MoonWorks/src/Audio/StreamingSound.cs

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using System;
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using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
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/// <summary>
/// For streaming long playback.
/// Must be extended with a decoder routine called by FillBuffer.
/// See StreamingSoundOgg for an example.
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/// </summary>
public abstract class StreamingSound : SoundInstance
{
private const int BUFFER_COUNT = 3;
private readonly IntPtr[] buffers;
private int nextBufferIndex = 0;
private uint queuedBufferCount = 0;
protected abstract int BUFFER_SIZE { get; }
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public unsafe StreamingSound(
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AudioDevice device,
ushort formatTag,
ushort bitsPerSample,
ushort blockAlign,
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ushort channels,
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uint samplesPerSecond
) : base(device, formatTag, bitsPerSample, blockAlign, channels, samplesPerSecond)
{
device.AddDynamicSoundInstance(this);
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buffers = new IntPtr[BUFFER_COUNT];
for (int i = 0; i < BUFFER_COUNT; i += 1)
{
buffers[i] = (IntPtr) NativeMemory.Alloc((nuint) BUFFER_SIZE);
}
}
public override void Play()
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{
if (State == SoundState.Playing)
{
return;
}
State = SoundState.Playing;
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Update();
FAudio.FAudioSourceVoice_Start(Handle, 0, 0);
}
public override void Pause()
{
if (State == SoundState.Playing)
{
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
State = SoundState.Paused;
}
}
public override void Stop()
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{
State = SoundState.Stopped;
}
public override void StopImmediate()
{
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
FAudio.FAudioSourceVoice_FlushSourceBuffers(Handle);
ClearBuffers();
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State = SoundState.Stopped;
}
internal unsafe void Update()
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{
if (State != SoundState.Playing)
{
return;
}
FAudio.FAudioSourceVoice_GetState(
Handle,
out var state,
FAudio.FAUDIO_VOICE_NOSAMPLESPLAYED
);
queuedBufferCount = state.BuffersQueued;
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QueueBuffers();
}
protected void QueueBuffers()
{
for (int i = 0; i < BUFFER_COUNT - queuedBufferCount; i += 1)
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{
AddBuffer();
}
}
protected unsafe void ClearBuffers()
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{
nextBufferIndex = 0;
queuedBufferCount = 0;
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}
protected unsafe void AddBuffer()
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{
var buffer = buffers[nextBufferIndex];
nextBufferIndex = (nextBufferIndex + 1) % BUFFER_COUNT;
FillBuffer(
(void*) buffer,
BUFFER_SIZE,
out int filledLengthInBytes,
out bool reachedEnd
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);
FAudio.FAudioBuffer buf = new FAudio.FAudioBuffer
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{
AudioBytes = (uint) filledLengthInBytes,
pAudioData = (IntPtr) buffer,
PlayLength = (
(uint) (filledLengthInBytes /
Format.nChannels /
(uint) (Format.wBitsPerSample / 8))
)
};
FAudio.FAudioSourceVoice_SubmitSourceBuffer(
Handle,
ref buf,
IntPtr.Zero
);
queuedBufferCount += 1;
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/* We have reached the end of the file, what do we do? */
if (reachedEnd)
{
OnReachedEnd();
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}
}
protected virtual void OnReachedEnd()
{
Stop();
}
protected unsafe abstract void FillBuffer(
void* buffer,
int bufferLengthInBytes, /* in bytes */
out int filledLengthInBytes, /* in bytes */
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out bool reachedEnd
);
protected unsafe override void Destroy()
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{
StopImmediate();
for (int i = 0; i < BUFFER_COUNT; i += 1)
{
NativeMemory.Free((void*) buffers[i]);
}
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}
}
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}