309 lines
8.6 KiB
C#
309 lines
8.6 KiB
C#
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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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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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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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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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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FAudio.FAudioWaveFormatEx format = Parent.Format;
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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,
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IntPtr.Zero,
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IntPtr.Zero
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);
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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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}
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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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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 *
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(int) dspSettings.SrcChannelCount *
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(int) dspSettings.DstChannelCount
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);
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dspSettings.pMatrixCoefficients = Marshal.AllocHGlobal(memsize);
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unsafe
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{
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byte* memPtr = (byte*) dspSettings.pMatrixCoefficients;
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for (int i = 0; i < memsize; i += 1)
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{
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memPtr[i] = 0;
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}
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}
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SetPanMatrixCoefficients();
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}
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// Taken from https://github.com/FNA-XNA/FNA/blob/master/src/Audio/SoundEffectInstance.cs
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private unsafe void SetPanMatrixCoefficients()
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{
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/* Two major things to notice:
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* 1. The spec assumes any speaker count >= 2 has Front Left/Right.
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* 2. Stereo panning is WAY more complicated than you think.
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* The main thing is that hard panning does NOT eliminate an
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* entire channel; the two channels are blended on each side.
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* -flibit
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*/
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float* outputMatrix = (float*) dspSettings.pMatrixCoefficients;
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if (dspSettings.SrcChannelCount == 1)
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{
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if (dspSettings.DstChannelCount == 1)
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{
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outputMatrix[0] = 1.0f;
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}
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else
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{
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outputMatrix[0] = (_pan > 0.0f) ? (1.0f - _pan) : 1.0f;
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outputMatrix[1] = (_pan < 0.0f) ? (1.0f + _pan) : 1.0f;
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}
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}
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else
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{
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if (dspSettings.DstChannelCount == 1)
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{
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outputMatrix[0] = 1.0f;
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outputMatrix[1] = 1.0f;
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}
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else
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{
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if (_pan <= 0.0f)
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{
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// Left speaker blends left/right channels
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outputMatrix[0] = 0.5f * _pan + 1.0f;
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outputMatrix[1] = 0.5f * -_pan;
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// Right speaker gets less of the right channel
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outputMatrix[2] = 0.0f;
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outputMatrix[3] = _pan + 1.0f;
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}
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else
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{
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// Left speaker gets less of the left channel
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outputMatrix[0] = -_pan + 1.0f;
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outputMatrix[1] = 0.0f;
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// Right speaker blends right/left channels
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outputMatrix[2] = 0.5f * _pan;
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outputMatrix[3] = 0.5f * -_pan + 1.0f;
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}
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}
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}
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}
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protected virtual void Dispose(bool disposing)
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{
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if (!IsDisposed)
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{
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if (disposing)
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{
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// dispose managed state (managed objects)
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}
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FAudio.FAudioVoice_DestroyVoice(Handle);
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Marshal.FreeHGlobal(dspSettings.pMatrixCoefficients);
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IsDisposed = true;
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}
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}
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~SoundInstance()
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{
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// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
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Dispose(disposing: false);
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}
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public void Dispose()
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{
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// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
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Dispose(disposing: true);
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GC.SuppressFinalize(this);
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}
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}
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}
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