refactor sound API to support generic decoding
parent
2d5d70106f
commit
41636e923c
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@ -18,7 +18,7 @@ namespace MoonWorks.Audio
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internal FAudio.FAudioVoiceSends ReverbSends;
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private readonly List<WeakReference<DynamicSoundInstance>> dynamicSoundInstances = new List<WeakReference<DynamicSoundInstance>>();
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private readonly List<WeakReference<StreamingSound>> streamingSounds = new List<WeakReference<StreamingSound>>();
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public unsafe AudioDevice()
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{
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@ -196,23 +196,23 @@ namespace MoonWorks.Audio
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public void Update()
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{
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for (var i = dynamicSoundInstances.Count - 1; i >= 0; i--)
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for (var i = streamingSounds.Count - 1; i >= 0; i--)
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{
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var weakReference = dynamicSoundInstances[i];
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if (weakReference.TryGetTarget(out var dynamicSoundInstance))
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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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dynamicSoundInstance.Update();
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streamingSound.Update();
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}
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else
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{
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dynamicSoundInstances.RemoveAt(i);
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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(DynamicSoundInstance instance)
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internal void AddDynamicSoundInstance(StreamingSound instance)
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{
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dynamicSoundInstances.Add(new WeakReference<DynamicSoundInstance>(instance));
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streamingSounds.Add(new WeakReference<StreamingSound>(instance));
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}
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}
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}
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@ -1,82 +0,0 @@
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using System;
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using System.IO;
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namespace MoonWorks.Audio
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{
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/// <summary>
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/// For streaming long playback. Reads an OGG file.
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/// </summary>
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public class DynamicSound : Sound, IDisposable
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{
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internal override FAudio.FAudioWaveFormatEx Format { get; }
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// FIXME: what should this value be?
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public const int BUFFER_SIZE = 1024 * 128;
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internal IntPtr FileHandle { get; }
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internal FAudio.stb_vorbis_info Info { get; }
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private bool IsDisposed;
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public DynamicSound(AudioDevice device, FileInfo fileInfo) : base(device)
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{
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FileHandle = FAudio.stb_vorbis_open_filename(fileInfo.FullName, out var error, IntPtr.Zero);
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if (error != 0)
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{
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Logger.LogError("Error opening OGG file!");
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throw new AudioLoadException("Error opening OGG file!");
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}
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Info = FAudio.stb_vorbis_get_info(FileHandle);
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var blockAlign = (ushort)(4 * Info.channels);
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Format = new FAudio.FAudioWaveFormatEx
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{
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wFormatTag = 3,
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wBitsPerSample = 32,
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nChannels = (ushort) Info.channels,
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nBlockAlign = blockAlign,
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nSamplesPerSec = Info.sample_rate,
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nAvgBytesPerSec = blockAlign * Info.sample_rate,
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cbSize = 0
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};
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}
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public DynamicSoundInstance CreateInstance(bool loop = false)
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{
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var instance = new DynamicSoundInstance(Device, this, false, loop);
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Device.AddDynamicSoundInstance(instance);
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return instance;
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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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// dispose managed state (managed objects)
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}
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FAudio.stb_vorbis_close(FileHandle);
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IsDisposed = true;
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}
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}
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// override finalizer only if 'Dispose(bool disposing)' has code to free unmanaged resources
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~DynamicSound()
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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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}
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}
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}
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13
Sound.cs
13
Sound.cs
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@ -1,13 +0,0 @@
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namespace MoonWorks.Audio
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{
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public abstract class Sound
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{
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internal AudioDevice Device { get; }
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internal abstract FAudio.FAudioWaveFormatEx Format { get; }
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public Sound(AudioDevice device)
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{
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Device = device;
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}
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}
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}
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@ -7,7 +7,7 @@ namespace MoonWorks.Audio
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{
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protected AudioDevice Device { get; }
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internal IntPtr Handle { get; }
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public Sound Parent { get; }
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internal FAudio.FAudioWaveFormatEx Format { get; }
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public bool Loop { get; }
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protected FAudio.F3DAUDIO_DSP_SETTINGS dspSettings;
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@ -118,10 +118,12 @@ namespace MoonWorks.Audio
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{
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_lowPassFilter = value;
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FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters();
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p.Type = FAudio.FAudioFilterType.FAudioLowPassFilter;
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p.Frequency = _lowPassFilter;
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p.OneOverQ = 1f;
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FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters
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{
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Type = FAudio.FAudioFilterType.FAudioLowPassFilter,
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Frequency = _lowPassFilter,
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OneOverQ = 1f
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};
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FAudio.FAudioVoice_SetFilterParameters(
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Handle,
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ref p,
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@ -138,10 +140,12 @@ namespace MoonWorks.Audio
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{
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_highPassFilter = value;
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FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters();
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p.Type = FAudio.FAudioFilterType.FAudioHighPassFilter;
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p.Frequency = _highPassFilter;
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p.OneOverQ = 1f;
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FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters
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{
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Type = FAudio.FAudioFilterType.FAudioHighPassFilter,
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Frequency = _highPassFilter,
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OneOverQ = 1f
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};
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FAudio.FAudioVoice_SetFilterParameters(
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Handle,
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ref p,
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@ -158,10 +162,12 @@ namespace MoonWorks.Audio
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{
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_bandPassFilter = value;
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FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters();
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p.Type = FAudio.FAudioFilterType.FAudioBandPassFilter;
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p.Frequency = _bandPassFilter;
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p.OneOverQ = 1f;
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FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters
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{
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Type = FAudio.FAudioFilterType.FAudioBandPassFilter,
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Frequency = _bandPassFilter,
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OneOverQ = 1f
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};
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FAudio.FAudioVoice_SetFilterParameters(
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Handle,
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ref p,
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@ -172,14 +178,25 @@ namespace MoonWorks.Audio
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public SoundInstance(
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AudioDevice device,
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Sound parent,
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ushort channels,
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uint samplesPerSecond,
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bool is3D,
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bool loop
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) {
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Device = device;
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Parent = parent;
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FAudio.FAudioWaveFormatEx format = Parent.Format;
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var blockAlign = (ushort)(4 * channels);
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var format = new FAudio.FAudioWaveFormatEx
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{
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wFormatTag = 3,
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wBitsPerSample = 32,
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nChannels = channels,
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nBlockAlign = blockAlign,
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nSamplesPerSec = samplesPerSecond,
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nAvgBytesPerSec = blockAlign * samplesPerSecond
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};
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Format = format;
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FAudio.FAudio_CreateSourceVoice(
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Device.Handle,
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@ -200,7 +217,7 @@ namespace MoonWorks.Audio
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Handle = handle;
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this.is3D = is3D;
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InitDSPSettings(Parent.Format.nChannels);
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InitDSPSettings(Format.nChannels);
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FAudio.FAudioVoice_SetOutputVoices(
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handle,
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@ -208,6 +225,7 @@ namespace MoonWorks.Audio
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);
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Loop = loop;
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State = SoundState.Stopped;
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}
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private void InitDSPSettings(uint srcChannels)
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@ -4,10 +4,12 @@ using System.Runtime.InteropServices;
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namespace MoonWorks.Audio
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{
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public class StaticSound : Sound, IDisposable
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public class StaticSound : IDisposable
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{
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internal override FAudio.FAudioWaveFormatEx Format { get; }
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internal AudioDevice Device { get; }
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internal FAudio.FAudioBuffer Handle;
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public ushort Channels { get; }
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public uint SamplesPerSecond { get; }
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public uint LoopStart { get; set; } = 0;
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public uint LoopLength { get; set; } = 0;
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@ -37,33 +39,26 @@ namespace MoonWorks.Audio
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return new StaticSound(
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device,
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(ushort) info.channels,
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info.sample_rate,
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buffer,
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0,
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(uint) buffer.Length,
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(ushort) info.channels,
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info.sample_rate
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(uint) buffer.Length
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);
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}
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public StaticSound(
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AudioDevice device,
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ushort channels,
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uint samplesPerSecond,
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float[] buffer,
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uint bufferOffset, /* in floats */
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uint bufferLength, /* in floats */
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ushort channels,
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uint samplesPerSecond
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) : base(device) {
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var blockAlign = (ushort)(4 * channels);
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uint bufferLength /* in floats */
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) {
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Device = device;
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Format = new FAudio.FAudioWaveFormatEx
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{
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wFormatTag = 3,
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wBitsPerSample = 32,
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nChannels = channels,
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nBlockAlign = blockAlign,
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nSamplesPerSec = samplesPerSecond,
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nAvgBytesPerSec = blockAlign * samplesPerSecond
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};
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Channels = channels;
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SamplesPerSecond = samplesPerSecond;
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var bufferLengthInBytes = (int) (bufferLength * sizeof(float));
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Handle = new FAudio.FAudioBuffer();
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{
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public class StaticSoundInstance : SoundInstance
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{
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public StaticSound Parent { get; }
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private SoundState _state = SoundState.Stopped;
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public override SoundState State
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{
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StaticSound parent,
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bool is3D,
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bool loop
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) : base(device, parent, is3D, loop)
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) : base(device, parent.Channels, parent.SamplesPerSecond, is3D, loop)
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{
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State = SoundState.Stopped;
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Parent = parent;
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}
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public void Play()
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{
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var parent = (StaticSound) Parent;
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if (State == SoundState.Playing)
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{
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return;
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@ -49,20 +49,20 @@ namespace MoonWorks.Audio
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if (Loop)
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{
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parent.Handle.LoopCount = 255;
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parent.Handle.LoopBegin = parent.LoopStart;
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parent.Handle.LoopLength = parent.LoopLength;
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Parent.Handle.LoopCount = 255;
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Parent.Handle.LoopBegin = Parent.LoopStart;
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Parent.Handle.LoopLength = Parent.LoopLength;
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}
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else
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{
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parent.Handle.LoopCount = 0;
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parent.Handle.LoopBegin = 0;
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parent.Handle.LoopLength = 0;
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Parent.Handle.LoopCount = 0;
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Parent.Handle.LoopBegin = 0;
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Parent.Handle.LoopLength = 0;
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}
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FAudio.FAudioSourceVoice_SubmitSourceBuffer(
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Handle,
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ref parent.Handle,
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ref Parent.Handle,
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IntPtr.Zero
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);
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@ -4,32 +4,26 @@ using System.Runtime.InteropServices;
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namespace MoonWorks.Audio
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{
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public class DynamicSoundInstance : SoundInstance
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/// <summary>
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/// For streaming long playback. Reads an OGG file.
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/// </summary>
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public abstract class StreamingSound : SoundInstance
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{
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private List<IntPtr> queuedBuffers;
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private List<uint> queuedSizes;
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private readonly List<IntPtr> queuedBuffers = new List<IntPtr>();
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private readonly List<uint> queuedSizes = new List<uint>();
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private const int MINIMUM_BUFFER_CHECK = 3;
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public int PendingBufferCount => queuedBuffers.Count;
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private readonly float[] buffer;
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private bool IsDisposed;
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public override SoundState State { get; protected set; }
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internal DynamicSoundInstance(
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public StreamingSound(
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AudioDevice device,
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DynamicSound parent,
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ushort channels,
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uint samplesPerSecond,
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bool is3D,
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bool loop
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) : base(device, parent, is3D, loop)
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{
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queuedBuffers = new List<IntPtr>();
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queuedSizes = new List<uint>();
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buffer = new float[DynamicSound.BUFFER_SIZE];
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State = SoundState.Stopped;
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}
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) : base(device, channels, samplesPerSecond, is3D, loop) { }
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public void Play()
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{
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@ -78,27 +72,28 @@ namespace MoonWorks.Audio
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);
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while (PendingBufferCount > state.BuffersQueued)
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lock (queuedBuffers)
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{
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Marshal.FreeHGlobal(queuedBuffers[0]);
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queuedBuffers.RemoveAt(0);
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}
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lock (queuedBuffers)
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{
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Marshal.FreeHGlobal(queuedBuffers[0]);
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queuedBuffers.RemoveAt(0);
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}
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QueueBuffers();
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}
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private void QueueBuffers()
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protected void QueueBuffers()
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{
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for (
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int i = MINIMUM_BUFFER_CHECK - PendingBufferCount;
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i > 0;
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i -= 1
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) {
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)
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{
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AddBuffer();
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}
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}
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private void ClearBuffers()
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protected void ClearBuffers()
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{
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lock (queuedBuffers)
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{
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@ -111,23 +106,19 @@ namespace MoonWorks.Audio
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}
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}
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private void AddBuffer()
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protected void AddBuffer()
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{
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var parent = (DynamicSound) Parent;
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/* NOTE: this function returns samples per channel, not total samples */
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var samples = FAudio.stb_vorbis_get_samples_float_interleaved(
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parent.FileHandle,
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parent.Info.channels,
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buffer,
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buffer.Length
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AddBuffer(
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out var buffer,
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out var bufferOffset,
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out var bufferLength,
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out var reachedEnd
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);
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var sampleCount = samples * parent.Info.channels;
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var lengthInBytes = (uint) sampleCount * sizeof(float);
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var lengthInBytes = bufferLength * sizeof(float);
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IntPtr next = Marshal.AllocHGlobal((int) lengthInBytes);
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Marshal.Copy(buffer, 0, next, sampleCount);
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Marshal.Copy(buffer, (int) bufferOffset, next, (int) bufferLength);
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lock (queuedBuffers)
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{
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@ -140,8 +131,8 @@ namespace MoonWorks.Audio
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pAudioData = next,
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PlayLength = (
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lengthInBytes /
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(uint) parent.Info.channels /
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(uint) (parent.Format.wBitsPerSample / 8)
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Format.nChannels /
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(uint)(Format.wBitsPerSample / 8)
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)
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};
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@ -158,11 +149,11 @@ namespace MoonWorks.Audio
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}
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/* We have reached the end of the file, what do we do? */
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if (sampleCount < buffer.Length)
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if (reachedEnd)
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{
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if (Loop)
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{
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FAudio.stb_vorbis_seek_start(parent.FileHandle);
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SeekStart();
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}
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else
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{
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@ -170,5 +161,31 @@ namespace MoonWorks.Audio
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}
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}
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}
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protected abstract void AddBuffer(
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out float[] buffer,
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out uint bufferOffset, /* in floats */
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out uint bufferLength, /* in floats */
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out bool reachedEnd
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);
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protected abstract void SeekStart();
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protected override 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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// dispose managed state (managed objects)
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Stop(true);
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}
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// dispose unmanaged state
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IsDisposed = true;
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}
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base.Dispose(disposing);
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}
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}
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}
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@ -0,0 +1,104 @@
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using System;
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using System.IO;
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namespace MoonWorks.Audio
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{
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public class StreamingSoundOgg : StreamingSound
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||||
{
|
||||
// FIXME: what should this value be?
|
||||
public const int BUFFER_SIZE = 1024 * 128;
|
||||
|
||||
internal IntPtr FileHandle { get; }
|
||||
internal FAudio.stb_vorbis_info Info { get; }
|
||||
|
||||
private readonly float[] buffer;
|
||||
|
||||
public override SoundState State { get; protected set; }
|
||||
|
||||
private bool IsDisposed;
|
||||
|
||||
public static StreamingSoundOgg Load(
|
||||
AudioDevice device,
|
||||
FileInfo fileInfo,
|
||||
bool is3D = false,
|
||||
bool loop = false
|
||||
) {
|
||||
var fileHandle = FAudio.stb_vorbis_open_filename(fileInfo.FullName, 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);
|
||||
|
||||
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];
|
||||
|
||||
device.AddDynamicSoundInstance(this);
|
||||
}
|
||||
|
||||
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
|
||||
);
|
||||
|
||||
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 Dispose(bool disposing)
|
||||
{
|
||||
if (!IsDisposed)
|
||||
{
|
||||
if (disposing)
|
||||
{
|
||||
// dispose managed state (managed objects)
|
||||
}
|
||||
|
||||
// dispose unmanaged state
|
||||
FAudio.stb_vorbis_close(FileHandle);
|
||||
|
||||
IsDisposed = true;
|
||||
}
|
||||
|
||||
base.Dispose(disposing);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue