FineAudio/StaticSound.cs

115 lines
3.5 KiB
C#

using System;
using System.IO;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
public class StaticSound : Sound, IDisposable
{
internal override FAudio.FAudioWaveFormatEx Format { get; }
internal FAudio.FAudioBuffer Handle;
public uint LoopStart { get; set; } = 0;
public uint LoopLength { get; set; } = 0;
private bool IsDisposed;
public static StaticSound LoadOgg(AudioDevice device, FileInfo fileInfo)
{
var filePointer = FAudio.stb_vorbis_open_filename(fileInfo.FullName, 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);
var buffer = new float[bufferSize];
FAudio.stb_vorbis_get_samples_float_interleaved(
filePointer,
info.channels,
buffer,
(int) bufferSize
);
FAudio.stb_vorbis_close(filePointer);
return new StaticSound(
device,
buffer,
0,
(ushort) info.channels,
info.sample_rate
);
}
public StaticSound(
AudioDevice device,
float[] buffer,
uint bufferOffset,
ushort channels,
uint samplesPerSecond
) : base(device) {
var blockAlign = (ushort)(4 * channels);
Format = new FAudio.FAudioWaveFormatEx
{
wFormatTag = 3,
wBitsPerSample = 32,
nChannels = channels,
nBlockAlign = blockAlign,
nSamplesPerSec = samplesPerSecond,
nAvgBytesPerSec = blockAlign * samplesPerSecond
};
var bufferLengthInBytes = sizeof(float) * buffer.Length;
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, buffer.Length);
Handle.PlayBegin = 0;
Handle.PlayLength = 0;
LoopStart = 0;
LoopLength = 0;
}
public StaticSoundInstance CreateInstance(bool loop = false)
{
return new StaticSoundInstance(Device, this, false, loop);
}
protected virtual void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (disposing)
{
// dispose managed state (managed objects)
}
Marshal.FreeHGlobal(Handle.pAudioData);
IsDisposed = true;
}
}
// override finalizer only if 'Dispose(bool disposing)' has code to free unmanaged resources
~StaticSound()
{
// 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);
}
}
}