MoonWorks/src/Audio/AudioBuffer.cs

80 lines
2.0 KiB
C#

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);
}
}
}