FineAudio/DynamicSoundInstance.cs

155 lines
4.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
public class DynamicSoundInstance : SoundInstance
{
private List<IntPtr> queuedBuffers;
private List<uint> queuedSizes;
private const int MINIMUM_BUFFER_CHECK = 3;
public int PendingBufferCount => queuedBuffers.Count;
private readonly float[] buffer;
public override SoundState State { get; protected set; }
public DynamicSoundInstance(
AudioDevice device,
DynamicSound parent,
bool is3D
) : base(device, parent, is3D)
{
queuedBuffers = new List<IntPtr>();
queuedSizes = new List<uint>();
buffer = new float[DynamicSound.BUFFER_SIZE];
}
public void Play()
{
Update();
if (State == SoundState.Playing)
{
return;
}
QueueBuffers();
FAudio.FAudioSourceVoice_Start(Handle, 0, 0);
State = SoundState.Playing;
}
public void Pause()
{
if (State == SoundState.Playing)
{
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
State = SoundState.Paused;
}
}
public void Stop()
{
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
FAudio.FAudioSourceVoice_FlushSourceBuffers(Handle);
State = SoundState.Stopped;
ClearBuffers();
}
private void Update()
{
if (State != SoundState.Playing)
{
return;
}
FAudio.FAudioSourceVoice_GetState(
Handle,
out var state,
FAudio.FAUDIO_VOICE_NOSAMPLESPLAYED
);
while (PendingBufferCount > state.BuffersQueued)
lock (queuedBuffers)
{
Marshal.FreeHGlobal(queuedBuffers[0]);
queuedBuffers.RemoveAt(0);
queuedSizes.RemoveAt(0);
}
}
private void QueueBuffers()
{
for (
int i = MINIMUM_BUFFER_CHECK - PendingBufferCount;
i > 0;
i -= 1
) {
AddBuffer();
}
}
private void ClearBuffers()
{
lock (queuedBuffers)
{
foreach (IntPtr buf in queuedBuffers)
{
Marshal.FreeHGlobal(buf);
}
queuedBuffers.Clear();
queuedBuffers.Clear();
}
}
private void AddBuffer()
{
var parent = (DynamicSound) Parent;
var samples = FAudio.stb_vorbis_get_samples_float_interleaved(
parent.FileHandle,
parent.Info.channels,
buffer,
buffer.Length
);
IntPtr next = Marshal.AllocHGlobal(buffer.Length);
Marshal.Copy(buffer, 0, next, buffer.Length);
lock (queuedBuffers)
{
var lengthInBytes = (uint) buffer.Length * sizeof(float);
queuedBuffers.Add(next);
if (State != SoundState.Stopped)
{
FAudio.FAudioBuffer buf = new FAudio.FAudioBuffer
{
AudioBytes = lengthInBytes,
pAudioData = next,
PlayLength = (
lengthInBytes /
(uint) parent.Info.channels /
(uint) (parent.Format.wBitsPerSample / 8)
)
};
FAudio.FAudioSourceVoice_SubmitSourceBuffer(
Handle,
ref buf,
IntPtr.Zero
);
}
else
{
queuedSizes.Add(lengthInBytes);
}
}
}
}
}