using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Threading;
namespace MoonWorks.Audio
{
///
/// AudioDevice manages all audio-related concerns.
///
public class AudioDevice : IDisposable
{
public IntPtr Handle { get; }
public byte[] Handle3D { 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 float CurveDistanceScalar = 1f;
public float DopplerScale = 1f;
public float SpeedOfSound = 343.5f;
private readonly HashSet resources = new HashSet();
private readonly HashSet updatingSourceVoices = new HashSet();
private AudioTweenManager AudioTweenManager;
private SourceVoicePool VoicePool;
private List VoicesToReturn = new List();
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()
{
UpdateInterval = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / Step);
FAudio.FAudioCreate(out var handle, 0, FAudio.FAUDIO_DEFAULT_PROCESSOR);
Handle = handle;
/* Find a suitable device */
FAudio.FAudio_GetDeviceCount(Handle, out var devices);
if (devices == 0)
{
Logger.LogError("No audio devices found!");
FAudio.FAudio_Release(Handle);
Handle = IntPtr.Zero;
return;
}
FAudio.FAudioDeviceDetails deviceDetails;
uint i = 0;
for (i = 0; i < devices; i++)
{
FAudio.FAudio_GetDeviceDetails(
Handle,
i,
out deviceDetails
);
if ((deviceDetails.Role & FAudio.FAudioDeviceRole.FAudioDefaultGameDevice) == FAudio.FAudioDeviceRole.FAudioDefaultGameDevice)
{
DeviceDetails = deviceDetails;
break;
}
}
if (i == devices)
{
i = 0; /* whatever we'll just use the first one I guess */
FAudio.FAudio_GetDeviceDetails(
Handle,
i,
out deviceDetails
);
DeviceDetails = deviceDetails;
}
/* Init Mastering Voice */
var result = FAudio.FAudio_CreateMasteringVoice(
Handle,
out trueMasteringVoice,
FAudio.FAUDIO_DEFAULT_CHANNELS,
FAudio.FAUDIO_DEFAULT_SAMPLERATE,
0,
i,
IntPtr.Zero
);
if (result != 0)
{
Logger.LogError("Failed to create a mastering voice!");
Logger.LogError("Audio device creation failed!");
return;
}
fauxMasteringVoice = SubmixVoice.CreateFauxMasteringVoice(this);
/* Init 3D Audio */
Handle3D = new byte[FAudio.F3DAUDIO_HANDLE_BYTESIZE];
FAudio.F3DAudioInitialize(
DeviceDetails.OutputFormat.dwChannelMask,
SpeedOfSound,
Handle3D
);
AudioTweenManager = new AudioTweenManager();
VoicePool = new SourceVoicePool(this);
Logger.LogInfo("Setting up audio thread...");
WakeSignal = new AutoResetEvent(true);
Thread = new Thread(ThreadMain);
Thread.IsBackground = true;
Thread.Start();
Running = true;
TickStopwatch.Start();
previousTickTime = 0;
}
private void ThreadMain()
{
while (Running)
{
lock (StateLock)
{
try
{
ThreadMainTick();
}
catch (Exception e)
{
Logger.LogError(e.ToString());
}
}
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)
{
updatingSourceVoices.Remove(updatingSourceVoice);
}
voice.Reset();
VoicePool.Return(voice);
}
VoicesToReturn.Clear();
}
///
/// Triggers all pending operations with the given syncGroup value.
///
public void TriggerSyncGroup(uint syncGroup)
{
FAudio.FAudio_CommitChanges(Handle, syncGroup);
}
///
/// Obtains an appropriate source voice from the voice pool.
///
/// The format that the voice must match.
/// A source voice with the given format.
public T Obtain(Format format) where T : SourceVoice, IPoolable
{
lock (StateLock)
{
var voice = VoicePool.Obtain(format);
if (voice is UpdatingSourceVoice updatingSourceVoice)
{
updatingSourceVoices.Add(updatingSourceVoice);
}
return voice;
}
}
///
/// Returns the source voice to the voice pool.
///
///
internal void Return(SourceVoice voice)
{
lock (StateLock)
{
VoicesToReturn.Add(voice);
}
}
internal void CreateTween(
Voice voice,
AudioTweenProperty property,
System.Func 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)
{
resources.Add(resourceReference);
if (resourceReference.Target is UpdatingSourceVoice updatableVoice)
{
updatingSourceVoices.Add(updatableVoice);
}
}
}
internal void RemoveResourceReference(GCHandle resourceReference)
{
lock (StateLock)
{
resources.Remove(resourceReference);
}
}
protected virtual void Dispose(bool disposing)
{
if (!IsDisposed)
{
Running = false;
if (disposing)
{
Thread.Join();
// dispose all voices first
foreach (var resource in resources)
{
if (resource.Target is Voice voice)
{
voice.Dispose();
}
}
// destroy all other audio resources
foreach (var resource in resources)
{
if (resource.Target is IDisposable disposable)
{
disposable.Dispose();
}
}
resources.Clear();
}
FAudio.FAudioVoice_DestroyVoice(trueMasteringVoice);
FAudio.FAudio_Release(Handle);
IsDisposed = true;
}
}
~AudioDevice()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: false);
}
public void Dispose()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
}
}