new StreamingVoice and AudioData system
parent
a0408a863c
commit
eebbaeb6ae
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@ -0,0 +1,36 @@
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using System;
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namespace MoonWorks.Audio
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{
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public abstract class AudioData
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{
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public Format Format { get; protected set; }
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public abstract uint DecodeBufferSize { get; }
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public abstract bool Loaded { get; }
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/// <summary>
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/// Loads the raw audio data into memory.
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/// </summary>
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public abstract void Load();
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/// <summary>
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/// Seeks to the given sample frame.
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/// </summary>
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public abstract void Seek(uint sampleFrame);
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/// <summary>
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/// Attempts to decodes data of length bufferLengthInBytes into the provided buffer.
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/// </summary>
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/// <param name="buffer">The buffer that decoded bytes will be placed into.</param>
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/// <param name="bufferLengthInBytes">Requested length of decoded audio data.</param>
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/// <param name="filledLengthInBytes">How much data was actually filled in by the decode.</param>
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/// <param name="reachedEnd">Whether the end of the data was reached on this decode.</param>
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public abstract unsafe void Decode(void* buffer, int bufferLengthInBytes, out int filledLengthInBytes, out bool reachedEnd);
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/// <summary>
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/// Unloads the raw audio data from memory.
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/// </summary>
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public abstract void Unload();
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}
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}
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@ -0,0 +1,96 @@
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using System;
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using System.IO;
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using System.Runtime.InteropServices;
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namespace MoonWorks.Audio
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{
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public class AudioDataOgg : AudioData
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{
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private IntPtr FileDataPtr = IntPtr.Zero;
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private IntPtr VorbisHandle = IntPtr.Zero;
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private string FilePath;
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public override bool Loaded => VorbisHandle != IntPtr.Zero;
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public override uint DecodeBufferSize => 32768;
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public AudioDataOgg(string filePath)
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{
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FilePath = filePath;
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var handle = FAudio.stb_vorbis_open_filename(filePath, out var error, IntPtr.Zero);
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if (error != 0)
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{
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throw new AudioLoadException("Error loading file!");
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}
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var info = FAudio.stb_vorbis_get_info(handle);
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Format = new Format
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{
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Tag = FormatTag.IEEE_FLOAT,
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BitsPerSample = 32,
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Channels = (ushort) info.channels,
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SampleRate = info.sample_rate
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};
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FAudio.stb_vorbis_close(handle);
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}
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public override unsafe void Decode(void* buffer, int bufferLengthInBytes, out int filledLengthInBytes, out bool reachedEnd)
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{
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var lengthInFloats = bufferLengthInBytes / sizeof(float);
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/* NOTE: this function returns samples per channel, not total samples */
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var samples = FAudio.stb_vorbis_get_samples_float_interleaved(
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VorbisHandle,
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Format.Channels,
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(IntPtr) buffer,
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lengthInFloats
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);
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var sampleCount = samples * Format.Channels;
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reachedEnd = sampleCount < lengthInFloats;
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filledLengthInBytes = sampleCount * sizeof(float);
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}
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public override unsafe void Load()
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{
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if (!Loaded)
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{
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var fileStream = new FileStream(FilePath, FileMode.Open, FileAccess.Read);
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FileDataPtr = (nint) NativeMemory.Alloc((nuint) fileStream.Length);
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var fileDataSpan = new Span<byte>((void*) FileDataPtr, (int) fileStream.Length);
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fileStream.ReadExactly(fileDataSpan);
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fileStream.Close();
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VorbisHandle = FAudio.stb_vorbis_open_memory(FileDataPtr, fileDataSpan.Length, out int error, IntPtr.Zero);
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if (error != 0)
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{
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NativeMemory.Free((void*) FileDataPtr);
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Logger.LogError("Error opening OGG file!");
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Logger.LogError("Error: " + error);
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throw new AudioLoadException("Error opening OGG file!");
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}
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}
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}
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public override void Seek(uint sampleFrame)
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{
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FAudio.stb_vorbis_seek(VorbisHandle, sampleFrame);
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}
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public override unsafe void Unload()
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{
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if (Loaded)
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{
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FAudio.stb_vorbis_close(VorbisHandle);
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NativeMemory.Free((void*) FileDataPtr);
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VorbisHandle = IntPtr.Zero;
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FileDataPtr = IntPtr.Zero;
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}
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}
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}
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}
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@ -1,37 +1,28 @@
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using System;
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using System;
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using System.IO;
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using System.Runtime.InteropServices;
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namespace MoonWorks.Audio
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{
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public class StreamingSoundQoa : StreamingSoundSeekable
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public class AudioDataQoa : AudioData
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{
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private IntPtr QoaHandle = IntPtr.Zero;
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private IntPtr FileDataPtr = IntPtr.Zero;
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uint Channels;
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uint SamplesPerChannelPerFrame;
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uint TotalSamplesPerChannel;
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public override bool Loaded => QoaHandle != IntPtr.Zero;
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private string FilePath;
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private const uint QOA_MAGIC = 0x716f6166; /* 'qoaf' */
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private static unsafe UInt64 ReverseEndianness(UInt64 value)
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{
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byte* bytes = (byte*) &value;
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public override bool Loaded => QoaHandle != IntPtr.Zero;
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return
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((UInt64)(bytes[0]) << 56) | ((UInt64)(bytes[1]) << 48) |
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((UInt64)(bytes[2]) << 40) | ((UInt64)(bytes[3]) << 32) |
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((UInt64)(bytes[4]) << 24) | ((UInt64)(bytes[5]) << 16) |
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((UInt64)(bytes[6]) << 8) | ((UInt64)(bytes[7]) << 0);
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}
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private uint decodeBufferSize;
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public override uint DecodeBufferSize => decodeBufferSize;
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public unsafe static StreamingSoundQoa Create(AudioDevice device, string filePath)
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public AudioDataQoa(string filePath)
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{
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using var stream = new FileStream(filePath, FileMode.Open, FileAccess.Read);
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FilePath = filePath;
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using var stream = new FileStream(FilePath, FileMode.Open, FileAccess.Read);
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using var reader = new BinaryReader(stream);
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UInt64 fileHeader = ReverseEndianness(reader.ReadUInt64());
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uint samplerate = (uint) ((frameHeader >> 32) & 0xFFFFFF);
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uint samplesPerChannelPerFrame = (uint) ((frameHeader >> 16) & 0x00FFFF);
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return new StreamingSoundQoa(
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device,
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filePath,
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channels,
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samplerate,
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samplesPerChannelPerFrame,
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totalSamplesPerChannel
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);
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Format = new Format
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{
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Tag = FormatTag.PCM,
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BitsPerSample = 16,
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Channels = (ushort) channels,
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SampleRate = samplerate
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};
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decodeBufferSize = channels * samplesPerChannelPerFrame * sizeof(short);
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}
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internal unsafe StreamingSoundQoa(
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AudioDevice device,
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string filePath,
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uint channels,
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uint samplesPerSecond,
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uint samplesPerChannelPerFrame,
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uint totalSamplesPerChannel
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) : base(
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device,
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1,
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16,
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(ushort) (2 * channels),
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(ushort) channels,
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samplesPerSecond,
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samplesPerChannelPerFrame * channels * sizeof(short),
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true
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) {
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Channels = channels;
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SamplesPerChannelPerFrame = samplesPerChannelPerFrame;
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TotalSamplesPerChannel = totalSamplesPerChannel;
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FilePath = filePath;
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public override unsafe void Decode(void* buffer, int bufferLengthInBytes, out int filledLengthInBytes, out bool reachedEnd)
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{
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var lengthInShorts = bufferLengthInBytes / sizeof(short);
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// NOTE: this function returns samples per channel!
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var samples = FAudio.qoa_decode_next_frame(QoaHandle, (short*) buffer);
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var sampleCount = samples * Format.Channels;
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reachedEnd = sampleCount < lengthInShorts;
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filledLengthInBytes = (int) (sampleCount * sizeof(short));
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}
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public override unsafe void Load()
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{
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if (!Loaded)
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{
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var fileStream = new FileStream(FilePath, FileMode.Open, FileAccess.Read);
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FileDataPtr = (nint) NativeMemory.Alloc((nuint) fileStream.Length);
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var fileDataSpan = new Span<byte>((void*) FileDataPtr, (int) fileStream.Length);
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fileStream.ReadExactly(fileDataSpan);
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fileStream.Close();
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QoaHandle = FAudio.qoa_open_from_memory((char*) FileDataPtr, (uint) fileDataSpan.Length, 0);
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if (QoaHandle == IntPtr.Zero)
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{
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NativeMemory.Free((void*) FileDataPtr);
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Logger.LogError("Error opening QOA file!");
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throw new AudioLoadException("Error opening QOA file!");
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}
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}
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}
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public override void Seek(uint sampleFrame)
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FAudio.qoa_seek_frame(QoaHandle, (int) sampleFrame);
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}
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public override unsafe void Load()
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{
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var fileStream = new FileStream(FilePath, FileMode.Open, FileAccess.Read);
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FileDataPtr = (nint) NativeMemory.Alloc((nuint) fileStream.Length);
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var fileDataSpan = new Span<byte>((void*) FileDataPtr, (int) fileStream.Length);
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fileStream.ReadExactly(fileDataSpan);
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fileStream.Close();
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QoaHandle = FAudio.qoa_open_from_memory((char*) FileDataPtr, (uint) fileDataSpan.Length, 0);
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if (QoaHandle == IntPtr.Zero)
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{
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NativeMemory.Free((void*) FileDataPtr);
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Logger.LogError("Error opening QOA file!");
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throw new AudioLoadException("Error opening QOA file!");
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}
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}
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public override unsafe void Unload()
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{
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if (Loaded)
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}
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}
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protected override unsafe void FillBuffer(
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void* buffer,
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int bufferLengthInBytes,
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out int filledLengthInBytes,
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out bool reachedEnd
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) {
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var lengthInShorts = bufferLengthInBytes / sizeof(short);
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private static unsafe UInt64 ReverseEndianness(UInt64 value)
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{
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byte* bytes = (byte*) &value;
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// NOTE: this function returns samples per channel!
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var samples = FAudio.qoa_decode_next_frame(QoaHandle, (short*) buffer);
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var sampleCount = samples * Channels;
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reachedEnd = sampleCount < lengthInShorts;
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filledLengthInBytes = (int) (sampleCount * sizeof(short));
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return
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((UInt64)(bytes[0]) << 56) | ((UInt64)(bytes[1]) << 48) |
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((UInt64)(bytes[2]) << 40) | ((UInt64)(bytes[3]) << 32) |
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((UInt64)(bytes[4]) << 24) | ((UInt64)(bytes[5]) << 16) |
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((UInt64)(bytes[6]) << 8) | ((UInt64)(bytes[7]) << 0);
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}
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}
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}
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public float SpeedOfSound = 343.5f;
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private readonly HashSet<WeakReference> resources = new HashSet<WeakReference>();
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private readonly List<StreamingSound> autoUpdateStreamingSoundReferences = new List<StreamingSound>();
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private readonly List<WeakReference<SoundSequence>> soundSequenceReferences = new List<WeakReference<SoundSequence>>();
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private readonly List<SourceVoice> autoFreeSourceVoices = new List<SourceVoice>();
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private readonly HashSet<SourceVoice> activeSourceVoices = new HashSet<SourceVoice>();
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private AudioTweenManager AudioTweenManager;
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private SourceVoicePool VoicePool;
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private List<SourceVoice> VoicesToReturn = new List<SourceVoice>();
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private const int Step = 200;
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private TimeSpan UpdateInterval;
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return;
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}
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fauxMasteringVoice = new SubmixVoice(this, FAudio.FAUDIO_DEFAULT_CHANNELS, FAudio.FAUDIO_DEFAULT_SAMPLERATE);
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fauxMasteringVoice = new SubmixVoice(this, DeviceDetails.OutputFormat.Format.nChannels, DeviceDetails.OutputFormat.Format.nSamplesPerSec);
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/* Init 3D Audio */
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previousTickTime = TickStopwatch.Elapsed.Ticks;
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float elapsedSeconds = (float) tickDelta / System.TimeSpan.TicksPerSecond;
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// TODO: call an Update on all active voices
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for (var i = autoUpdateStreamingSoundReferences.Count - 1; i >= 0; i -= 1)
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{
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var streamingSound = autoUpdateStreamingSoundReferences[i];
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if (streamingSound.Loaded)
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{
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streamingSound.Update();
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}
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else
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{
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autoUpdateStreamingSoundReferences.RemoveAt(i);
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}
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}
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for (var i = soundSequenceReferences.Count - 1; i >= 0; i -= 1)
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{
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if (soundSequenceReferences[i].TryGetTarget(out var soundSequence))
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{
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soundSequence.OnUpdate();
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}
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else
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{
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soundSequenceReferences.RemoveAt(i);
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}
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}
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for (var i = autoFreeSourceVoices.Count - 1; i >= 0; i -= 1)
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{
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var voice = autoFreeSourceVoices[i];
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if (voice.BuffersQueued == 0)
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{
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Return(voice);
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autoFreeSourceVoices.RemoveAt(i);
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}
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}
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AudioTweenManager.Update(elapsedSeconds);
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foreach (var voice in activeSourceVoices)
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{
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voice.Update();
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}
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foreach (var voice in VoicesToReturn)
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{
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voice.Reset();
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activeSourceVoices.Remove(voice);
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VoicePool.Return(voice);
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}
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VoicesToReturn.Clear();
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}
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/// <summary>
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FAudio.FAudio_CommitChanges(Handle, syncGroup);
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}
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// TODO: is pooling SourceVoices generically a good idea? there are a lot of different kinds
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/// <summary>
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/// Obtains an appropriate source voice from the voice pool.
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/// </summary>
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/// <param name="format">The format that the voice must match.</param>
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/// <returns>A source voice with the given format.</returns>
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public SourceVoice Obtain(Format format)
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public T Obtain<T>(Format format) where T : SourceVoice, IPoolable<T>
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{
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lock (StateLock)
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{
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return VoicePool.Obtain(format);
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}
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}
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internal void ReturnWhenIdle(SourceVoice voice)
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{
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lock (StateLock)
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{
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autoFreeSourceVoices.Add(voice);
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var voice = VoicePool.Obtain<T>(format);
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activeSourceVoices.Add(voice);
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return voice;
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}
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}
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{
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lock (StateLock)
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{
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voice.Reset();
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VoicePool.Return(voice);
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VoicesToReturn.Add(voice);
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}
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}
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@ -298,16 +264,6 @@ namespace MoonWorks.Audio
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}
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}
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internal void AddAutoUpdateStreamingSoundInstance(StreamingSound instance)
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{
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autoUpdateStreamingSoundReferences.Add(instance);
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}
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internal void AddSoundSequenceReference(SoundSequence sequence)
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{
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soundSequenceReferences.Add(new WeakReference<SoundSequence>(sequence));
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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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@ -0,0 +1,7 @@
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namespace MoonWorks.Audio
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{
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public interface IPoolable<T>
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{
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static abstract T Create(AudioDevice device, Format format);
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}
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}
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@ -16,7 +16,7 @@ namespace MoonWorks.Audio
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var descriptor = new FAudio.FAudioEffectDescriptor();
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descriptor.InitialState = 1;
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descriptor.OutputChannels = Device.DeviceDetails.OutputFormat.Format.nChannels;
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descriptor.OutputChannels = 1;
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descriptor.pEffect = reverb;
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chain.EffectCount = 1;
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@ -1,508 +0,0 @@
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using System;
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using System.Runtime.InteropServices;
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using EasingFunction = System.Func<float, float>;
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namespace MoonWorks.Audio
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{
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public abstract class SoundInstance : AudioResource
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{
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internal IntPtr Voice;
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private FAudio.FAudioWaveFormatEx format;
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public FAudio.FAudioWaveFormatEx Format => format;
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protected FAudio.F3DAUDIO_DSP_SETTINGS dspSettings;
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private ReverbEffect ReverbEffect;
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private FAudio.FAudioVoiceSends ReverbSends;
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public bool Is3D { get; protected set; }
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public virtual SoundState State { get; protected set; }
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private float pan = 0;
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public float Pan
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{
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get => pan;
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internal set
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{
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value = Math.MathHelper.Clamp(value, -1f, 1f);
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if (pan != value)
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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;
|
||||
}
|
||||
|
||||
if (Is3D) { return; }
|
||||
|
||||
SetPanMatrixCoefficients();
|
||||
FAudio.FAudioVoice_SetOutputMatrix(
|
||||
Voice,
|
||||
Device.MasteringVoice,
|
||||
dspSettings.SrcChannelCount,
|
||||
dspSettings.DstChannelCount,
|
||||
dspSettings.pMatrixCoefficients,
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private float pitch = 0;
|
||||
public float Pitch
|
||||
{
|
||||
get => pitch;
|
||||
internal set
|
||||
{
|
||||
value = Math.MathHelper.Clamp(value, -1f, 1f);
|
||||
if (pitch != value)
|
||||
{
|
||||
pitch = value;
|
||||
UpdatePitch();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private float volume = 1;
|
||||
public float Volume
|
||||
{
|
||||
get => volume;
|
||||
internal set
|
||||
{
|
||||
value = Math.MathHelper.Max(0, value);
|
||||
if (volume != value)
|
||||
{
|
||||
volume = value;
|
||||
FAudio.FAudioVoice_SetVolume(Voice, volume, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private const float MAX_FILTER_FREQUENCY = 1f;
|
||||
private const float MAX_FILTER_ONEOVERQ = 1.5f;
|
||||
|
||||
private FAudio.FAudioFilterParameters filterParameters = new FAudio.FAudioFilterParameters
|
||||
{
|
||||
Type = FAudio.FAudioFilterType.FAudioLowPassFilter,
|
||||
Frequency = 1f,
|
||||
OneOverQ = 1f
|
||||
};
|
||||
|
||||
public float FilterFrequency
|
||||
{
|
||||
get => filterParameters.Frequency;
|
||||
internal set
|
||||
{
|
||||
value = System.Math.Clamp(value, 0.01f, MAX_FILTER_FREQUENCY);
|
||||
if (filterParameters.Frequency != value)
|
||||
{
|
||||
filterParameters.Frequency = value;
|
||||
|
||||
FAudio.FAudioVoice_SetFilterParameters(
|
||||
Voice,
|
||||
ref filterParameters,
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public float FilterOneOverQ
|
||||
{
|
||||
get => filterParameters.OneOverQ;
|
||||
internal set
|
||||
{
|
||||
value = System.Math.Clamp(value, 0.01f, MAX_FILTER_ONEOVERQ);
|
||||
if (filterParameters.OneOverQ != value)
|
||||
{
|
||||
filterParameters.OneOverQ = value;
|
||||
|
||||
FAudio.FAudioVoice_SetFilterParameters(
|
||||
Voice,
|
||||
ref filterParameters,
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private FilterType filterType;
|
||||
public FilterType FilterType
|
||||
{
|
||||
get => filterType;
|
||||
set
|
||||
{
|
||||
if (filterType != value)
|
||||
{
|
||||
filterType = value;
|
||||
|
||||
switch (filterType)
|
||||
{
|
||||
case FilterType.None:
|
||||
filterParameters = new FAudio.FAudioFilterParameters
|
||||
{
|
||||
Type = FAudio.FAudioFilterType.FAudioLowPassFilter,
|
||||
Frequency = 1f,
|
||||
OneOverQ = 1f
|
||||
};
|
||||
break;
|
||||
|
||||
case FilterType.LowPass:
|
||||
filterParameters.Type = FAudio.FAudioFilterType.FAudioLowPassFilter;
|
||||
filterParameters.Frequency = 1f;
|
||||
break;
|
||||
|
||||
case FilterType.BandPass:
|
||||
filterParameters.Type = FAudio.FAudioFilterType.FAudioBandPassFilter;
|
||||
break;
|
||||
|
||||
case FilterType.HighPass:
|
||||
filterParameters.Type = FAudio.FAudioFilterType.FAudioHighPassFilter;
|
||||
filterParameters.Frequency = 0f;
|
||||
break;
|
||||
}
|
||||
|
||||
FAudio.FAudioVoice_SetFilterParameters(
|
||||
Voice,
|
||||
ref filterParameters,
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private float reverb;
|
||||
public unsafe float Reverb
|
||||
{
|
||||
get => reverb;
|
||||
internal set
|
||||
{
|
||||
if (ReverbEffect != null)
|
||||
{
|
||||
value = MathF.Max(0, value);
|
||||
if (reverb != value)
|
||||
{
|
||||
reverb = value;
|
||||
|
||||
float* outputMatrix = (float*) dspSettings.pMatrixCoefficients;
|
||||
outputMatrix[0] = reverb;
|
||||
if (dspSettings.SrcChannelCount == 2)
|
||||
{
|
||||
outputMatrix[1] = reverb;
|
||||
}
|
||||
|
||||
FAudio.FAudioVoice_SetOutputMatrix(
|
||||
Voice,
|
||||
ReverbEffect.Voice,
|
||||
dspSettings.SrcChannelCount,
|
||||
1,
|
||||
dspSettings.pMatrixCoefficients,
|
||||
0
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
#if DEBUG
|
||||
if (ReverbEffect == null)
|
||||
{
|
||||
Logger.LogWarn("Tried to set reverb value before applying a reverb effect");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
public unsafe SoundInstance(
|
||||
AudioDevice device,
|
||||
ushort formatTag,
|
||||
ushort bitsPerSample,
|
||||
ushort blockAlign,
|
||||
ushort channels,
|
||||
uint samplesPerSecond
|
||||
) : base(device)
|
||||
{
|
||||
format = new FAudio.FAudioWaveFormatEx
|
||||
{
|
||||
wFormatTag = formatTag,
|
||||
wBitsPerSample = bitsPerSample,
|
||||
nChannels = channels,
|
||||
nBlockAlign = blockAlign,
|
||||
nSamplesPerSec = samplesPerSecond,
|
||||
nAvgBytesPerSec = blockAlign * samplesPerSecond
|
||||
};
|
||||
|
||||
FAudio.FAudio_CreateSourceVoice(
|
||||
Device.Handle,
|
||||
out Voice,
|
||||
ref format,
|
||||
FAudio.FAUDIO_VOICE_USEFILTER,
|
||||
FAudio.FAUDIO_DEFAULT_FREQ_RATIO,
|
||||
IntPtr.Zero,
|
||||
IntPtr.Zero,
|
||||
IntPtr.Zero
|
||||
);
|
||||
|
||||
if (Voice == IntPtr.Zero)
|
||||
{
|
||||
Logger.LogError("SoundInstance failed to initialize!");
|
||||
return;
|
||||
}
|
||||
|
||||
InitDSPSettings(Format.nChannels);
|
||||
|
||||
State = SoundState.Stopped;
|
||||
}
|
||||
|
||||
public void Apply3D(AudioListener listener, AudioEmitter emitter)
|
||||
{
|
||||
Is3D = true;
|
||||
|
||||
emitter.emitterData.CurveDistanceScaler = Device.CurveDistanceScalar;
|
||||
emitter.emitterData.ChannelCount = dspSettings.SrcChannelCount;
|
||||
|
||||
FAudio.F3DAudioCalculate(
|
||||
Device.Handle3D,
|
||||
ref listener.listenerData,
|
||||
ref emitter.emitterData,
|
||||
FAudio.F3DAUDIO_CALCULATE_MATRIX | FAudio.F3DAUDIO_CALCULATE_DOPPLER,
|
||||
ref dspSettings
|
||||
);
|
||||
|
||||
UpdatePitch();
|
||||
FAudio.FAudioVoice_SetOutputMatrix(
|
||||
Voice,
|
||||
Device.MasteringVoice,
|
||||
dspSettings.SrcChannelCount,
|
||||
dspSettings.DstChannelCount,
|
||||
dspSettings.pMatrixCoefficients,
|
||||
0
|
||||
);
|
||||
}
|
||||
|
||||
public unsafe void ApplyReverb(ReverbEffect reverbEffect)
|
||||
{
|
||||
ReverbSends = new FAudio.FAudioVoiceSends();
|
||||
ReverbSends.SendCount = 2;
|
||||
ReverbSends.pSends = (nint) NativeMemory.Alloc((nuint) (2 * Marshal.SizeOf<FAudio.FAudioSendDescriptor>()));
|
||||
|
||||
FAudio.FAudioSendDescriptor* sendDesc = (FAudio.FAudioSendDescriptor*) ReverbSends.pSends;
|
||||
sendDesc[0].Flags = 0;
|
||||
sendDesc[0].pOutputVoice = Device.MasteringVoice;
|
||||
sendDesc[1].Flags = 0;
|
||||
sendDesc[1].pOutputVoice = reverbEffect.Voice;
|
||||
|
||||
FAudio.FAudioVoice_SetOutputVoices(
|
||||
Voice,
|
||||
ref ReverbSends
|
||||
);
|
||||
|
||||
ReverbEffect = reverbEffect;
|
||||
}
|
||||
|
||||
public void SetPan(float targetValue)
|
||||
{
|
||||
Pan = targetValue;
|
||||
Device.ClearTweens(this, AudioTweenProperty.Pan);
|
||||
}
|
||||
|
||||
public void SetPan(float targetValue, float duration, EasingFunction easingFunction)
|
||||
{
|
||||
Device.CreateTween(this, AudioTweenProperty.Pan, easingFunction, Pan, targetValue, duration, 0);
|
||||
}
|
||||
|
||||
public void SetPan(float targetValue, float delayTime, float duration, EasingFunction easingFunction)
|
||||
{
|
||||
Device.CreateTween(this, AudioTweenProperty.Pan, easingFunction, Pan, targetValue, duration, delayTime);
|
||||
}
|
||||
|
||||
public void SetPitch(float targetValue)
|
||||
{
|
||||
Pitch = targetValue;
|
||||
Device.ClearTweens(this, AudioTweenProperty.Pitch);
|
||||
}
|
||||
|
||||
public void SetPitch(float targetValue, float duration, EasingFunction easingFunction)
|
||||
{
|
||||
Device.CreateTween(this, AudioTweenProperty.Pitch, easingFunction, Pan, targetValue, duration, 0);
|
||||
}
|
||||
|
||||
public void SetPitch(float targetValue, float delayTime, float duration, EasingFunction easingFunction)
|
||||
{
|
||||
Device.CreateTween(this, AudioTweenProperty.Pitch, easingFunction, Pan, targetValue, duration, delayTime);
|
||||
}
|
||||
|
||||
public void SetVolume(float targetValue)
|
||||
{
|
||||
Volume = targetValue;
|
||||
Device.ClearTweens(this, AudioTweenProperty.Volume);
|
||||
}
|
||||
|
||||
public void SetVolume(float targetValue, float duration, EasingFunction easingFunction)
|
||||
{
|
||||
Device.CreateTween(this, AudioTweenProperty.Volume, easingFunction, Volume, targetValue, duration, 0);
|
||||
}
|
||||
|
||||
public void SetVolume(float targetValue, float delayTime, float duration, EasingFunction easingFunction)
|
||||
{
|
||||
Device.CreateTween(this, AudioTweenProperty.Volume, easingFunction, Volume, targetValue, duration, delayTime);
|
||||
}
|
||||
|
||||
public void SetFilterFrequency(float targetValue)
|
||||
{
|
||||
FilterFrequency = targetValue;
|
||||
Device.ClearTweens(this, AudioTweenProperty.FilterFrequency);
|
||||
}
|
||||
|
||||
public void SetFilterFrequency(float targetValue, float duration, EasingFunction easingFunction)
|
||||
{
|
||||
Device.CreateTween(this, AudioTweenProperty.FilterFrequency, easingFunction, FilterFrequency, targetValue, duration, 0);
|
||||
}
|
||||
|
||||
public void SetFilterFrequency(float targetValue, float delayTime, float duration, EasingFunction easingFunction)
|
||||
{
|
||||
Device.CreateTween(this, AudioTweenProperty.FilterFrequency, easingFunction, FilterFrequency, targetValue, duration, delayTime);
|
||||
}
|
||||
|
||||
public void SetFilterOneOverQ(float targetValue)
|
||||
{
|
||||
FilterOneOverQ = targetValue;
|
||||
}
|
||||
|
||||
public void SetReverb(float targetValue)
|
||||
{
|
||||
Reverb = targetValue;
|
||||
Device.ClearTweens(this, AudioTweenProperty.Reverb);
|
||||
}
|
||||
|
||||
public void SetReverb(float targetValue, float duration, EasingFunction easingFunction)
|
||||
{
|
||||
Device.CreateTween(this, AudioTweenProperty.Reverb, easingFunction, Volume, targetValue, duration, 0);
|
||||
}
|
||||
|
||||
public void SetReverb(float targetValue, float delayTime, float duration, EasingFunction easingFunction)
|
||||
{
|
||||
Device.CreateTween(this, AudioTweenProperty.Reverb, easingFunction, Volume, targetValue, duration, delayTime);
|
||||
}
|
||||
|
||||
public abstract void Play();
|
||||
public abstract void QueueSyncPlay();
|
||||
public abstract void Pause();
|
||||
public abstract void Stop();
|
||||
public abstract void StopImmediate();
|
||||
|
||||
private unsafe void InitDSPSettings(uint srcChannels)
|
||||
{
|
||||
dspSettings = new FAudio.F3DAUDIO_DSP_SETTINGS();
|
||||
dspSettings.DopplerFactor = 1f;
|
||||
dspSettings.SrcChannelCount = srcChannels;
|
||||
dspSettings.DstChannelCount = Device.DeviceDetails.OutputFormat.Format.nChannels;
|
||||
|
||||
nuint memsize = (
|
||||
4 *
|
||||
dspSettings.SrcChannelCount *
|
||||
dspSettings.DstChannelCount
|
||||
);
|
||||
|
||||
dspSettings.pMatrixCoefficients = (nint) NativeMemory.Alloc(memsize);
|
||||
byte* memPtr = (byte*) dspSettings.pMatrixCoefficients;
|
||||
for (uint i = 0; i < memsize; i += 1)
|
||||
{
|
||||
memPtr[i] = 0;
|
||||
}
|
||||
|
||||
SetPanMatrixCoefficients();
|
||||
}
|
||||
|
||||
private void UpdatePitch()
|
||||
{
|
||||
float doppler;
|
||||
float dopplerScale = Device.DopplerScale;
|
||||
if (!Is3D || dopplerScale == 0.0f)
|
||||
{
|
||||
doppler = 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
doppler = dspSettings.DopplerFactor * dopplerScale;
|
||||
}
|
||||
|
||||
FAudio.FAudioSourceVoice_SetFrequencyRatio(
|
||||
Voice,
|
||||
(float) System.Math.Pow(2.0, pitch) * doppler,
|
||||
0
|
||||
);
|
||||
}
|
||||
|
||||
// Taken from https://github.com/FNA-XNA/FNA/blob/master/src/Audio/SoundEffectInstance.cs
|
||||
private unsafe void SetPanMatrixCoefficients()
|
||||
{
|
||||
/* Two major things to notice:
|
||||
* 1. The spec assumes any speaker count >= 2 has Front Left/Right.
|
||||
* 2. Stereo panning is WAY more complicated than you think.
|
||||
* The main thing is that hard panning does NOT eliminate an
|
||||
* entire channel; the two channels are blended on each side.
|
||||
* -flibit
|
||||
*/
|
||||
float* outputMatrix = (float*) dspSettings.pMatrixCoefficients;
|
||||
if (dspSettings.SrcChannelCount == 1)
|
||||
{
|
||||
if (dspSettings.DstChannelCount == 1)
|
||||
{
|
||||
outputMatrix[0] = 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
outputMatrix[0] = (pan > 0.0f) ? (1.0f - pan) : 1.0f;
|
||||
outputMatrix[1] = (pan < 0.0f) ? (1.0f + pan) : 1.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (dspSettings.DstChannelCount == 1)
|
||||
{
|
||||
outputMatrix[0] = 1.0f;
|
||||
outputMatrix[1] = 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (pan <= 0.0f)
|
||||
{
|
||||
// Left speaker blends left/right channels
|
||||
outputMatrix[0] = 0.5f * pan + 1.0f;
|
||||
outputMatrix[1] = 0.5f * -pan;
|
||||
// Right speaker gets less of the right channel
|
||||
outputMatrix[2] = 0.0f;
|
||||
outputMatrix[3] = pan + 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Left speaker gets less of the left channel
|
||||
outputMatrix[0] = -pan + 1.0f;
|
||||
outputMatrix[1] = 0.0f;
|
||||
// Right speaker blends right/left channels
|
||||
outputMatrix[2] = 0.5f * pan;
|
||||
outputMatrix[3] = 0.5f * -pan + 1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected unsafe override void Destroy()
|
||||
{
|
||||
StopImmediate();
|
||||
FAudio.FAudioVoice_DestroyVoice(Voice);
|
||||
NativeMemory.Free((void*) dspSettings.pMatrixCoefficients);
|
||||
|
||||
if (ReverbEffect != null)
|
||||
{
|
||||
NativeMemory.Free((void*) ReverbSends.pSends);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,5 +1,3 @@
|
|||
using System;
|
||||
|
||||
namespace MoonWorks.Audio
|
||||
{
|
||||
// NOTE: all sounds played with a SoundSequence must have the same audio format!
|
||||
|
@ -11,17 +9,15 @@ namespace MoonWorks.Audio
|
|||
|
||||
public SoundSequence(AudioDevice device, Format format) : base(device, format)
|
||||
{
|
||||
device.AddSoundSequenceReference(this);
|
||||
OnUpdate += Update;
|
||||
|
||||
}
|
||||
|
||||
public SoundSequence(AudioDevice device, StaticSound templateSound) : base(device, templateSound.Format)
|
||||
{
|
||||
device.AddSoundSequenceReference(this);
|
||||
OnUpdate += Update;
|
||||
|
||||
}
|
||||
|
||||
private void Update()
|
||||
public override void Update()
|
||||
{
|
||||
lock (StateLock)
|
||||
{
|
||||
|
@ -30,14 +26,7 @@ namespace MoonWorks.Audio
|
|||
|
||||
if (NeedSoundThreshold > 0)
|
||||
{
|
||||
FAudio.FAudioSourceVoice_GetState(
|
||||
Handle,
|
||||
out var state,
|
||||
FAudio.FAUDIO_VOICE_NOSAMPLESPLAYED
|
||||
);
|
||||
|
||||
var queuedBufferCount = state.BuffersQueued;
|
||||
for (int i = 0; i < NeedSoundThreshold - queuedBufferCount; i += 1)
|
||||
for (int i = 0; i < NeedSoundThreshold - BuffersQueued; i += 1)
|
||||
{
|
||||
if (OnSoundNeeded != null)
|
||||
{
|
||||
|
@ -59,7 +48,7 @@ namespace MoonWorks.Audio
|
|||
|
||||
lock (StateLock)
|
||||
{
|
||||
Submit(sound);
|
||||
Submit(sound.Buffer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -45,9 +45,6 @@ namespace MoonWorks.Audio
|
|||
}
|
||||
}
|
||||
|
||||
public delegate void OnUpdateFunc();
|
||||
public OnUpdateFunc OnUpdate; // called by AudioDevice thread
|
||||
|
||||
public SourceVoice(
|
||||
AudioDevice device,
|
||||
Format format
|
||||
|
@ -126,26 +123,6 @@ namespace MoonWorks.Audio
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a static sound to the voice queue.
|
||||
/// The voice processes and plays back the buffers in its queue in the order that they were submitted.
|
||||
/// </summary>
|
||||
/// <param name="sound">The sound to submit to the voice.</param>
|
||||
/// <param name="loop">Designates that the voice will loop the submitted buffer.</param>
|
||||
public void Submit(StaticSound sound, bool loop = false)
|
||||
{
|
||||
if (loop)
|
||||
{
|
||||
sound.Buffer.LoopCount = FAudio.FAUDIO_LOOP_INFINITE;
|
||||
}
|
||||
else
|
||||
{
|
||||
sound.Buffer.LoopCount = 0;
|
||||
}
|
||||
|
||||
Submit(sound.Buffer);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds an FAudio buffer to the voice queue.
|
||||
/// The voice processes and plays back the buffers in its queue in the order that they were submitted.
|
||||
|
@ -153,31 +130,31 @@ namespace MoonWorks.Audio
|
|||
/// <param name="buffer">The buffer to submit to the voice.</param>
|
||||
public void Submit(FAudio.FAudioBuffer buffer)
|
||||
{
|
||||
FAudio.FAudioSourceVoice_SubmitSourceBuffer(
|
||||
Handle,
|
||||
ref buffer,
|
||||
IntPtr.Zero
|
||||
);
|
||||
lock (StateLock)
|
||||
{
|
||||
FAudio.FAudioSourceVoice_SubmitSourceBuffer(
|
||||
Handle,
|
||||
ref buffer,
|
||||
IntPtr.Zero
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Designates that this source voice will return to the voice pool once all its buffers are exhausted.
|
||||
/// </summary>
|
||||
public void ReturnWhenIdle()
|
||||
{
|
||||
Device.ReturnWhenIdle(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns this source voice to the voice pool.
|
||||
/// Specifies that this source voice can be returned to the voice pool.
|
||||
/// Holding on to the reference after calling this will cause problems!
|
||||
/// </summary>
|
||||
public void Return()
|
||||
{
|
||||
Stop();
|
||||
Reset();
|
||||
Device.Return(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called automatically by AudioDevice in the audio thread.
|
||||
/// </summary>
|
||||
public virtual void Update() { }
|
||||
|
||||
protected override unsafe void Destroy()
|
||||
{
|
||||
Stop();
|
||||
|
|
|
@ -6,33 +6,33 @@ namespace MoonWorks.Audio
|
|||
{
|
||||
private AudioDevice Device;
|
||||
|
||||
Dictionary<Format, Queue<SourceVoice>> VoiceLists = new Dictionary<Format, Queue<SourceVoice>>();
|
||||
Dictionary<(System.Type, Format), Queue<SourceVoice>> VoiceLists = new Dictionary<(System.Type, Format), Queue<SourceVoice>>();
|
||||
|
||||
public SourceVoicePool(AudioDevice device)
|
||||
{
|
||||
Device = device;
|
||||
}
|
||||
|
||||
public SourceVoice Obtain(Format format)
|
||||
public T Obtain<T>(Format format) where T : SourceVoice, IPoolable<T>
|
||||
{
|
||||
if (!VoiceLists.ContainsKey(format))
|
||||
if (!VoiceLists.ContainsKey((typeof(T), format)))
|
||||
{
|
||||
VoiceLists.Add(format, new Queue<SourceVoice>());
|
||||
VoiceLists.Add((typeof(T), format), new Queue<SourceVoice>());
|
||||
}
|
||||
|
||||
var list = VoiceLists[format];
|
||||
var list = VoiceLists[(typeof(T), format)];
|
||||
|
||||
if (list.Count == 0)
|
||||
{
|
||||
list.Enqueue(new SourceVoice(Device, format));
|
||||
list.Enqueue(T.Create(Device, format));
|
||||
}
|
||||
|
||||
return list.Dequeue();
|
||||
return (T) list.Dequeue();
|
||||
}
|
||||
|
||||
public void Return(SourceVoice voice)
|
||||
{
|
||||
var list = VoiceLists[voice.Format];
|
||||
var list = VoiceLists[(voice.GetType(), voice.Format)];
|
||||
list.Enqueue(voice);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,54 @@
|
|||
namespace MoonWorks.Audio
|
||||
{
|
||||
public class StaticVoice : SourceVoice, IPoolable<StaticVoice>
|
||||
{
|
||||
/// <summary>
|
||||
/// Indicates if the voice should return to the voice pool when the voice is idle.
|
||||
/// If you set this and then hold on to the voice reference there will be problems!
|
||||
/// </summary>
|
||||
public bool DeactivateWhenIdle { get; set; }
|
||||
|
||||
public static StaticVoice Create(AudioDevice device, Format format)
|
||||
{
|
||||
return new StaticVoice(device, format);
|
||||
}
|
||||
|
||||
public StaticVoice(AudioDevice device, Format format) : base(device, format)
|
||||
{
|
||||
}
|
||||
|
||||
public override void Update()
|
||||
{
|
||||
lock (StateLock)
|
||||
{
|
||||
if (DeactivateWhenIdle)
|
||||
{
|
||||
if (BuffersQueued == 0)
|
||||
{
|
||||
Return();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a static sound to the voice queue.
|
||||
/// The voice processes and plays back the buffers in its queue in the order that they were submitted.
|
||||
/// </summary>
|
||||
/// <param name="sound">The sound to submit to the voice.</param>
|
||||
/// <param name="loop">Designates that the voice will loop the submitted buffer.</param>
|
||||
public void Submit(StaticSound sound, bool loop = false)
|
||||
{
|
||||
if (loop)
|
||||
{
|
||||
sound.Buffer.LoopCount = FAudio.FAUDIO_LOOP_INFINITE;
|
||||
}
|
||||
else
|
||||
{
|
||||
sound.Buffer.LoopCount = 0;
|
||||
}
|
||||
|
||||
Submit(sound.Buffer);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,239 +0,0 @@
|
|||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace MoonWorks.Audio
|
||||
{
|
||||
/// <summary>
|
||||
/// For streaming long playback.
|
||||
/// Must be extended with a decoder routine called by FillBuffer.
|
||||
/// See StreamingSoundOgg for an example.
|
||||
/// </summary>
|
||||
public abstract class StreamingSound : SoundInstance
|
||||
{
|
||||
// Are we actively consuming buffers?
|
||||
protected bool ConsumingBuffers = false;
|
||||
|
||||
private const int BUFFER_COUNT = 3;
|
||||
private nuint BufferSize;
|
||||
private readonly IntPtr[] buffers;
|
||||
private int nextBufferIndex = 0;
|
||||
private uint queuedBufferCount = 0;
|
||||
|
||||
private readonly object StateLock = new object();
|
||||
|
||||
public bool AutoUpdate { get; }
|
||||
|
||||
public abstract bool Loaded { get; }
|
||||
|
||||
public unsafe StreamingSound(
|
||||
AudioDevice device,
|
||||
ushort formatTag,
|
||||
ushort bitsPerSample,
|
||||
ushort blockAlign,
|
||||
ushort channels,
|
||||
uint samplesPerSecond,
|
||||
uint bufferSize,
|
||||
bool autoUpdate // should the AudioDevice thread automatically update this sound?
|
||||
) : base(device, formatTag, bitsPerSample, blockAlign, channels, samplesPerSecond)
|
||||
{
|
||||
BufferSize = bufferSize;
|
||||
|
||||
buffers = new IntPtr[BUFFER_COUNT];
|
||||
for (int i = 0; i < BUFFER_COUNT; i += 1)
|
||||
{
|
||||
buffers[i] = (IntPtr) NativeMemory.Alloc(bufferSize);
|
||||
}
|
||||
|
||||
AutoUpdate = autoUpdate;
|
||||
}
|
||||
|
||||
public override void Play()
|
||||
{
|
||||
PlayUsingOperationSet(0);
|
||||
}
|
||||
|
||||
public override void QueueSyncPlay()
|
||||
{
|
||||
PlayUsingOperationSet(1);
|
||||
}
|
||||
|
||||
private void PlayUsingOperationSet(uint operationSet)
|
||||
{
|
||||
lock (StateLock)
|
||||
{
|
||||
if (!Loaded)
|
||||
{
|
||||
Logger.LogError("Cannot play StreamingSound before calling Load!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (State == SoundState.Playing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
State = SoundState.Playing;
|
||||
|
||||
ConsumingBuffers = true;
|
||||
if (AutoUpdate)
|
||||
{
|
||||
Device.AddAutoUpdateStreamingSoundInstance(this);
|
||||
}
|
||||
|
||||
QueueBuffers();
|
||||
FAudio.FAudioSourceVoice_Start(Voice, 0, operationSet);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Pause()
|
||||
{
|
||||
lock (StateLock)
|
||||
{
|
||||
if (State == SoundState.Playing)
|
||||
{
|
||||
ConsumingBuffers = false;
|
||||
FAudio.FAudioSourceVoice_Stop(Voice, 0, 0);
|
||||
State = SoundState.Paused;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Stop()
|
||||
{
|
||||
lock (StateLock)
|
||||
{
|
||||
ConsumingBuffers = false;
|
||||
State = SoundState.Stopped;
|
||||
}
|
||||
}
|
||||
|
||||
public override void StopImmediate()
|
||||
{
|
||||
lock (StateLock)
|
||||
{
|
||||
ConsumingBuffers = false;
|
||||
FAudio.FAudioSourceVoice_Stop(Voice, 0, 0);
|
||||
FAudio.FAudioSourceVoice_FlushSourceBuffers(Voice);
|
||||
ClearBuffers();
|
||||
|
||||
State = SoundState.Stopped;
|
||||
}
|
||||
}
|
||||
|
||||
internal unsafe void Update()
|
||||
{
|
||||
lock (StateLock)
|
||||
{
|
||||
if (!IsDisposed)
|
||||
{
|
||||
if (State != SoundState.Playing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
QueueBuffers();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected void QueueBuffers()
|
||||
{
|
||||
FAudio.FAudioSourceVoice_GetState(
|
||||
Voice,
|
||||
out var state,
|
||||
FAudio.FAUDIO_VOICE_NOSAMPLESPLAYED
|
||||
);
|
||||
|
||||
queuedBufferCount = state.BuffersQueued;
|
||||
|
||||
if (ConsumingBuffers)
|
||||
{
|
||||
for (int i = 0; i < BUFFER_COUNT - queuedBufferCount; i += 1)
|
||||
{
|
||||
AddBuffer();
|
||||
}
|
||||
}
|
||||
else if (queuedBufferCount == 0)
|
||||
{
|
||||
Stop();
|
||||
}
|
||||
}
|
||||
|
||||
protected unsafe void ClearBuffers()
|
||||
{
|
||||
nextBufferIndex = 0;
|
||||
queuedBufferCount = 0;
|
||||
}
|
||||
|
||||
public unsafe void AddBuffer()
|
||||
{
|
||||
var buffer = buffers[nextBufferIndex];
|
||||
nextBufferIndex = (nextBufferIndex + 1) % BUFFER_COUNT;
|
||||
|
||||
FillBuffer(
|
||||
(void*) buffer,
|
||||
(int) BufferSize,
|
||||
out int filledLengthInBytes,
|
||||
out bool reachedEnd
|
||||
);
|
||||
|
||||
if (filledLengthInBytes > 0)
|
||||
{
|
||||
FAudio.FAudioBuffer buf = new FAudio.FAudioBuffer
|
||||
{
|
||||
AudioBytes = (uint) filledLengthInBytes,
|
||||
pAudioData = (IntPtr) buffer,
|
||||
PlayLength = (
|
||||
(uint) (filledLengthInBytes /
|
||||
Format.nChannels /
|
||||
(uint) (Format.wBitsPerSample / 8))
|
||||
)
|
||||
};
|
||||
|
||||
FAudio.FAudioSourceVoice_SubmitSourceBuffer(
|
||||
Voice,
|
||||
ref buf,
|
||||
IntPtr.Zero
|
||||
);
|
||||
|
||||
queuedBufferCount += 1;
|
||||
}
|
||||
|
||||
if (reachedEnd)
|
||||
{
|
||||
/* We have reached the end of the data, what do we do? */
|
||||
ConsumingBuffers = false;
|
||||
OnReachedEnd();
|
||||
}
|
||||
}
|
||||
|
||||
public abstract void Load();
|
||||
public abstract void Unload();
|
||||
|
||||
protected unsafe abstract void FillBuffer(
|
||||
void* buffer,
|
||||
int bufferLengthInBytes, /* in bytes */
|
||||
out int filledLengthInBytes, /* in bytes */
|
||||
out bool reachedEnd
|
||||
);
|
||||
|
||||
protected abstract void OnReachedEnd();
|
||||
|
||||
protected unsafe override void Destroy()
|
||||
{
|
||||
lock (StateLock)
|
||||
{
|
||||
if (!IsDisposed)
|
||||
{
|
||||
StopImmediate();
|
||||
Unload();
|
||||
|
||||
for (int i = 0; i < BUFFER_COUNT; i += 1)
|
||||
{
|
||||
NativeMemory.Free((void*) buffers[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,113 +0,0 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace MoonWorks.Audio
|
||||
{
|
||||
public class StreamingSoundOgg : StreamingSoundSeekable
|
||||
{
|
||||
private IntPtr FileDataPtr = IntPtr.Zero;
|
||||
private IntPtr VorbisHandle = IntPtr.Zero;
|
||||
private FAudio.stb_vorbis_info Info;
|
||||
|
||||
public override bool Loaded => VorbisHandle != IntPtr.Zero;
|
||||
private string FilePath;
|
||||
|
||||
public unsafe static StreamingSoundOgg Create(AudioDevice device, string filePath)
|
||||
{
|
||||
var handle = FAudio.stb_vorbis_open_filename(filePath, out int error, IntPtr.Zero);
|
||||
if (error != 0)
|
||||
{
|
||||
Logger.LogError("Error: " + error);
|
||||
throw new AudioLoadException("Error opening ogg file!");
|
||||
}
|
||||
|
||||
var info = FAudio.stb_vorbis_get_info(handle);
|
||||
|
||||
var streamingSound = new StreamingSoundOgg(
|
||||
device,
|
||||
filePath,
|
||||
info
|
||||
);
|
||||
|
||||
FAudio.stb_vorbis_close(handle);
|
||||
|
||||
return streamingSound;
|
||||
}
|
||||
|
||||
internal unsafe StreamingSoundOgg(
|
||||
AudioDevice device,
|
||||
string filePath,
|
||||
FAudio.stb_vorbis_info info,
|
||||
uint bufferSize = 32768
|
||||
) : base(
|
||||
device,
|
||||
3, /* float type */
|
||||
32, /* size of float */
|
||||
(ushort) (4 * info.channels),
|
||||
(ushort) info.channels,
|
||||
info.sample_rate,
|
||||
bufferSize,
|
||||
true
|
||||
) {
|
||||
Info = info;
|
||||
FilePath = filePath;
|
||||
}
|
||||
|
||||
public override void Seek(uint sampleFrame)
|
||||
{
|
||||
FAudio.stb_vorbis_seek(VorbisHandle, sampleFrame);
|
||||
}
|
||||
|
||||
public override unsafe void Load()
|
||||
{
|
||||
var fileStream = new FileStream(FilePath, FileMode.Open, FileAccess.Read);
|
||||
FileDataPtr = (nint) NativeMemory.Alloc((nuint) fileStream.Length);
|
||||
var fileDataSpan = new Span<byte>((void*) FileDataPtr, (int) fileStream.Length);
|
||||
fileStream.ReadExactly(fileDataSpan);
|
||||
fileStream.Close();
|
||||
|
||||
VorbisHandle = FAudio.stb_vorbis_open_memory(FileDataPtr, fileDataSpan.Length, out int error, IntPtr.Zero);
|
||||
if (error != 0)
|
||||
{
|
||||
NativeMemory.Free((void*) FileDataPtr);
|
||||
Logger.LogError("Error opening OGG file!");
|
||||
Logger.LogError("Error: " + error);
|
||||
throw new AudioLoadException("Error opening OGG file!");
|
||||
}
|
||||
}
|
||||
|
||||
public override unsafe void Unload()
|
||||
{
|
||||
if (Loaded)
|
||||
{
|
||||
FAudio.stb_vorbis_close(VorbisHandle);
|
||||
NativeMemory.Free((void*) FileDataPtr);
|
||||
|
||||
VorbisHandle = IntPtr.Zero;
|
||||
FileDataPtr = IntPtr.Zero;
|
||||
}
|
||||
}
|
||||
|
||||
protected unsafe override void FillBuffer(
|
||||
void* buffer,
|
||||
int bufferLengthInBytes,
|
||||
out int filledLengthInBytes,
|
||||
out bool reachedEnd
|
||||
) {
|
||||
var lengthInFloats = bufferLengthInBytes / sizeof(float);
|
||||
|
||||
/* NOTE: this function returns samples per channel, not total samples */
|
||||
var samples = FAudio.stb_vorbis_get_samples_float_interleaved(
|
||||
VorbisHandle,
|
||||
Info.channels,
|
||||
(IntPtr) buffer,
|
||||
lengthInFloats
|
||||
);
|
||||
|
||||
var sampleCount = samples * Info.channels;
|
||||
reachedEnd = sampleCount < lengthInFloats;
|
||||
filledLengthInBytes = sampleCount * sizeof(float);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,40 +0,0 @@
|
|||
namespace MoonWorks.Audio
|
||||
{
|
||||
public abstract class StreamingSoundSeekable : StreamingSound
|
||||
{
|
||||
public bool Loop { get; set; }
|
||||
|
||||
protected StreamingSoundSeekable(
|
||||
AudioDevice device,
|
||||
ushort formatTag,
|
||||
ushort bitsPerSample,
|
||||
ushort blockAlign,
|
||||
ushort channels,
|
||||
uint samplesPerSecond,
|
||||
uint bufferSize,
|
||||
bool autoUpdate
|
||||
) : base(
|
||||
device,
|
||||
formatTag,
|
||||
bitsPerSample,
|
||||
blockAlign,
|
||||
channels,
|
||||
samplesPerSecond,
|
||||
bufferSize,
|
||||
autoUpdate
|
||||
) {
|
||||
|
||||
}
|
||||
|
||||
public abstract void Seek(uint sampleFrame);
|
||||
|
||||
protected override void OnReachedEnd()
|
||||
{
|
||||
if (Loop)
|
||||
{
|
||||
ConsumingBuffers = true;
|
||||
Seek(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,8 +1,9 @@
|
|||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace MoonWorks.Audio
|
||||
{
|
||||
public abstract class StreamingVoice : SourceVoice
|
||||
public class StreamingVoice : SourceVoice, IPoolable<StreamingVoice>
|
||||
{
|
||||
private const int BUFFER_COUNT = 3;
|
||||
private readonly IntPtr[] buffers;
|
||||
|
@ -11,18 +12,55 @@ namespace MoonWorks.Audio
|
|||
|
||||
public bool Loop { get; set; }
|
||||
|
||||
public StreamingVoice(AudioDevice device, Format format, uint bufferSize) : base(device, format)
|
||||
public AudioData AudioData { get; protected set; }
|
||||
|
||||
public static StreamingVoice Create(AudioDevice device, Format format)
|
||||
{
|
||||
BufferSize = bufferSize;
|
||||
return new StreamingVoice(device, format);
|
||||
}
|
||||
|
||||
internal unsafe void Update()
|
||||
public unsafe StreamingVoice(AudioDevice device, Format format) : base(device, format)
|
||||
{
|
||||
buffers = new IntPtr[BUFFER_COUNT];
|
||||
}
|
||||
|
||||
public void Load(AudioData data)
|
||||
{
|
||||
lock (StateLock)
|
||||
{
|
||||
if (AudioData != null)
|
||||
{
|
||||
AudioData.Unload();
|
||||
}
|
||||
|
||||
data.Load();
|
||||
AudioData = data;
|
||||
|
||||
InitializeBuffers();
|
||||
QueueBuffers();
|
||||
}
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
lock (StateLock)
|
||||
{
|
||||
if (AudioData != null)
|
||||
{
|
||||
Stop();
|
||||
AudioData.Unload();
|
||||
AudioData = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update()
|
||||
{
|
||||
lock (StateLock)
|
||||
{
|
||||
if (!IsDisposed)
|
||||
{
|
||||
if (State != SoundState.Playing)
|
||||
if (AudioData == null || State != SoundState.Playing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -34,8 +72,8 @@ namespace MoonWorks.Audio
|
|||
|
||||
protected void QueueBuffers()
|
||||
{
|
||||
var buffersQueued = BuffersQueued;
|
||||
for (int i = 0; i < BUFFER_COUNT - buffersQueued; i += 1)
|
||||
int buffersNeeded = BUFFER_COUNT - (int) BuffersQueued; // don't get got by uint underflow!
|
||||
for (int i = 0; i < buffersNeeded; i += 1)
|
||||
{
|
||||
AddBuffer();
|
||||
}
|
||||
|
@ -46,7 +84,7 @@ namespace MoonWorks.Audio
|
|||
var buffer = buffers[nextBufferIndex];
|
||||
nextBufferIndex = (nextBufferIndex + 1) % BUFFER_COUNT;
|
||||
|
||||
FillBuffer(
|
||||
AudioData.Decode(
|
||||
(void*) buffer,
|
||||
(int) BufferSize,
|
||||
out int filledLengthInBytes,
|
||||
|
@ -74,19 +112,25 @@ namespace MoonWorks.Audio
|
|||
/* We have reached the end of the data, what do we do? */
|
||||
if (Loop)
|
||||
{
|
||||
SeekStart();
|
||||
AudioData.Seek(0);
|
||||
AddBuffer();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected unsafe abstract void FillBuffer(
|
||||
void* buffer,
|
||||
int bufferLengthInBytes, /* in bytes */
|
||||
out int filledLengthInBytes, /* in bytes */
|
||||
out bool reachedEnd
|
||||
);
|
||||
private unsafe void InitializeBuffers()
|
||||
{
|
||||
BufferSize = AudioData.DecodeBufferSize;
|
||||
|
||||
protected abstract void SeekStart();
|
||||
for (int i = 0; i < BUFFER_COUNT; i += 1)
|
||||
{
|
||||
if (buffers[i] != IntPtr.Zero)
|
||||
{
|
||||
NativeMemory.Free((void*) buffers[i]);
|
||||
}
|
||||
|
||||
buffers[i] = (IntPtr) NativeMemory.Alloc(BufferSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue