using System; using System.Collections.Generic; using System.Runtime.InteropServices; namespace MoonWorks.Audio { public class AudioDevice : IDisposable { public IntPtr Handle { get; } public byte[] Handle3D { get; } public IntPtr MasteringVoice { get; } public FAudio.FAudioDeviceDetails DeviceDetails { get; } public IntPtr ReverbVoice { get; } public float CurveDistanceScalar = 1f; public float DopplerScale = 1f; public float SpeedOfSound = 343.5f; internal FAudio.FAudioVoiceSends ReverbSends; private readonly List> resources = new List>(); private readonly List> streamingSounds = new List>(); private bool IsDisposed; public unsafe AudioDevice() { FAudio.FAudioCreate(out var handle, 0, 0); Handle = handle; /* Find a suitable device */ FAudio.FAudio_GetDeviceCount(Handle, out var devices); if (devices == 0) { Logger.LogError("No audio devices found!"); Handle = IntPtr.Zero; FAudio.FAudio_Release(Handle); 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 */ IntPtr masteringVoice; if (FAudio.FAudio_CreateMasteringVoice( Handle, out masteringVoice, FAudio.FAUDIO_DEFAULT_CHANNELS, FAudio.FAUDIO_DEFAULT_SAMPLERATE, 0, i, IntPtr.Zero ) != 0) { Logger.LogError("No mastering voice found!"); Handle = IntPtr.Zero; FAudio.FAudio_Release(Handle); return; } MasteringVoice = masteringVoice; /* Init 3D Audio */ Handle3D = new byte[FAudio.F3DAUDIO_HANDLE_BYTESIZE]; FAudio.F3DAudioInitialize( DeviceDetails.OutputFormat.dwChannelMask, SpeedOfSound, Handle3D ); /* Init reverb */ IntPtr reverbVoice; IntPtr reverb; FAudio.FAudioCreateReverb(out reverb, 0); IntPtr chainPtr; chainPtr = Marshal.AllocHGlobal( Marshal.SizeOf() ); FAudio.FAudioEffectChain* reverbChain = (FAudio.FAudioEffectChain*) chainPtr; reverbChain->EffectCount = 1; reverbChain->pEffectDescriptors = Marshal.AllocHGlobal( Marshal.SizeOf() ); 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( Marshal.SizeOf() ); 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) Marshal.SizeOf(), 0 ); Marshal.FreeHGlobal(reverbParamsPtr); /* Init reverb sends */ ReverbSends = new FAudio.FAudioVoiceSends { SendCount = 2, pSends = Marshal.AllocHGlobal( 2 * Marshal.SizeOf() ) }; FAudio.FAudioSendDescriptor* sendDesc = (FAudio.FAudioSendDescriptor*) ReverbSends.pSends; sendDesc[0].Flags = 0; sendDesc[0].pOutputVoice = MasteringVoice; sendDesc[1].Flags = 0; sendDesc[1].pOutputVoice = ReverbVoice; } public void Update() { for (var i = streamingSounds.Count - 1; i >= 0; i--) { var weakReference = streamingSounds[i]; if (weakReference.TryGetTarget(out var streamingSound)) { streamingSound.Update(); } else { streamingSounds.RemoveAt(i); } } } internal void AddDynamicSoundInstance(StreamingSound instance) { streamingSounds.Add(new WeakReference(instance)); } internal void AddResourceReference(WeakReference resourceReference) { lock (resources) { resources.Add(resourceReference); } } internal void RemoveResourceReference(WeakReference resourceReference) { lock (resources) { resources.Remove(resourceReference); } } protected virtual void Dispose(bool disposing) { if (!IsDisposed) { if (disposing) { // TODO: dispose managed state (managed objects) foreach (var weakReference in streamingSounds) { if (weakReference.TryGetTarget(out var streamingSound)) { streamingSound.Dispose(); } } streamingSounds.Clear(); } 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 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); } } }