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Author SHA1 Message Date
Caleb Cornett a62d8a5383 Combine all dependencies into the main csproj 2022-08-13 21:20:24 -04:00
178 changed files with 5713 additions and 10997 deletions

6
.gitmodules vendored
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@ -10,6 +10,6 @@
[submodule "lib/WellspringCS"]
path = lib/WellspringCS
url = https://gitea.moonside.games/MoonsideGames/WellspringCS.git
[submodule "lib/dav1dfile"]
path = lib/dav1dfile
url = https://github.com/MoonsideGames/dav1dfile.git
[submodule "lib/Theorafile"]
path = lib/Theorafile
url = https://github.com/FNA-XNA/Theorafile.git

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@ -1,9 +1,9 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<TargetFramework>net6.0</TargetFramework>
<Platforms>x64</Platforms>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>11</LangVersion>
</PropertyGroup>
<PropertyGroup>
@ -14,29 +14,22 @@
<Compile Include="lib\FAudio\csharp\FAudio.cs" />
<Compile Include="lib\RefreshCS\src\Refresh.cs" />
<Compile Include="lib\SDL2-CS\src\SDL2.cs" />
<Compile Include="lib\Theorafile\csharp\Theorafile.cs" />
<Compile Include="lib\WellspringCS\WellspringCS.cs" />
<Compile Include="lib\dav1dfile\csharp\dav1dfile.cs" />
</ItemGroup>
<ItemGroup>
<None Include="MoonWorks.dll.config">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<CopyToPublishDirectory>Never</CopyToPublishDirectory>
</None>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="src\Graphics\StockShaders\Binary\video_fullscreen.vert.refresh">
<LogicalName>MoonWorks.Graphics.StockShaders.VideoFullscreen.vert.refresh</LogicalName>
<EmbeddedResource Include="src\Video\Shaders\Compiled\FullscreenVert.spv">
<LogicalName>MoonWorks.Shaders.FullscreenVert.spv</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="src\Graphics\StockShaders\Binary\video_yuv2rgba.frag.refresh">
<LogicalName>MoonWorks.Graphics.StockShaders.VideoYUV2RGBA.frag.refresh</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="src\Graphics\StockShaders\Binary\text_transform.vert.refresh">
<LogicalName>MoonWorks.Graphics.StockShaders.TextTransform.vert.refresh</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="src\Graphics\StockShaders\Binary\text_msdf.frag.refresh">
<LogicalName>MoonWorks.Graphics.StockShaders.TextMSDF.frag.refresh</LogicalName>
<EmbeddedResource Include="src\Video\Shaders\Compiled\YUV2RGBAFrag.spv">
<LogicalName>MoonWorks.Shaders.YUV2RGBAFrag.spv</LogicalName>
</EmbeddedResource>
</ItemGroup>
</Project>

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@ -5,18 +5,18 @@
<dllmap dll="SDL2" os="linux,freebsd,netbsd" target="libSDL2-2.0.so.0"/>
<dllmap dll="Refresh" os="windows" target="Refresh.dll"/>
<dllmap dll="Refresh" os="osx" target="libRefresh.1.dylib"/>
<dllmap dll="Refresh" os="linux,freebsd,netbsd" target="libRefresh.so.1"/>
<dllmap dll="Refresh" os="osx" target="libRefresh.0.dylib"/>
<dllmap dll="Refresh" os="linux,freebsd,netbsd" target="libRefresh.so.0"/>
<dllmap dll="FAudio" os="windows" target="FAudio.dll"/>
<dllmap dll="FAudio" os="osx" target="libFAudio.0.dylib"/>
<dllmap dll="FAudio" os="linux,freebsd,netbsd" target="libFAudio.so.0"/>
<dllmap dll="Wellspring" os="windows" target="Wellspring.dll"/>
<dllmap dll="Wellspring" os="osx" target="libWellspring.1.dylib"/>
<dllmap dll="Wellspring" os="linux,freebsd,netbsd" target="libWellspring.so.1"/>
<dllmap dll="Wellspring" os="osx" target="libWellspring.0.dylib"/>
<dllmap dll="Wellspring" os="linux,freebsd,netbsd" target="libWellspring.so.0"/>
<dllmap dll="dav1dfile" os="windows" target="dav1dfile.dll"/>
<dllmap dll="dav1dfile" os="osx" target="libdav1dfile.1.dylib"/>
<dllmap dll="dav1dfile" os="linux,freebsd,netbsd,openbsd" target="libdav1dfile.so.1"/>
<dllmap dll="Theorafile" os="windows" target="libtheorafile.dll"/>
<dllmap dll="Theorafile" os="osx" target="libtheorafile.dylib"/>
<dllmap dll="Theorafile" os="linux,freebsd,netbsd" target="libtheorafile.so"/>
</configuration>

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@ -12,13 +12,9 @@ MoonWorks uses strictly Free Open Source Software. It will never have any kind o
## Documentation
API Reference: https://moonside.games/docs/moonworksapi/
High-level documentation is provided here: http://moonside.games/docs/moonworks/
High-level documentation is provided here: https://moonside.games/docs/moonworks/
The source is documented in doc comments that your preferred IDE can read.
Join our Discord! https://discord.gg/ujhwdkHmhN
For an actual API reference, the source is documented in doc comments that your preferred IDE can read.
## Dependencies
@ -26,9 +22,9 @@ Join our Discord! https://discord.gg/ujhwdkHmhN
* [Refresh](https://gitea.moonside.games/MoonsideGames/Refresh) - Graphics
* [FAudio](https://github.com/FNA-XNA/FAudio) - Audio
* [Wellspring](https://gitea.moonside.games/MoonsideGames/Wellspring) - Font Rendering
* [dav1dfile](https://github.com/MoonsideGames/dav1dfile) - Compressed Video
* [Theorafile](https://github.com/FNA-XNA/Theorafile) - Compressed Video
Prebuilt dependencies can be obtained here: https://moonside.games/files/moonlibs.tar.bz2
Prebuilt dependencies can be obtained here: http://moonside.games/files/moonlibs.tar.bz2
## License

@ -1 +1 @@
Subproject commit 60480416bda930bf7544e6abe31b937f0daa0256
Subproject commit 0b6d5dabbf428633482fe3a956fbdb53228fcf35

@ -1 +1 @@
Subproject commit b5325e6d0329eeb35b074091a569a5f679852d28
Subproject commit 98c590ae77c3b6a64a370bac439f20728959a8b6

@ -1 +1 @@
Subproject commit e4afbb848586fca530b6538320f799f81a18b941
Subproject commit b35aaa494e44d08242788ff0ba2cb7a508f4d8f0

1
lib/Theorafile Submodule

@ -0,0 +1 @@
Subproject commit dd8c7fa69e678b6182cdaa71458ad08dd31c65da

@ -1 +1 @@
Subproject commit 074f2afc833b221906bb2468735041ce78f2cb89
Subproject commit f8872bae59e394b0f8a35224bb39ab8fd041af97

@ -1 +0,0 @@
Subproject commit 5065e2cd4662dbe023b77a45ef967f975170dfff

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@ -1,79 +0,0 @@
using System;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
/// <summary>
/// Contains raw audio data in a specified Format. <br/>
/// Submit this to a SourceVoice to play audio.
/// </summary>
public class AudioBuffer : AudioResource
{
IntPtr BufferDataPtr;
uint BufferDataLength;
private bool OwnsBufferData;
public Format Format { get; }
/// <summary>
/// Create a new AudioBuffer.
/// </summary>
/// <param name="ownsBufferData">If true, the buffer data will be destroyed when this AudioBuffer is destroyed.</param>
public AudioBuffer(
AudioDevice device,
Format format,
IntPtr bufferPtr,
uint bufferLengthInBytes,
bool ownsBufferData) : base(device)
{
Format = format;
BufferDataPtr = bufferPtr;
BufferDataLength = bufferLengthInBytes;
OwnsBufferData = ownsBufferData;
}
/// <summary>
/// Create another AudioBuffer from this audio buffer.
/// It will not own the buffer data.
/// </summary>
/// <param name="offset">Offset in bytes from the top of the original buffer.</param>
/// <param name="length">Length in bytes of the new buffer.</param>
/// <returns></returns>
public AudioBuffer Slice(int offset, uint length)
{
return new AudioBuffer(Device, Format, BufferDataPtr + offset, length, false);
}
/// <summary>
/// Create an FAudioBuffer struct from this AudioBuffer.
/// </summary>
/// <param name="loop">Whether we should set the FAudioBuffer to loop.</param>
public FAudio.FAudioBuffer ToFAudioBuffer(bool loop = false)
{
return new FAudio.FAudioBuffer
{
Flags = FAudio.FAUDIO_END_OF_STREAM,
pContext = IntPtr.Zero,
pAudioData = BufferDataPtr,
AudioBytes = BufferDataLength,
PlayBegin = 0,
PlayLength = 0,
LoopBegin = 0,
LoopLength = 0,
LoopCount = loop ? FAudio.FAUDIO_LOOP_INFINITE : 0
};
}
protected override unsafe void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (OwnsBufferData)
{
NativeMemory.Free((void*) BufferDataPtr);
}
}
base.Dispose(disposing);
}
}
}

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@ -1,147 +0,0 @@
using System;
using System.IO;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
/// <summary>
/// Streamable audio in Ogg format.
/// </summary>
public class AudioDataOgg : AudioDataStreamable
{
private IntPtr FileDataPtr = IntPtr.Zero;
private IntPtr VorbisHandle = IntPtr.Zero;
private string FilePath;
public override bool Loaded => VorbisHandle != IntPtr.Zero;
public override uint DecodeBufferSize => 32768;
public AudioDataOgg(AudioDevice device, string filePath) : base(device)
{
FilePath = filePath;
var handle = FAudio.stb_vorbis_open_filename(filePath, out var error, IntPtr.Zero);
if (error != 0)
{
throw new InvalidOperationException("Error loading file!");
}
var info = FAudio.stb_vorbis_get_info(handle);
Format = new Format
{
Tag = FormatTag.IEEE_FLOAT,
BitsPerSample = 32,
Channels = (ushort) info.channels,
SampleRate = info.sample_rate
};
FAudio.stb_vorbis_close(handle);
}
public override unsafe void Decode(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,
Format.Channels,
(IntPtr) buffer,
lengthInFloats
);
var sampleCount = samples * Format.Channels;
reachedEnd = sampleCount < lengthInFloats;
filledLengthInBytes = sampleCount * sizeof(float);
}
/// <summary>
/// Prepares the Ogg data for streaming.
/// </summary>
public override unsafe void Load()
{
if (!Loaded)
{
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 InvalidOperationException("Error opening OGG file!");
}
}
}
public override void Seek(uint sampleFrame)
{
FAudio.stb_vorbis_seek(VorbisHandle, sampleFrame);
}
/// <summary>
/// Unloads the Ogg data, freeing resources.
/// </summary>
public override unsafe void Unload()
{
if (Loaded)
{
FAudio.stb_vorbis_close(VorbisHandle);
NativeMemory.Free((void*) FileDataPtr);
VorbisHandle = IntPtr.Zero;
FileDataPtr = IntPtr.Zero;
}
}
/// <summary>
/// Loads an entire ogg file into an AudioBuffer. Useful for static audio.
/// </summary>
public static unsafe AudioBuffer CreateBuffer(AudioDevice device, string filePath)
{
var filePointer = FAudio.stb_vorbis_open_filename(filePath, out var error, IntPtr.Zero);
if (error != 0)
{
throw new InvalidOperationException("Error loading file!");
}
var info = FAudio.stb_vorbis_get_info(filePointer);
var lengthInFloats =
FAudio.stb_vorbis_stream_length_in_samples(filePointer) * info.channels;
var lengthInBytes = lengthInFloats * Marshal.SizeOf<float>();
var buffer = NativeMemory.Alloc((nuint) lengthInBytes);
FAudio.stb_vorbis_get_samples_float_interleaved(
filePointer,
info.channels,
(nint) buffer,
(int) lengthInFloats
);
FAudio.stb_vorbis_close(filePointer);
var format = new Format
{
Tag = FormatTag.IEEE_FLOAT,
BitsPerSample = 32,
Channels = (ushort) info.channels,
SampleRate = info.sample_rate
};
return new AudioBuffer(
device,
format,
(nint) buffer,
(uint) lengthInBytes,
true);
}
}
}

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@ -1,164 +0,0 @@
using System;
using System.IO;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
/// <summary>
/// Streamable audio in QOA format.
/// </summary>
public class AudioDataQoa : AudioDataStreamable
{
private IntPtr QoaHandle = IntPtr.Zero;
private IntPtr FileDataPtr = IntPtr.Zero;
private string FilePath;
private const uint QOA_MAGIC = 0x716f6166; /* 'qoaf' */
public override bool Loaded => QoaHandle != IntPtr.Zero;
private uint decodeBufferSize;
public override uint DecodeBufferSize => decodeBufferSize;
public AudioDataQoa(AudioDevice device, string filePath) : base(device)
{
FilePath = filePath;
using var stream = new FileStream(FilePath, FileMode.Open, FileAccess.Read);
using var reader = new BinaryReader(stream);
UInt64 fileHeader = ReverseEndianness(reader.ReadUInt64());
if ((fileHeader >> 32) != QOA_MAGIC)
{
throw new InvalidOperationException("Specified file is not a QOA file.");
}
uint totalSamplesPerChannel = (uint) (fileHeader & (0xFFFFFFFF));
if (totalSamplesPerChannel == 0)
{
throw new InvalidOperationException("Specified file is not a valid QOA file.");
}
UInt64 frameHeader = ReverseEndianness(reader.ReadUInt64());
uint channels = (uint) ((frameHeader >> 56) & 0x0000FF);
uint samplerate = (uint) ((frameHeader >> 32) & 0xFFFFFF);
uint samplesPerChannelPerFrame = (uint) ((frameHeader >> 16) & 0x00FFFF);
Format = new Format
{
Tag = FormatTag.PCM,
BitsPerSample = 16,
Channels = (ushort) channels,
SampleRate = samplerate
};
decodeBufferSize = channels * samplesPerChannelPerFrame * sizeof(short);
}
public override unsafe void Decode(void* buffer, int bufferLengthInBytes, out int filledLengthInBytes, out bool reachedEnd)
{
var lengthInShorts = bufferLengthInBytes / sizeof(short);
// NOTE: this function returns samples per channel!
var samples = FAudio.qoa_decode_next_frame(QoaHandle, (short*) buffer);
var sampleCount = samples * Format.Channels;
reachedEnd = sampleCount < lengthInShorts;
filledLengthInBytes = (int) (sampleCount * sizeof(short));
}
/// <summary>
/// Prepares qoa data for streaming.
/// </summary>
public override unsafe void Load()
{
if (!Loaded)
{
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();
QoaHandle = FAudio.qoa_open_from_memory((char*) FileDataPtr, (uint) fileDataSpan.Length, 0);
if (QoaHandle == IntPtr.Zero)
{
NativeMemory.Free((void*) FileDataPtr);
Logger.LogError("Error opening QOA file!");
throw new InvalidOperationException("Error opening QOA file!");
}
}
}
public override void Seek(uint sampleFrame)
{
FAudio.qoa_seek_frame(QoaHandle, (int) sampleFrame);
}
/// <summary>
/// Unloads the qoa data, freeing resources.
/// </summary>
public override unsafe void Unload()
{
if (Loaded)
{
FAudio.qoa_close(QoaHandle);
NativeMemory.Free((void*) FileDataPtr);
QoaHandle = IntPtr.Zero;
FileDataPtr = IntPtr.Zero;
}
}
/// <summary>
/// Loads the entire qoa file into an AudioBuffer. Useful for static audio.
/// </summary>
public unsafe static AudioBuffer CreateBuffer(AudioDevice device, string filePath)
{
using var fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read);
var fileDataPtr = NativeMemory.Alloc((nuint) fileStream.Length);
var fileDataSpan = new Span<byte>(fileDataPtr, (int) fileStream.Length);
fileStream.ReadExactly(fileDataSpan);
fileStream.Close();
var qoaHandle = FAudio.qoa_open_from_memory((char*) fileDataPtr, (uint) fileDataSpan.Length, 0);
if (qoaHandle == 0)
{
NativeMemory.Free(fileDataPtr);
Logger.LogError("Error opening QOA file!");
throw new InvalidOperationException("Error opening QOA file!");
}
FAudio.qoa_attributes(qoaHandle, out var channels, out var samplerate, out var samples_per_channel_per_frame, out var total_samples_per_channel);
var bufferLengthInBytes = total_samples_per_channel * channels * sizeof(short);
var buffer = NativeMemory.Alloc(bufferLengthInBytes);
FAudio.qoa_decode_entire(qoaHandle, (short*) buffer);
FAudio.qoa_close(qoaHandle);
NativeMemory.Free(fileDataPtr);
var format = new Format
{
Tag = FormatTag.PCM,
BitsPerSample = 16,
Channels = (ushort) channels,
SampleRate = samplerate
};
return new AudioBuffer(device, format, (nint) buffer, bufferLengthInBytes, true);
}
private static unsafe UInt64 ReverseEndianness(UInt64 value)
{
byte* bytes = (byte*) &value;
return
((UInt64)(bytes[0]) << 56) | ((UInt64)(bytes[1]) << 48) |
((UInt64)(bytes[2]) << 40) | ((UInt64)(bytes[3]) << 32) |
((UInt64)(bytes[4]) << 24) | ((UInt64)(bytes[5]) << 16) |
((UInt64)(bytes[6]) << 8) | ((UInt64)(bytes[7]) << 0);
}
}
}

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@ -1,49 +0,0 @@
namespace MoonWorks.Audio
{
/// <summary>
/// Use this in conjunction with a StreamingVoice to play back streaming audio data.
/// </summary>
public abstract class AudioDataStreamable : AudioResource
{
public Format Format { get; protected set; }
public abstract bool Loaded { get; }
public abstract uint DecodeBufferSize { get; }
protected AudioDataStreamable(AudioDevice device) : base(device)
{
}
/// <summary>
/// Loads the raw audio data into memory to prepare it for stream decoding.
/// </summary>
public abstract void Load();
/// <summary>
/// Unloads the raw audio data from memory.
/// </summary>
public abstract void Unload();
/// <summary>
/// Seeks to the given sample frame.
/// </summary>
public abstract void Seek(uint sampleFrame);
/// <summary>
/// Attempts to decodes data of length bufferLengthInBytes into the provided buffer.
/// </summary>
/// <param name="buffer">The buffer that decoded bytes will be placed into.</param>
/// <param name="bufferLengthInBytes">Requested length of decoded audio data.</param>
/// <param name="filledLengthInBytes">How much data was actually filled in by the decode.</param>
/// <param name="reachedEnd">Whether the end of the data was reached on this decode.</param>
public abstract unsafe void Decode(void* buffer, int bufferLengthInBytes, out int filledLengthInBytes, out bool reachedEnd);
protected override void Dispose(bool disposing)
{
if (!IsDisposed)
{
Unload();
}
base.Dispose(disposing);
}
}
}

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@ -1,100 +0,0 @@
using System;
using System.IO;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
public static class AudioDataWav
{
/// <summary>
/// Create an AudioBuffer containing all the WAV audio data in a file.
/// </summary>
/// <returns></returns>
public unsafe static AudioBuffer CreateBuffer(AudioDevice device, string filePath)
{
// mostly borrowed from https://github.com/FNA-XNA/FNA/blob/b71b4a35ae59970ff0070dea6f8620856d8d4fec/src/Audio/SoundEffect.cs#L385
// WaveFormatEx data
ushort wFormatTag;
ushort nChannels;
uint nSamplesPerSec;
uint nAvgBytesPerSec;
ushort nBlockAlign;
ushort wBitsPerSample;
using var stream = new FileStream(filePath, FileMode.Open, FileAccess.Read);
using var reader = new BinaryReader(stream);
// RIFF Signature
string signature = new string(reader.ReadChars(4));
if (signature != "RIFF")
{
throw new NotSupportedException("Specified stream is not a wave file.");
}
reader.ReadUInt32(); // Riff Chunk Size
string wformat = new string(reader.ReadChars(4));
if (wformat != "WAVE")
{
throw new NotSupportedException("Specified stream is not a wave file.");
}
// WAVE Header
string format_signature = new string(reader.ReadChars(4));
while (format_signature != "fmt ")
{
reader.ReadBytes(reader.ReadInt32());
format_signature = new string(reader.ReadChars(4));
}
int format_chunk_size = reader.ReadInt32();
wFormatTag = reader.ReadUInt16();
nChannels = reader.ReadUInt16();
nSamplesPerSec = reader.ReadUInt32();
nAvgBytesPerSec = reader.ReadUInt32();
nBlockAlign = reader.ReadUInt16();
wBitsPerSample = reader.ReadUInt16();
// Reads residual bytes
if (format_chunk_size > 16)
{
reader.ReadBytes(format_chunk_size - 16);
}
// data Signature
string data_signature = new string(reader.ReadChars(4));
while (data_signature.ToLowerInvariant() != "data")
{
reader.ReadBytes(reader.ReadInt32());
data_signature = new string(reader.ReadChars(4));
}
if (data_signature != "data")
{
throw new NotSupportedException("Specified wave file is not supported.");
}
int waveDataLength = reader.ReadInt32();
var waveDataBuffer = NativeMemory.Alloc((nuint) waveDataLength);
var waveDataSpan = new Span<byte>(waveDataBuffer, waveDataLength);
stream.ReadExactly(waveDataSpan);
var format = new Format
{
Tag = (FormatTag) wFormatTag,
BitsPerSample = wBitsPerSample,
Channels = nChannels,
SampleRate = nSamplesPerSec
};
return new AudioBuffer(
device,
format,
(nint) waveDataBuffer,
(uint) waveDataLength,
true
);
}
}
}

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@ -1,54 +1,31 @@
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Threading;
namespace MoonWorks.Audio
{
/// <summary>
/// AudioDevice manages all audio-related concerns.
/// </summary>
public class AudioDevice : IDisposable
{
public IntPtr Handle { get; }
public byte[] Handle3D { get; }
public IntPtr MasteringVoice { get; }
public FAudio.FAudioDeviceDetails DeviceDetails { get; }
private IntPtr trueMasteringVoice;
// this is a fun little trick where we use a submix voice as a "faux" mastering voice
// this lets us maintain API consistency for effects like panning and reverb
private SubmixVoice fauxMasteringVoice;
public SubmixVoice MasteringVoice => fauxMasteringVoice;
public IntPtr ReverbVoice { get; }
public float CurveDistanceScalar = 1f;
public float DopplerScale = 1f;
public float SpeedOfSound = 343.5f;
private readonly HashSet<GCHandle> resourceHandles = new HashSet<GCHandle>();
private readonly HashSet<UpdatingSourceVoice> updatingSourceVoices = new HashSet<UpdatingSourceVoice>();
internal FAudio.FAudioVoiceSends ReverbSends;
private AudioTweenManager AudioTweenManager;
private readonly List<WeakReference<AudioResource>> resources = new List<WeakReference<AudioResource>>();
private readonly List<WeakReference<StreamingSound>> streamingSounds = new List<WeakReference<StreamingSound>>();
private SourceVoicePool VoicePool;
private List<SourceVoice> VoicesToReturn = new List<SourceVoice>();
private bool IsDisposed;
private const int Step = 200;
private TimeSpan UpdateInterval;
private System.Diagnostics.Stopwatch TickStopwatch = new System.Diagnostics.Stopwatch();
private long previousTickTime;
private Thread Thread;
private AutoResetEvent WakeSignal;
internal readonly object StateLock = new object();
private bool Running;
public bool IsDisposed { get; private set; }
internal unsafe AudioDevice()
public unsafe AudioDevice()
{
UpdateInterval = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / Step);
FAudio.FAudioCreate(out var handle, 0, FAudio.FAUDIO_DEFAULT_PROCESSOR);
FAudio.FAudioCreate(out var handle, 0, 0);
Handle = handle;
/* Find a suitable device */
@ -58,8 +35,8 @@ namespace MoonWorks.Audio
if (devices == 0)
{
Logger.LogError("No audio devices found!");
FAudio.FAudio_Release(Handle);
Handle = IntPtr.Zero;
FAudio.FAudio_Release(Handle);
return;
}
@ -92,24 +69,25 @@ namespace MoonWorks.Audio
}
/* Init Mastering Voice */
var result = FAudio.FAudio_CreateMasteringVoice(
IntPtr masteringVoice;
if (FAudio.FAudio_CreateMasteringVoice(
Handle,
out trueMasteringVoice,
out masteringVoice,
FAudio.FAUDIO_DEFAULT_CHANNELS,
FAudio.FAUDIO_DEFAULT_SAMPLERATE,
0,
i,
IntPtr.Zero
);
if (result != 0)
) != 0)
{
Logger.LogError("Failed to create a mastering voice!");
Logger.LogError("Audio device creation failed!");
Logger.LogError("No mastering voice found!");
Handle = IntPtr.Zero;
FAudio.FAudio_Release(Handle);
return;
}
fauxMasteringVoice = SubmixVoice.CreateFauxMasteringVoice(this);
MasteringVoice = masteringVoice;
/* Init 3D Audio */
@ -120,169 +98,144 @@ namespace MoonWorks.Audio
Handle3D
);
AudioTweenManager = new AudioTweenManager();
VoicePool = new SourceVoicePool(this);
/* Init reverb */
WakeSignal = new AutoResetEvent(true);
IntPtr reverbVoice;
Thread = new Thread(ThreadMain);
Thread.IsBackground = true;
Thread.Start();
IntPtr reverb;
FAudio.FAudioCreateReverb(out reverb, 0);
Running = true;
IntPtr chainPtr;
chainPtr = Marshal.AllocHGlobal(
sizeof(FAudio.FAudioEffectChain)
);
TickStopwatch.Start();
previousTickTime = 0;
FAudio.FAudioEffectChain* reverbChain = (FAudio.FAudioEffectChain*) chainPtr;
reverbChain->EffectCount = 1;
reverbChain->pEffectDescriptors = Marshal.AllocHGlobal(
sizeof(FAudio.FAudioEffectDescriptor)
);
FAudio.FAudioEffectDescriptor* reverbDescriptor =
(FAudio.FAudioEffectDescriptor*) reverbChain->pEffectDescriptors;
reverbDescriptor->InitialState = 1;
reverbDescriptor->OutputChannels = (uint) (
(DeviceDetails.OutputFormat.Format.nChannels == 6) ? 6 : 1
);
reverbDescriptor->pEffect = reverb;
FAudio.FAudio_CreateSubmixVoice(
Handle,
out reverbVoice,
1, /* omnidirectional reverb */
DeviceDetails.OutputFormat.Format.nSamplesPerSec,
0,
0,
IntPtr.Zero,
chainPtr
);
FAudio.FAPOBase_Release(reverb);
Marshal.FreeHGlobal(reverbChain->pEffectDescriptors);
Marshal.FreeHGlobal(chainPtr);
ReverbVoice = reverbVoice;
/* Init reverb params */
// Defaults based on FAUDIOFX_I3DL2_PRESET_GENERIC
IntPtr reverbParamsPtr = Marshal.AllocHGlobal(
sizeof(FAudio.FAudioFXReverbParameters)
);
FAudio.FAudioFXReverbParameters* reverbParams = (FAudio.FAudioFXReverbParameters*) reverbParamsPtr;
reverbParams->WetDryMix = 100.0f;
reverbParams->ReflectionsDelay = 7;
reverbParams->ReverbDelay = 11;
reverbParams->RearDelay = FAudio.FAUDIOFX_REVERB_DEFAULT_REAR_DELAY;
reverbParams->PositionLeft = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION;
reverbParams->PositionRight = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION;
reverbParams->PositionMatrixLeft = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX;
reverbParams->PositionMatrixRight = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX;
reverbParams->EarlyDiffusion = 15;
reverbParams->LateDiffusion = 15;
reverbParams->LowEQGain = 8;
reverbParams->LowEQCutoff = 4;
reverbParams->HighEQGain = 8;
reverbParams->HighEQCutoff = 6;
reverbParams->RoomFilterFreq = 5000f;
reverbParams->RoomFilterMain = -10f;
reverbParams->RoomFilterHF = -1f;
reverbParams->ReflectionsGain = -26.0200005f;
reverbParams->ReverbGain = 10.0f;
reverbParams->DecayTime = 1.49000001f;
reverbParams->Density = 100.0f;
reverbParams->RoomSize = FAudio.FAUDIOFX_REVERB_DEFAULT_ROOM_SIZE;
FAudio.FAudioVoice_SetEffectParameters(
ReverbVoice,
0,
reverbParamsPtr,
(uint) sizeof(FAudio.FAudioFXReverbParameters),
0
);
Marshal.FreeHGlobal(reverbParamsPtr);
/* Init reverb sends */
ReverbSends = new FAudio.FAudioVoiceSends
{
SendCount = 2,
pSends = Marshal.AllocHGlobal(
2 * sizeof(FAudio.FAudioSendDescriptor)
)
};
FAudio.FAudioSendDescriptor* sendDesc = (FAudio.FAudioSendDescriptor*) ReverbSends.pSends;
sendDesc[0].Flags = 0;
sendDesc[0].pOutputVoice = MasteringVoice;
sendDesc[1].Flags = 0;
sendDesc[1].pOutputVoice = ReverbVoice;
}
private void ThreadMain()
public void SetMasteringVolume(float volume)
{
while (Running)
FAudio.FAudioVoice_SetVolume(MasteringVoice, volume, 0);
}
internal void Update()
{
for (var i = streamingSounds.Count - 1; i >= 0; i--)
{
lock (StateLock)
var weakReference = streamingSounds[i];
if (weakReference.TryGetTarget(out var streamingSound))
{
try
{
ThreadMainTick();
}
catch (Exception e)
{
Logger.LogError(e.ToString());
}
streamingSound.Update();
}
WakeSignal.WaitOne(UpdateInterval);
}
}
private void ThreadMainTick()
{
long tickDelta = TickStopwatch.Elapsed.Ticks - previousTickTime;
previousTickTime = TickStopwatch.Elapsed.Ticks;
float elapsedSeconds = (float) tickDelta / System.TimeSpan.TicksPerSecond;
AudioTweenManager.Update(elapsedSeconds);
foreach (var voice in updatingSourceVoices)
{
voice.Update();
}
foreach (var voice in VoicesToReturn)
{
if (voice is UpdatingSourceVoice updatingSourceVoice)
else
{
updatingSourceVoices.Remove(updatingSourceVoice);
}
voice.Reset();
VoicePool.Return(voice);
}
VoicesToReturn.Clear();
}
/// <summary>
/// Triggers all pending operations with the given syncGroup value.
/// </summary>
public void TriggerSyncGroup(uint syncGroup)
{
FAudio.FAudio_CommitChanges(Handle, syncGroup);
}
/// <summary>
/// Obtains an appropriate source voice from the voice pool.
/// </summary>
/// <param name="format">The format that the voice must match.</param>
/// <returns>A source voice with the given format.</returns>
public T Obtain<T>(Format format) where T : SourceVoice, IPoolable<T>
{
lock (StateLock)
{
var voice = VoicePool.Obtain<T>(format);
if (voice is UpdatingSourceVoice updatingSourceVoice)
{
updatingSourceVoices.Add(updatingSourceVoice);
}
return voice;
}
}
/// <summary>
/// Returns the source voice to the voice pool.
/// </summary>
/// <param name="voice"></param>
internal void Return(SourceVoice voice)
{
lock (StateLock)
{
VoicesToReturn.Add(voice);
}
}
internal void CreateTween(
Voice voice,
AudioTweenProperty property,
System.Func<float, float> easingFunction,
float start,
float end,
float duration,
float delayTime
) {
lock (StateLock)
{
AudioTweenManager.CreateTween(
voice,
property,
easingFunction,
start,
end,
duration,
delayTime
);
}
}
internal void ClearTweens(
Voice voice,
AudioTweenProperty property
) {
lock (StateLock)
{
AudioTweenManager.ClearTweens(voice, property);
}
}
internal void WakeThread()
{
WakeSignal.Set();
}
internal void AddResourceReference(GCHandle resourceReference)
{
lock (StateLock)
{
resourceHandles.Add(resourceReference);
if (resourceReference.Target is UpdatingSourceVoice updatableVoice)
{
updatingSourceVoices.Add(updatableVoice);
streamingSounds.RemoveAt(i);
}
}
}
internal void RemoveResourceReference(GCHandle resourceReference)
internal void AddDynamicSoundInstance(StreamingSound instance)
{
lock (StateLock)
{
resourceHandles.Remove(resourceReference);
streamingSounds.Add(new WeakReference<StreamingSound>(instance));
}
if (resourceReference.Target is UpdatingSourceVoice updatableVoice)
{
updatingSourceVoices.Remove(updatableVoice);
}
internal void AddResourceReference(WeakReference<AudioResource> resourceReference)
{
lock (resources)
{
resources.Add(resourceReference);
}
}
internal void RemoveResourceReference(WeakReference<AudioResource> resourceReference)
{
lock (resources)
{
resources.Remove(resourceReference);
}
}
@ -290,54 +243,29 @@ namespace MoonWorks.Audio
{
if (!IsDisposed)
{
Running = false;
if (disposing)
{
Thread.Join();
// dispose all source voices first
foreach (var handle in resourceHandles)
for (var i = resources.Count - 1; i >= 0; i--)
{
if (handle.Target is SourceVoice voice)
{
voice.Dispose();
}
}
var weakReference = resources[i];
// dispose all submix voices except the faux mastering voice
foreach (var handle in resourceHandles)
{
if (handle.Target is SubmixVoice voice && voice != fauxMasteringVoice)
{
voice.Dispose();
}
}
// dispose the faux mastering voice
fauxMasteringVoice.Dispose();
// dispose the true mastering voice
FAudio.FAudioVoice_DestroyVoice(trueMasteringVoice);
// destroy all other audio resources
foreach (var handle in resourceHandles)
{
if (handle.Target is AudioResource resource)
if (weakReference.TryGetTarget(out var resource))
{
resource.Dispose();
}
}
resourceHandles.Clear();
resources.Clear();
}
FAudio.FAudioVoice_DestroyVoice(ReverbVoice);
FAudio.FAudioVoice_DestroyVoice(MasteringVoice);
FAudio.FAudio_Release(Handle);
IsDisposed = true;
}
}
// TODO: override finalizer only if 'Dispose(bool disposing)' has code to free unmanaged resources
~AudioDevice()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method

View File

@ -4,9 +4,6 @@ using MoonWorks.Math.Float;
namespace MoonWorks.Audio
{
/// <summary>
/// An emitter for 3D spatial audio.
/// </summary>
public class AudioEmitter : AudioResource
{
internal FAudio.F3DAUDIO_EMITTER emitterData;
@ -132,5 +129,7 @@ namespace MoonWorks.Audio
emitterData.pReverbCurve = IntPtr.Zero;
emitterData.CurveDistanceScaler = 1.0f;
}
protected override void Destroy() { }
}
}

View File

@ -3,9 +3,6 @@ using MoonWorks.Math.Float;
namespace MoonWorks.Audio
{
/// <summary>
/// A listener for 3D spatial audio. Usually attached to a camera.
/// </summary>
public class AudioListener : AudioResource
{
internal FAudio.F3DAUDIO_LISTENER listenerData;
@ -94,5 +91,7 @@ namespace MoonWorks.Audio
/* Unexposed variables, defaults based on XNA behavior */
listenerData.pCone = IntPtr.Zero;
}
protected override void Destroy() { }
}
}

View File

@ -1,5 +1,4 @@
using System;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
@ -9,24 +8,28 @@ namespace MoonWorks.Audio
public bool IsDisposed { get; private set; }
private GCHandle SelfReference;
private WeakReference<AudioResource> selfReference;
protected AudioResource(AudioDevice device)
public AudioResource(AudioDevice device)
{
Device = device;
SelfReference = GCHandle.Alloc(this, GCHandleType.Weak);
Device.AddResourceReference(SelfReference);
selfReference = new WeakReference<AudioResource>(this);
Device.AddResourceReference(selfReference);
}
protected abstract void Destroy();
protected virtual void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (disposing)
Destroy();
if (selfReference != null)
{
Device.RemoveResourceReference(SelfReference);
SelfReference.Free();
Device.RemoveResourceReference(selfReference);
selfReference = null;
}
IsDisposed = true;
@ -35,12 +38,8 @@ namespace MoonWorks.Audio
~AudioResource()
{
#if DEBUG
// If you see this log message, you leaked an audio resource without disposing it!
// We can't clean it up for you because this can cause catastrophic issues.
// You should really fix this when it happens.
Logger.LogWarn($"A resource of type {GetType().Name} was not Disposed.");
#endif
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: false);
}
public void Dispose()

View File

@ -1,58 +0,0 @@
using System.Collections.Generic;
using EasingFunction = System.Func<float, float>;
namespace MoonWorks.Audio
{
internal enum AudioTweenProperty
{
Pan,
Pitch,
Volume,
FilterFrequency,
Reverb
}
internal class AudioTween
{
public Voice Voice;
public AudioTweenProperty Property;
public EasingFunction EasingFunction;
public float Time;
public float StartValue;
public float EndValue;
public float DelayTime;
public float Duration;
}
internal class AudioTweenPool
{
private Queue<AudioTween> Tweens = new Queue<AudioTween>(16);
public AudioTweenPool()
{
for (int i = 0; i < 16; i += 1)
{
Tweens.Enqueue(new AudioTween());
}
}
public AudioTween Obtain()
{
if (Tweens.Count > 0)
{
var tween = Tweens.Dequeue();
return tween;
}
else
{
return new AudioTween();
}
}
public void Free(AudioTween tween)
{
tween.Voice = null;
Tweens.Enqueue(tween);
}
}
}

View File

@ -1,159 +0,0 @@
using System;
using System.Collections.Generic;
namespace MoonWorks.Audio
{
internal class AudioTweenManager
{
private AudioTweenPool AudioTweenPool = new AudioTweenPool();
private readonly Dictionary<(Voice, AudioTweenProperty), AudioTween> AudioTweens = new Dictionary<(Voice, AudioTweenProperty), AudioTween>();
private readonly List<AudioTween> DelayedAudioTweens = new List<AudioTween>();
public void Update(float elapsedSeconds)
{
for (var i = DelayedAudioTweens.Count - 1; i >= 0; i--)
{
var audioTween = DelayedAudioTweens[i];
var voice = audioTween.Voice;
audioTween.Time += elapsedSeconds;
if (audioTween.Time >= audioTween.DelayTime)
{
// set the tween start value to the current value of the property
switch (audioTween.Property)
{
case AudioTweenProperty.Pan:
audioTween.StartValue = voice.Pan;
break;
case AudioTweenProperty.Pitch:
audioTween.StartValue = voice.Pitch;
break;
case AudioTweenProperty.Volume:
audioTween.StartValue = voice.Volume;
break;
case AudioTweenProperty.FilterFrequency:
audioTween.StartValue = voice.FilterFrequency;
break;
case AudioTweenProperty.Reverb:
audioTween.StartValue = voice.Reverb;
break;
}
audioTween.Time = 0;
DelayedAudioTweens.RemoveAt(i);
AddTween(audioTween);
}
}
foreach (var (key, audioTween) in AudioTweens)
{
bool finished = UpdateAudioTween(audioTween, elapsedSeconds);
if (finished)
{
AudioTweenPool.Free(audioTween);
AudioTweens.Remove(key);
}
}
}
public void CreateTween(
Voice voice,
AudioTweenProperty property,
System.Func<float, float> easingFunction,
float start,
float end,
float duration,
float delayTime
) {
var tween = AudioTweenPool.Obtain();
tween.Voice = voice;
tween.Property = property;
tween.EasingFunction = easingFunction;
tween.StartValue = start;
tween.EndValue = end;
tween.Duration = duration;
tween.Time = 0;
tween.DelayTime = delayTime;
if (delayTime == 0)
{
AddTween(tween);
}
else
{
DelayedAudioTweens.Add(tween);
}
}
public void ClearTweens(Voice voice, AudioTweenProperty property)
{
AudioTweens.Remove((voice, property));
}
private void AddTween(
AudioTween audioTween
) {
// if a tween with the same sound and property already exists, get rid of it
if (AudioTweens.TryGetValue((audioTween.Voice, audioTween.Property), out var currentTween))
{
AudioTweenPool.Free(currentTween);
}
AudioTweens[(audioTween.Voice, audioTween.Property)] = audioTween;
}
private static bool UpdateAudioTween(AudioTween audioTween, float delta)
{
float value;
audioTween.Time += delta;
var finished = audioTween.Time >= audioTween.Duration;
if (finished)
{
value = audioTween.EndValue;
}
else
{
value = MoonWorks.Math.Easing.Interp(
audioTween.StartValue,
audioTween.EndValue,
audioTween.Time,
audioTween.Duration,
audioTween.EasingFunction
);
}
switch (audioTween.Property)
{
case AudioTweenProperty.Pan: