MoonWorks/src/Audio/SoundSequence.cs

76 lines
1.9 KiB
C#

using System;
namespace MoonWorks.Audio
{
// NOTE: all sounds played with a SoundSequence must have the same audio format!
public class SoundSequence : SourceVoice
{
public int NeedSoundThreshold = 0;
public delegate void OnSoundNeededFunc();
public OnSoundNeededFunc OnSoundNeeded;
public SoundSequence(AudioDevice device, ushort formatTag, ushort bitsPerSample, ushort blockAlign, ushort channels, uint samplesPerSecond) : base(device, formatTag, bitsPerSample, blockAlign, channels, samplesPerSecond)
{
device.AddSoundSequenceReference(this);
OnUpdate += Update;
}
public SoundSequence(AudioDevice device, StaticSound templateSound) : base(device, templateSound.FormatTag, templateSound.BitsPerSample, templateSound.BlockAlign, templateSound.Channels, templateSound.SamplesPerSecond)
{
device.AddSoundSequenceReference(this);
OnUpdate += Update;
}
private void Update()
{
lock (StateLock)
{
if (IsDisposed) { return; }
if (State != SoundState.Playing) { return; }
if (NeedSoundThreshold > 0)
{
FAudio.FAudioSourceVoice_GetState(
Handle,
out var state,
FAudio.FAUDIO_VOICE_NOSAMPLESPLAYED
);
var queuedBufferCount = state.BuffersQueued;
for (int i = 0; i < NeedSoundThreshold - queuedBufferCount; i += 1)
{
if (OnSoundNeeded != null)
{
OnSoundNeeded();
}
}
}
}
}
public void EnqueueSound(StaticSound sound)
{
#if DEBUG
if (
sound.FormatTag != Format.wFormatTag ||
sound.BitsPerSample != Format.wBitsPerSample ||
sound.Channels != Format.nChannels ||
sound.SamplesPerSecond != Format.nSamplesPerSec
)
{
Logger.LogWarn("Playlist audio format mismatch!");
}
#endif
lock (StateLock)
{
FAudio.FAudioSourceVoice_SubmitSourceBuffer(
Handle,
ref sound.Handle,
IntPtr.Zero
);
}
}
}
}