FineAudio/Sound.cs

74 lines
2.4 KiB
C#

using System;
using System.IO;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
public class Sound
{
internal FAudio.FAudioBuffer Handle;
internal FAudio.FAudioWaveFormatEx Format;
public uint LoopStart { get; set; } = 0;
public uint LoopLength { get; set; } = 0;
public static Sound FromFile(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 = (uint)(info.sample_rate * info.channels);
var buffer = new float[bufferSize];
var align = (ushort) (4 * info.channels);
FAudio.stb_vorbis_close(filePointer);
return new Sound(
buffer,
0,
(ushort) info.channels,
info.sample_rate,
align
);
}
/* we only support float decoding! WAV sucks! */
public Sound(
float[] buffer,
uint bufferOffset,
ushort channels,
uint samplesPerSecond,
ushort blockAlign
) {
var bufferLength = 4 * buffer.Length;
Format = new FAudio.FAudioWaveFormatEx();
Format.wFormatTag = 3;
Format.wBitsPerSample = 32;
Format.nChannels = channels;
Format.nBlockAlign = (ushort) (4 * Format.nChannels);
Format.nSamplesPerSec = samplesPerSecond;
Format.nAvgBytesPerSec = Format.nBlockAlign * Format.nSamplesPerSec;
Format.nBlockAlign = blockAlign;
Format.cbSize = 0;
Handle = new FAudio.FAudioBuffer();
Handle.Flags = FAudio.FAUDIO_END_OF_STREAM;
Handle.pContext = IntPtr.Zero;
Handle.AudioBytes = (uint) bufferLength;
Handle.pAudioData = Marshal.AllocHGlobal((int) bufferLength);
Marshal.Copy(buffer, (int) bufferOffset, Handle.pAudioData, (int) bufferLength);
Handle.PlayBegin = 0;
Handle.PlayLength = (
Handle.AudioBytes /
(uint) Format.nChannels /
(uint) (Format.wBitsPerSample / 8)
);
}
}
}