starting audio implementation
commit
9ca745e5e0
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@ -0,0 +1,192 @@
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using System;
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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
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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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private FAudio.FAudioVoiceSends reverbSends;
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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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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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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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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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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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/* 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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/* Init reverb */
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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 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.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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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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ReverbVoice = reverbVoice;
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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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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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reverbSends = new FAudio.FAudioVoiceSends();
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reverbSends.SendCount = 2;
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reverbSends.pSends = Marshal.AllocHGlobal(
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2 * Marshal.SizeOf<FAudio.FAudioSendDescriptor>()
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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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}
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}
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@ -0,0 +1,36 @@
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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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// for streaming long playback
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public class Song
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{
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public IntPtr Handle { get; }
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public FAudio.stb_vorbis_info Info { get; }
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public uint BufferSize { get; }
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public bool Loop { get; set; }
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private readonly float[] buffer;
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private const int bufferShrinkFactor = 8;
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public TimeSpan Duration { get; set; }
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public Song(FileInfo fileInfo)
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{
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var filePointer = 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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throw new AudioLoadException("Error loading file!");
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}
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Info = FAudio.stb_vorbis_get_info(filePointer);
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BufferSize = (uint)(Info.sample_rate * Info.channels) / bufferShrinkFactor;
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buffer = new float[BufferSize];
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FAudio.stb_vorbis_close(filePointer);
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}
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}
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}
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@ -0,0 +1,73 @@
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using System;
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using System.IO;
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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 Sound
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{
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internal FAudio.FAudioBuffer Handle;
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internal FAudio.FAudioWaveFormatEx Format;
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public uint LoopStart { get; set; } = 0;
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public uint LoopLength { get; set; } = 0;
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public static Sound FromFile(FileInfo fileInfo)
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{
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var filePointer = 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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throw new AudioLoadException("Error loading file!");
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}
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var info = FAudio.stb_vorbis_get_info(filePointer);
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var bufferSize = (uint)(info.sample_rate * info.channels);
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var buffer = new float[bufferSize];
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var align = (ushort) (4 * info.channels);
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FAudio.stb_vorbis_close(filePointer);
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return new Sound(
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buffer,
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0,
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(ushort) info.channels,
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info.sample_rate,
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align
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);
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}
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/* we only support float decoding! WAV sucks! */
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public Sound(
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float[] buffer,
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uint bufferOffset,
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ushort channels,
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uint samplesPerSecond,
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ushort blockAlign
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) {
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var bufferLength = 4 * buffer.Length;
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Format = new FAudio.FAudioWaveFormatEx();
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Format.wFormatTag = 3;
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Format.wBitsPerSample = 32;
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Format.nChannels = channels;
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Format.nBlockAlign = (ushort) (4 * Format.nChannels);
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Format.nSamplesPerSec = samplesPerSecond;
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Format.nAvgBytesPerSec = Format.nBlockAlign * Format.nSamplesPerSec;
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Format.nBlockAlign = blockAlign;
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Format.cbSize = 0;
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Handle = new FAudio.FAudioBuffer();
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Handle.Flags = FAudio.FAUDIO_END_OF_STREAM;
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Handle.pContext = IntPtr.Zero;
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Handle.AudioBytes = (uint) bufferLength;
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Handle.pAudioData = Marshal.AllocHGlobal((int) bufferLength);
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Marshal.Copy(buffer, (int) bufferOffset, Handle.pAudioData, (int) bufferLength);
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Handle.PlayBegin = 0;
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Handle.PlayLength = (
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Handle.AudioBytes /
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(uint) Format.nChannels /
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(uint) (Format.wBitsPerSample / 8)
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);
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}
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}
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}
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@ -0,0 +1,308 @@
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using System;
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using System.Runtime.InteropServices;
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namespace MoonWorks.Audio
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{
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public abstract class SoundInstance : IDisposable
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{
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protected AudioDevice Device { get; }
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internal IntPtr Handle { get; }
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protected Sound Parent { get; }
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protected FAudio.F3DAUDIO_DSP_SETTINGS dspSettings;
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public SoundState State { get; protected set; }
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protected bool is3D;
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private float _pan = 0;
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private bool IsDisposed;
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public float Pan
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{
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get => _pan;
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set
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{
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_pan = value;
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if (_pan < -1f)
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{
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_pan = -1f;
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}
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if (_pan > 1f)
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{
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_pan = 1f;
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}
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if (is3D) { return; }
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SetPanMatrixCoefficients();
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FAudio.FAudioVoice_SetOutputMatrix(
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Handle,
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Device.MasteringVoice,
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dspSettings.SrcChannelCount,
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dspSettings.DstChannelCount,
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dspSettings.pMatrixCoefficients,
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0
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);
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}
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}
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private float _pitch = 1;
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public float Pitch
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{
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get => _pitch;
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set
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{
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float doppler;
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if (!is3D || Device.DopplerScale == 0f)
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{
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doppler = 1f;
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}
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else
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{
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doppler = dspSettings.DopplerFactor * Device.DopplerScale;
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}
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_pitch = value;
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FAudio.FAudioSourceVoice_SetFrequencyRatio(
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Handle,
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(float) Math.Pow(2.0, _pitch) * doppler,
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0
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);
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}
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}
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private float _volume = 1;
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public float Volume
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{
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get => _volume;
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set
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{
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_volume = value;
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FAudio.FAudioVoice_SetVolume(Handle, _volume, 0);
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}
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}
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private float _reverb;
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public unsafe float Reverb
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{
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get => _reverb;
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set
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{
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_reverb = value;
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float* outputMatrix = (float*) dspSettings.pMatrixCoefficients;
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outputMatrix[0] = _reverb;
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if (dspSettings.SrcChannelCount == 2)
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{
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outputMatrix[1] = _reverb;
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}
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FAudio.FAudioVoice_SetOutputMatrix(
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Handle,
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Device.ReverbVoice,
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dspSettings.SrcChannelCount,
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1,
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dspSettings.pMatrixCoefficients,
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0
|
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);
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}
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}
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private float _lowPassFilter;
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public float LowPassFilter
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{
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get => _lowPassFilter;
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set
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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.FAudioVoice_SetFilterParameters(
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Handle,
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ref p,
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0
|
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);
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}
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}
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|
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private float _highPassFilter;
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public float HighPassFilter
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{
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get => _highPassFilter;
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set
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{
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_highPassFilter = value;
|
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|
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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.FAudioVoice_SetFilterParameters(
|
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Handle,
|
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ref p,
|
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0
|
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);
|
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}
|
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}
|
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|
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private float _bandPassFilter;
|
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public float BandPassFilter
|
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{
|
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get => _bandPassFilter;
|
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set
|
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{
|
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_bandPassFilter = value;
|
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|
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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.FAudioVoice_SetFilterParameters(
|
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Handle,
|
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ref p,
|
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0
|
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);
|
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}
|
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}
|
||||
|
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public SoundInstance(AudioDevice device, Sound parent, bool is3D)
|
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{
|
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Device = device;
|
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Parent = parent;
|
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|
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FAudio.FAudioWaveFormatEx format = Parent.Format;
|
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|
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FAudio.FAudio_CreateSourceVoice(
|
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Device.Handle,
|
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out var handle,
|
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ref format,
|
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FAudio.FAUDIO_VOICE_USEFILTER,
|
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FAudio.FAUDIO_DEFAULT_FREQ_RATIO,
|
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IntPtr.Zero,
|
||||
IntPtr.Zero,
|
||||
IntPtr.Zero
|
||||
);
|
||||
|
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if (handle == IntPtr.Zero)
|
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{
|
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Logger.LogError("SoundInstance failed to initialize!");
|
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return;
|
||||
}
|
||||
|
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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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|
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}
|
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|
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private void InitDSPSettings(uint srcChannels)
|
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{
|
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dspSettings = new FAudio.F3DAUDIO_DSP_SETTINGS();
|
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dspSettings.DopplerFactor = 1f;
|
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dspSettings.SrcChannelCount = srcChannels;
|
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dspSettings.DstChannelCount = Device.DeviceDetails.OutputFormat.Format.nChannels;
|
||||
|
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int memsize = (
|
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4 *
|
||||
(int) dspSettings.SrcChannelCount *
|
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(int) dspSettings.DstChannelCount
|
||||
);
|
||||
|
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dspSettings.pMatrixCoefficients = Marshal.AllocHGlobal(memsize);
|
||||
unsafe
|
||||
{
|
||||
byte* memPtr = (byte*) dspSettings.pMatrixCoefficients;
|
||||
for (int i = 0; i < memsize; i += 1)
|
||||
{
|
||||
memPtr[i] = 0;
|
||||
}
|
||||
}
|
||||
SetPanMatrixCoefficients();
|
||||
}
|
||||
|
||||
// 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
|
||||
* entire channel; the two channels are blended on each side.
|
||||
* -flibit
|
||||
*/
|
||||
float* outputMatrix = (float*) dspSettings.pMatrixCoefficients;
|
||||
if (dspSettings.SrcChannelCount == 1)
|
||||
{
|
||||
if (dspSettings.DstChannelCount == 1)
|
||||
{
|
||||
outputMatrix[0] = 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
outputMatrix[0] = (_pan > 0.0f) ? (1.0f - _pan) : 1.0f;
|
||||
outputMatrix[1] = (_pan < 0.0f) ? (1.0f + _pan) : 1.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (dspSettings.DstChannelCount == 1)
|
||||
{
|
||||
outputMatrix[0] = 1.0f;
|
||||
outputMatrix[1] = 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_pan <= 0.0f)
|
||||
{
|
||||
// Left speaker blends left/right channels
|
||||
outputMatrix[0] = 0.5f * _pan + 1.0f;
|
||||
outputMatrix[1] = 0.5f * -_pan;
|
||||
// Right speaker gets less of the right channel
|
||||
outputMatrix[2] = 0.0f;
|
||||
outputMatrix[3] = _pan + 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Left speaker gets less of the left channel
|
||||
outputMatrix[0] = -_pan + 1.0f;
|
||||
outputMatrix[1] = 0.0f;
|
||||
// Right speaker blends right/left channels
|
||||
outputMatrix[2] = 0.5f * _pan;
|
||||
outputMatrix[3] = 0.5f * -_pan + 1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (!IsDisposed)
|
||||
{
|
||||
if (disposing)
|
||||
{
|
||||
// dispose managed state (managed objects)
|
||||
}
|
||||
|
||||
FAudio.FAudioVoice_DestroyVoice(Handle);
|
||||
Marshal.FreeHGlobal(dspSettings.pMatrixCoefficients);
|
||||
IsDisposed = true;
|
||||
}
|
||||
}
|
||||
|
||||
~SoundInstance()
|
||||
{
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
namespace MoonWorks.Audio
|
||||
{
|
||||
public enum SoundState
|
||||
{
|
||||
Playing,
|
||||
Paused,
|
||||
Stopped
|
||||
}
|
||||
}
|
|
@ -0,0 +1,70 @@
|
|||
using System;
|
||||
|
||||
namespace MoonWorks.Audio
|
||||
{
|
||||
public class StaticSoundInstance : SoundInstance
|
||||
{
|
||||
public bool Loop { get; protected set; }
|
||||
|
||||
public StaticSoundInstance(
|
||||
AudioDevice device,
|
||||
Sound parent,
|
||||
bool is3D
|
||||
) : base(device, parent, is3D) { }
|
||||
|
||||
public void Play(bool loop = false)
|
||||
{
|
||||
if (State == SoundState.Playing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (loop)
|
||||
{
|
||||
Loop = true;
|
||||
Parent.Handle.LoopCount = 255;
|
||||
Parent.Handle.LoopBegin = 0;
|
||||
Parent.Handle.LoopLength = Parent.LoopLength;
|
||||
}
|
||||
else
|
||||
{
|
||||
Loop = false;
|
||||
Parent.Handle.LoopCount = 0;
|
||||
Parent.Handle.LoopBegin = 0;
|
||||
Parent.Handle.LoopLength = 0;
|
||||
}
|
||||
|
||||
FAudio.FAudioSourceVoice_SubmitSourceBuffer(
|
||||
Handle,
|
||||
ref Parent.Handle,
|
||||
IntPtr.Zero
|
||||
);
|
||||
|
||||
FAudio.FAudioSourceVoice_Start(Handle, 0, 0);
|
||||
State = SoundState.Playing;
|
||||
}
|
||||
|
||||
public void Pause()
|
||||
{
|
||||
if (State == SoundState.Paused)
|
||||
{
|
||||
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
|
||||
State = SoundState.Paused;
|
||||
}
|
||||
}
|
||||
|
||||
public 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue