.Paused;
|
||||
}
|
||||
}
|
||||
public override void Pause()
|
||||
{
|
||||
if (State == SoundState.Paused)
|
||||
{
|
||||
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
|
||||
State = SoundState.Paused;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Stop(bool immediate = true)
|
||||
{
|
||||
if (immediate)
|
||||
{
|
||||
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
|
||||
FAudio.FAudioSourceVoice_FlushSourceBuffers(Handle);
|
||||
State = SoundState.Stopped;
|
||||
}
|
||||
else
|
||||
{
|
||||
FAudio.FAudioSourceVoice_ExitLoop(Handle, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
public override void Stop(bool immediate = true)
|
||||
{
|
||||
if (immediate)
|
||||
{
|
||||
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
|
||||
FAudio.FAudioSourceVoice_FlushSourceBuffers(Handle);
|
||||
State = SoundState.Stopped;
|
||||
}
|
||||
else
|
||||
{
|
||||
FAudio.FAudioSourceVoice_ExitLoop(Handle, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,178 +1,178 @@
|
|||
using System;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace MoonWorks.Audio
|
||||
{
|
||||
/// <summary>
|
||||
/// For streaming long playback.
|
||||
/// Can be extended to support custom decoders.
|
||||
/// </summary>
|
||||
public abstract class StreamingSound : SoundInstance
|
||||
{
|
||||
private readonly List<IntPtr> queuedBuffers = new List<IntPtr>();
|
||||
private readonly List<uint> queuedSizes = new List<uint>();
|
||||
private const int MINIMUM_BUFFER_CHECK = 3;
|
||||
/// <summary>
|
||||
/// For streaming long playback.
|
||||
/// Can be extended to support custom decoders.
|
||||
/// </summary>
|
||||
public abstract class StreamingSound : SoundInstance
|
||||
{
|
||||
private readonly List<IntPtr> queuedBuffers = new List<IntPtr>();
|
||||
private readonly List<uint> queuedSizes = new List<uint>();
|
||||
private const int MINIMUM_BUFFER_CHECK = 3;
|
||||
|
||||
public int PendingBufferCount => queuedBuffers.Count;
|
||||
public int PendingBufferCount => queuedBuffers.Count;
|
||||
|
||||
public StreamingSound(
|
||||
AudioDevice device,
|
||||
ushort channels,
|
||||
uint samplesPerSecond,
|
||||
bool is3D,
|
||||
bool loop
|
||||
) : base(device, channels, samplesPerSecond, is3D, loop) { }
|
||||
public StreamingSound(
|
||||
AudioDevice device,
|
||||
ushort channels,
|
||||
uint samplesPerSecond,
|
||||
bool is3D,
|
||||
bool loop
|
||||
) : base(device, channels, samplesPerSecond, is3D, loop) { }
|
||||
|
||||
public override void Play()
|
||||
{
|
||||
if (State == SoundState.Playing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
public override void Play()
|
||||
{
|
||||
if (State == SoundState.Playing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
State = SoundState.Playing;
|
||||
Update();
|
||||
FAudio.FAudioSourceVoice_Start(Handle, 0, 0);
|
||||
}
|
||||
State = SoundState.Playing;
|
||||
Update();
|
||||
FAudio.FAudioSourceVoice_Start(Handle, 0, 0);
|
||||
}
|
||||
|
||||
public override void Pause()
|
||||
{
|
||||
if (State == SoundState.Playing)
|
||||
{
|
||||
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
|
||||
State = SoundState.Paused;
|
||||
}
|
||||
}
|
||||
public override void Pause()
|
||||
{
|
||||
if (State == SoundState.Playing)
|
||||
{
|
||||
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
|
||||
State = SoundState.Paused;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Stop(bool immediate = true)
|
||||
{
|
||||
if (immediate)
|
||||
{
|
||||
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
|
||||
FAudio.FAudioSourceVoice_FlushSourceBuffers(Handle);
|
||||
ClearBuffers();
|
||||
}
|
||||
public override void Stop(bool immediate = true)
|
||||
{
|
||||
if (immediate)
|
||||
{
|
||||
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
|
||||
FAudio.FAudioSourceVoice_FlushSourceBuffers(Handle);
|
||||
ClearBuffers();
|
||||
}
|
||||
|
||||
State = SoundState.Stopped;
|
||||
}
|
||||
State = SoundState.Stopped;
|
||||
}
|
||||
|
||||
internal void Update()
|
||||
{
|
||||
if (State != SoundState.Playing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
internal void Update()
|
||||
{
|
||||
if (State != SoundState.Playing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
FAudio.FAudioSourceVoice_GetState(
|
||||
Handle,
|
||||
out var state,
|
||||
FAudio.FAUDIO_VOICE_NOSAMPLESPLAYED
|
||||
);
|
||||
FAudio.FAudioSourceVoice_GetState(
|
||||
Handle,
|
||||
out var state,
|
||||
FAudio.FAUDIO_VOICE_NOSAMPLESPLAYED
|
||||
);
|
||||
|
||||
while (PendingBufferCount > state.BuffersQueued)
|
||||
lock (queuedBuffers)
|
||||
{
|
||||
Marshal.FreeHGlobal(queuedBuffers[0]);
|
||||
queuedBuffers.RemoveAt(0);
|
||||
}
|
||||
while (PendingBufferCount > state.BuffersQueued)
|
||||
lock (queuedBuffers)
|
||||
{
|
||||
Marshal.FreeHGlobal(queuedBuffers[0]);
|
||||
queuedBuffers.RemoveAt(0);
|
||||
}
|
||||
|
||||
QueueBuffers();
|
||||
}
|
||||
QueueBuffers();
|
||||
}
|
||||
|
||||
protected void QueueBuffers()
|
||||
{
|
||||
for (
|
||||
int i = MINIMUM_BUFFER_CHECK - PendingBufferCount;
|
||||
i > 0;
|
||||
i -= 1
|
||||
)
|
||||
{
|
||||
AddBuffer();
|
||||
}
|
||||
}
|
||||
protected void QueueBuffers()
|
||||
{
|
||||
for (
|
||||
int i = MINIMUM_BUFFER_CHECK - PendingBufferCount;
|
||||
i > 0;
|
||||
i -= 1
|
||||
)
|
||||
{
|
||||
AddBuffer();
|
||||
}
|
||||
}
|
||||
|
||||
protected void ClearBuffers()
|
||||
{
|
||||
lock (queuedBuffers)
|
||||
{
|
||||
foreach (IntPtr buf in queuedBuffers)
|
||||
{
|
||||
Marshal.FreeHGlobal(buf);
|
||||
}
|
||||
queuedBuffers.Clear();
|
||||
queuedSizes.Clear();
|
||||
}
|
||||
}
|
||||
protected void ClearBuffers()
|
||||
{
|
||||
lock (queuedBuffers)
|
||||
{
|
||||
foreach (IntPtr buf in queuedBuffers)
|
||||
{
|
||||
Marshal.FreeHGlobal(buf);
|
||||
}
|
||||
queuedBuffers.Clear();
|
||||
queuedSizes.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
protected void AddBuffer()
|
||||
{
|
||||
AddBuffer(
|
||||
out var buffer,
|
||||
out var bufferOffset,
|
||||
out var bufferLength,
|
||||
out var reachedEnd
|
||||
);
|
||||
protected void AddBuffer()
|
||||
{
|
||||
AddBuffer(
|
||||
out var buffer,
|
||||
out var bufferOffset,
|
||||
out var bufferLength,
|
||||
out var reachedEnd
|
||||
);
|
||||
|
||||
var lengthInBytes = bufferLength * sizeof(float);
|
||||
var lengthInBytes = bufferLength * sizeof(float);
|
||||
|
||||
IntPtr next = Marshal.AllocHGlobal((int) lengthInBytes);
|
||||
Marshal.Copy(buffer, (int) bufferOffset, next, (int) bufferLength);
|
||||
IntPtr next = Marshal.AllocHGlobal((int) lengthInBytes);
|
||||
Marshal.Copy(buffer, (int) bufferOffset, next, (int) bufferLength);
|
||||
|
||||
lock (queuedBuffers)
|
||||
{
|
||||
queuedBuffers.Add(next);
|
||||
if (State != SoundState.Stopped)
|
||||
{
|
||||
FAudio.FAudioBuffer buf = new FAudio.FAudioBuffer
|
||||
{
|
||||
AudioBytes = lengthInBytes,
|
||||
pAudioData = next,
|
||||
PlayLength = (
|
||||
lengthInBytes /
|
||||
Format.nChannels /
|
||||
(uint)(Format.wBitsPerSample / 8)
|
||||
)
|
||||
};
|
||||
lock (queuedBuffers)
|
||||
{
|
||||
queuedBuffers.Add(next);
|
||||
if (State != SoundState.Stopped)
|
||||
{
|
||||
FAudio.FAudioBuffer buf = new FAudio.FAudioBuffer
|
||||
{
|
||||
AudioBytes = lengthInBytes,
|
||||
pAudioData = next,
|
||||
PlayLength = (
|
||||
lengthInBytes /
|
||||
Format.nChannels /
|
||||
(uint) (Format.wBitsPerSample / 8)
|
||||
)
|
||||
};
|
||||
|
||||
FAudio.FAudioSourceVoice_SubmitSourceBuffer(
|
||||
Handle,
|
||||
ref buf,
|
||||
IntPtr.Zero
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
queuedSizes.Add(lengthInBytes);
|
||||
}
|
||||
}
|
||||
FAudio.FAudioSourceVoice_SubmitSourceBuffer(
|
||||
Handle,
|
||||
ref buf,
|
||||
IntPtr.Zero
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
queuedSizes.Add(lengthInBytes);
|
||||
}
|
||||
}
|
||||
|
||||
/* We have reached the end of the file, what do we do? */
|
||||
if (reachedEnd)
|
||||
{
|
||||
if (Loop)
|
||||
{
|
||||
SeekStart();
|
||||
}
|
||||
else
|
||||
{
|
||||
Stop(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
/* We have reached the end of the file, what do we do? */
|
||||
if (reachedEnd)
|
||||
{
|
||||
if (Loop)
|
||||
{
|
||||
SeekStart();
|
||||
}
|
||||
else
|
||||
{
|
||||
Stop(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected abstract void AddBuffer(
|
||||
out float[] buffer,
|
||||
out uint bufferOffset, /* in floats */
|
||||
out uint bufferLength, /* in floats */
|
||||
out bool reachedEnd
|
||||
);
|
||||
protected abstract void AddBuffer(
|
||||
out float[] buffer,
|
||||
out uint bufferOffset, /* in floats */
|
||||
out uint bufferLength, /* in floats */
|
||||
out bool reachedEnd
|
||||
);
|
||||
|
||||
protected abstract void SeekStart();
|
||||
protected abstract void SeekStart();
|
||||
|
||||
protected override void Destroy()
|
||||
{
|
||||
Stop(true);
|
||||
}
|
||||
}
|
||||
protected override void Destroy()
|
||||
{
|
||||
Stop(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,89 +1,91 @@
|
|||
using System;
|
||||
using System;
|
||||
using System.IO;
|
||||
|
||||
namespace MoonWorks.Audio
|
||||
{
|
||||
public class StreamingSoundOgg : StreamingSound
|
||||
{
|
||||
// FIXME: what should this value be?
|
||||
public const int BUFFER_SIZE = 1024 * 128;
|
||||
public class StreamingSoundOgg : StreamingSound
|
||||
{
|
||||
// FIXME: what should this value be?
|
||||
public const int BUFFER_SIZE = 1024 * 128;
|
||||
|
||||
internal IntPtr FileHandle { get; }
|
||||
internal FAudio.stb_vorbis_info Info { get; }
|
||||
internal IntPtr FileHandle { get; }
|
||||
internal FAudio.stb_vorbis_info Info { get; }
|
||||
|
||||
private readonly float[] buffer;
|
||||
private readonly float[] buffer;
|
||||
|
||||
public override SoundState State { get; protected set; }
|
||||
public override SoundState State { get; protected set; }
|
||||
|
||||
public static StreamingSoundOgg Load(
|
||||
AudioDevice device,
|
||||
string filePath,
|
||||
bool is3D = false,
|
||||
bool loop = false
|
||||
) {
|
||||
var fileHandle = FAudio.stb_vorbis_open_filename(filePath, out var error, IntPtr.Zero);
|
||||
if (error != 0)
|
||||
{
|
||||
Logger.LogError("Error opening OGG file!");
|
||||
throw new AudioLoadException("Error opening OGG file!");
|
||||
}
|
||||
public static StreamingSoundOgg Load(
|
||||
AudioDevice device,
|
||||
string filePath,
|
||||
bool is3D = false,
|
||||
bool loop = false
|
||||
)
|
||||
{
|
||||
var fileHandle = FAudio.stb_vorbis_open_filename(filePath, out var error, IntPtr.Zero);
|
||||
if (error != 0)
|
||||
{
|
||||
Logger.LogError("Error opening OGG file!");
|
||||
throw new AudioLoadException("Error opening OGG file!");
|
||||
}
|
||||
|
||||
var info = FAudio.stb_vorbis_get_info(fileHandle);
|
||||
var info = FAudio.stb_vorbis_get_info(fileHandle);
|
||||
|
||||
return new StreamingSoundOgg(
|
||||
device,
|
||||
fileHandle,
|
||||
info,
|
||||
is3D,
|
||||
loop
|
||||
);
|
||||
}
|
||||
return new StreamingSoundOgg(
|
||||
device,
|
||||
fileHandle,
|
||||
info,
|
||||
is3D,
|
||||
loop
|
||||
);
|
||||
}
|
||||
|
||||
internal StreamingSoundOgg(
|
||||
AudioDevice device,
|
||||
IntPtr fileHandle,
|
||||
FAudio.stb_vorbis_info info,
|
||||
bool is3D,
|
||||
bool loop
|
||||
) : base(device, (ushort) info.channels, info.sample_rate, is3D, loop)
|
||||
{
|
||||
FileHandle = fileHandle;
|
||||
Info = info;
|
||||
buffer = new float[BUFFER_SIZE];
|
||||
internal StreamingSoundOgg(
|
||||
AudioDevice device,
|
||||
IntPtr fileHandle,
|
||||
FAudio.stb_vorbis_info info,
|
||||
bool is3D,
|
||||
bool loop
|
||||
) : base(device, (ushort) info.channels, info.sample_rate, is3D, loop)
|
||||
{
|
||||
FileHandle = fileHandle;
|
||||
Info = info;
|
||||
buffer = new float[BUFFER_SIZE];
|
||||
|
||||
device.AddDynamicSoundInstance(this);
|
||||
}
|
||||
device.AddDynamicSoundInstance(this);
|
||||
}
|
||||
|
||||
protected override void AddBuffer(
|
||||
out float[] buffer,
|
||||
out uint bufferOffset,
|
||||
out uint bufferLength,
|
||||
out bool reachedEnd
|
||||
) {
|
||||
buffer = this.buffer;
|
||||
protected override void AddBuffer(
|
||||
out float[] buffer,
|
||||
out uint bufferOffset,
|
||||
out uint bufferLength,
|
||||
out bool reachedEnd
|
||||
)
|
||||
{
|
||||
buffer = this.buffer;
|
||||
|
||||
/* NOTE: this function returns samples per channel, not total samples */
|
||||
var samples = FAudio.stb_vorbis_get_samples_float_interleaved(
|
||||
FileHandle,
|
||||
Info.channels,
|
||||
buffer,
|
||||
buffer.Length
|
||||
);
|
||||
/* NOTE: this function returns samples per channel, not total samples */
|
||||
var samples = FAudio.stb_vorbis_get_samples_float_interleaved(
|
||||
FileHandle,
|
||||
Info.channels,
|
||||
buffer,
|
||||
buffer.Length
|
||||
);
|
||||
|
||||
var sampleCount = samples * Info.channels;
|
||||
bufferOffset = 0;
|
||||
bufferLength = (uint) sampleCount;
|
||||
reachedEnd = sampleCount < buffer.Length;
|
||||
}
|
||||
var sampleCount = samples * Info.channels;
|
||||
bufferOffset = 0;
|
||||
bufferLength = (uint) sampleCount;
|
||||
reachedEnd = sampleCount < buffer.Length;
|
||||
}
|
||||
|
||||
protected override void SeekStart()
|
||||
{
|
||||
FAudio.stb_vorbis_seek_start(FileHandle);
|
||||
}
|
||||
protected override void SeekStart()
|
||||
{
|
||||
FAudio.stb_vorbis_seek_start(FileHandle);
|
||||
}
|
||||
|
||||
protected override void Destroy()
|
||||
{
|
||||
FAudio.stb_vorbis_close(FileHandle);
|
||||
}
|
||||
}
|
||||
protected override void Destroy()
|
||||
{
|
||||
FAudio.stb_vorbis_close(FileHandle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue