Commit Graph

388 Commits (bb7e45b9a3fa65e0670d237a66643a3f0efd1052)

Author SHA1 Message Date
cosmonaut bb7e45b9a3 expose Params on ReverbEffect 2024-02-09 13:53:33 -08:00
cosmonaut 4cedf768f7 fix AttackHoldRelease timing 2024-02-03 00:40:29 -08:00
cosmonaut d986b3013f fix TextBatch index buffers being created as vertex buffers 2024-01-27 17:34:26 -08:00
cosmonaut 42e3ac91af Vertex instance input shortcut (#53)
Reviewed-on: #53
2024-01-27 03:44:19 +00:00
cosmonaut 0df2944ccf CommandBuffer is now a pooled class + more state validation 2024-01-18 12:27:34 -08:00
cosmonaut e50fb472b1 Debug mode sample count and depth assertions 2024-01-15 23:16:29 -08:00
cosmonaut df3f38a67b Debug mode bounds checks for buffer and texture upload 2024-01-15 22:19:59 -08:00
Evan Hemsley eaa9266521 remove Marshal call from KeyboardButton.CheckPressed 2023-12-28 18:54:21 -08:00
cosmonaut 4dbd5a2cbe MSDF font rendering + improved resource tracking (#52)
This is a major rewrite of the Font system. MoonWorks now uses MSDF font rendering, which allows high quality rendering of fonts at arbitrary sizes.

We now ship default embedded shader binaries for Video and Font. If you replace them with shader binaries of the same name located in your base directory, those will be used instead.

Many improvements have been made to resource tracking to prevent memory corruption, particularly on shutdown.

You must be careful not to leak AudioResource classes in particular, as there isn't much we can automatically do to recover from this without potentially crashing your game.

Reviewed-on: #52
2023-12-15 18:46:43 +00:00
cosmonaut 2e890fd696 Remove x64 specification 2023-12-13 11:19:27 -08:00
cosmonaut 385783a846 restructure audio cleanup 2023-12-08 16:33:52 -08:00
cosmonaut 450b08cbd8 Atomically call graphics resource destroy function 2023-12-08 16:07:38 -08:00
cosmonaut 528fb7ac7c fix potential heap corruption on audio shutdown 2023-12-08 15:06:17 -08:00
cosmonaut fcd08fe231 .NET 8 2023-11-21 15:23:52 -08:00
cosmonaut e961a18a83 UpdatingSourceVoice + warn on audio leak 2023-11-20 18:56:22 -08:00
cosmonaut 772a0378bb avoid calling Thread.Join from finalizer 2023-11-20 17:59:26 -08:00
cosmonaut 40fb313d12 change AudioResource WeakRef to GCHandle 2023-11-20 17:52:44 -08:00
cosmonaut a736ed031d clean up graphics resource code 2023-11-20 17:09:22 -08:00
cosmonaut b2a0ca3515 replace WeakReference with weak GCHandle 2023-11-20 15:18:06 -08:00
cosmonaut 36a88afe52 add no-op delegate to gamepad connect events 2023-11-14 11:19:21 -08:00
cosmonaut 6c93350f7f Add OnGamepadConnected and OnGamepadDisconnected events (#51)
Reviewed-on: #51
2023-11-13 19:10:29 +00:00
cosmonaut 352bb34f82 update dll config for major versions 2023-10-18 12:15:30 -07:00
Evan Hemsley de7d76c03d update dll.config for macOS 2023-10-16 11:20:55 -07:00
cosmonaut 18d92aeec8 remove Fix64 dependency on System.Random 2023-10-13 13:38:26 -07:00
cosmonaut e616b0fa62 resource management and logging improvements 2023-10-04 14:45:17 -07:00
cosmonaut 1d27a9e4a4 update README with API docs and Discord 2023-09-26 09:44:32 -07:00
cosmonaut 514a0bed29 update FAudio and SDL 2023-09-25 10:03:40 -07:00
cosmonaut 78252d1f6c doxygen generator config 2023-09-19 17:55:17 -07:00
cosmonaut daae1a34b9 fix a few more compile errors 2023-09-19 17:14:48 -07:00
cosmonaut 2e5657789c fix a Conversions issue 2023-09-19 17:11:14 -07:00
cosmonaut 0c76c568a4 document the Game class 2023-09-19 17:04:28 -07:00
cosmonaut abdcac1608 change AudioDevice constructor to internal 2023-09-19 17:04:03 -07:00
cosmonaut d8064862bf move PackedVector classes to MoonWorks.Graphics.PackedVector 2023-09-19 16:50:08 -07:00
cosmonaut b223c31c8b even more frame limiter clarification 2023-09-19 13:48:50 -07:00
cosmonaut dd79090028 update frame limiter docs some more 2023-09-19 13:47:19 -07:00
cosmonaut 653f90c29f correct frame limiter documentation mistake 2023-09-19 13:46:41 -07:00
cosmonaut 402c26131d fix erroneous GetData length warning 2023-09-19 13:40:48 -07:00
cosmonaut b026b9e81f add lots more doc comments 2023-09-19 13:19:41 -07:00
cosmonaut e0f05881b0 new MoonWorks.Graphics.Fence API 2023-09-18 23:18:21 -07:00
cosmonaut 7e18764942 add doc comments for the Input namespace 2023-09-14 11:23:04 -07:00
cosmonaut 1bff459be6 move default reverb params to a static var 2023-09-12 15:24:45 -07:00
cosmonaut be77e8bad1 add exponentiation functions to Fix64 2023-09-07 17:30:35 -07:00
cosmonaut 7f6b6a7bae fix voices not respecting the faux mastering voice 2023-08-10 10:46:19 -07:00
cosmonaut 1de3c73bb7 fix voices being created in the Playing state 2023-08-09 16:10:00 -07:00
cosmonaut e77c87c772 register new SourceVoices as active 2023-08-09 15:58:18 -07:00
cosmonaut 088e7c4b6f add debug check for zero length buffer copy 2023-08-07 10:12:46 -07:00
cosmonaut f298a5ec11 fix StreamingVoice loop behavior 2023-08-04 12:14:14 -07:00
cosmonaut 0cd2c799ee Audio Restructuring (#50)
This is a complete redesign of the MoonWorks Audio API.

Voices are the new major concept. All Voices can be configured with volume, pitch, filters, panning and reverb. SourceVoices take in AudioBuffers and use them to play sound. They contain their own playback state.

There are multiple kinds of SourceVoices:
TransientVoice: Used for short sound effects where the client will not be keeping track of a reference over multiple frames.
PersistentVoice: Used when the client needs to hold on to a Voice reference long-term.
StreamingVoice: Used for playing back AudioDataStreamable objects.
SoundSequence: Used to play back a series of AudioBuffers in sequence. They have a callback so that AudioBuffers can be added dynamically by the client.

SourceVoices are intended to be pooled. You can obtain one from the AudioDevice pool by calling AudioDevice.Obtain<T> where T is the type of SourceVoice you wish to obtain. When you call Return on the voice it will be returned to the pool. TransientVoices are automatically returned to the pool when they have finished playing back their AudioBuffer.

SourceVoices can send audio to SubmixVoices. This is a convenient way to manage categories of audio. For example the client could have a MusicSubmix that all music-related voices send to. Then the volume of all music can be changed at once without the client having to manage all the individual music voices.

By default all voices send audio to AudioDevice.MasteringVoice. This is also a SubmixVoice that can be controlled like any other voice.

AudioDataStreamable is used in conjunction with a StreamingVoice to play back streaming audio from an ogg or qoa file.

AudioDataWav, AudioDataOgg, and AudioDataQoa all have a static CreateBuffer method that can be used to create an AudioBuffer from an audio file.

Reviewed-on: #50
2023-08-03 19:54:02 +00:00
cosmonaut 81cd397013 fix AudioDevice crash on shutdown 2023-07-28 15:02:20 -07:00
cosmonaut e73c7ede55 rename SoundQueue to SoundSequence 2023-07-28 13:21:50 -07:00