fix dynamic looping
parent
2c828e52b3
commit
4c89c9173b
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@ -44,9 +44,9 @@ namespace MoonWorks.Audio
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};
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}
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public DynamicSoundInstance CreateInstance()
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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);
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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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@ -19,8 +19,9 @@ namespace MoonWorks.Audio
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internal DynamicSoundInstance(
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AudioDevice device,
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DynamicSound parent,
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bool is3D
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) : base(device, parent, is3D)
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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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@ -32,17 +33,14 @@ namespace MoonWorks.Audio
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public void Play()
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{
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Update();
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if (State == SoundState.Playing)
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{
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return;
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}
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QueueBuffers();
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FAudio.FAudioSourceVoice_Start(Handle, 0, 0);
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State = SoundState.Playing;
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Update();
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FAudio.FAudioSourceVoice_Start(Handle, 0, 0);
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}
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public void Pause()
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@ -54,12 +52,16 @@ namespace MoonWorks.Audio
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}
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}
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public void Stop()
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public void Stop(bool immediate = true)
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{
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FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
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FAudio.FAudioSourceVoice_FlushSourceBuffers(Handle);
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if (immediate)
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{
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FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
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FAudio.FAudioSourceVoice_FlushSourceBuffers(Handle);
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ClearBuffers();
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}
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State = SoundState.Stopped;
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ClearBuffers();
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}
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internal void Update()
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@ -80,8 +82,9 @@ namespace MoonWorks.Audio
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{
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Marshal.FreeHGlobal(queuedBuffers[0]);
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queuedBuffers.RemoveAt(0);
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queuedSizes.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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@ -104,7 +107,7 @@ namespace MoonWorks.Audio
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Marshal.FreeHGlobal(buf);
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}
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queuedBuffers.Clear();
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queuedBuffers.Clear();
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queuedSizes.Clear();
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}
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}
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@ -112,6 +115,7 @@ namespace MoonWorks.Audio
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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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@ -119,13 +123,14 @@ namespace MoonWorks.Audio
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buffer.Length
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);
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IntPtr next = Marshal.AllocHGlobal(buffer.Length * sizeof(float));
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Marshal.Copy(buffer, 0, next, buffer.Length);
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var sampleCount = samples * parent.Info.channels;
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var lengthInBytes = (uint) sampleCount * 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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lock (queuedBuffers)
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{
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var lengthInBytes = (uint) buffer.Length * sizeof(float);
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queuedBuffers.Add(next);
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if (State != SoundState.Stopped)
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{
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@ -151,6 +156,19 @@ namespace MoonWorks.Audio
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queuedSizes.Add(lengthInBytes);
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}
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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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{
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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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}
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else
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{
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Stop(false);
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}
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}
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}
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}
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}
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@ -8,6 +8,8 @@ namespace MoonWorks.Audio
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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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public bool Loop { get; }
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protected FAudio.F3DAUDIO_DSP_SETTINGS dspSettings;
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protected bool is3D;
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@ -171,7 +173,8 @@ 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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bool is3D
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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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@ -203,6 +206,8 @@ namespace MoonWorks.Audio
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handle,
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ref Device.ReverbSends
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);
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Loop = loop;
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}
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private void InitDSPSettings(uint srcChannels)
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@ -78,9 +78,9 @@ namespace MoonWorks.Audio
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LoopLength = 0;
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}
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public StaticSoundInstance CreateInstance()
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public StaticSoundInstance CreateInstance(bool loop = false)
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{
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return new StaticSoundInstance(Device, this, false, true);
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return new StaticSoundInstance(Device, this, false, loop);
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}
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protected virtual void Dispose(bool disposing)
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@ -4,8 +4,6 @@ namespace MoonWorks.Audio
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{
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public class StaticSoundInstance : SoundInstance
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{
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public bool Loop { 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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@ -30,14 +28,13 @@ namespace MoonWorks.Audio
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}
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}
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public StaticSoundInstance(
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internal StaticSoundInstance(
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AudioDevice device,
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StaticSound parent,
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bool is3D,
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bool loop = false
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) : base(device, parent, is3D)
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bool loop
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) : base(device, parent, is3D, loop)
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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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