MoonWorks/src/Audio/StreamingSound.cs

240 lines
4.5 KiB
C#

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;
}
protected 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]);
}
}
}
}
}
}