MoonWorks/src/Audio/StaticSoundInstance.cs

142 lines
2.7 KiB
C#

using System;
namespace MoonWorks.Audio
{
public class StaticSoundInstance : SoundInstance
{
public StaticSound Parent { get; }
public bool Loop { get; set; }
private SoundState _state = SoundState.Stopped;
public override SoundState State
{
get
{
FAudio.FAudioSourceVoice_GetState(
Voice,
out var state,
FAudio.FAUDIO_VOICE_NOSAMPLESPLAYED
);
if (state.BuffersQueued == 0)
{
StopImmediate();
}
return _state;
}
protected set
{
_state = value;
}
}
public bool AutoFree { get; internal set; }
internal StaticSoundInstance(
AudioDevice device,
StaticSound parent
) : base(device, parent.FormatTag, parent.BitsPerSample, parent.BlockAlign, parent.Channels, parent.SamplesPerSecond)
{
Parent = parent;
}
public override void Play()
{
PlayUsingOperationSet(0);
}
public override void QueueSyncPlay()
{
PlayUsingOperationSet(1);
}
private void PlayUsingOperationSet(uint operationSet)
{
if (State == SoundState.Playing)
{
return;
}
if (Loop)
{
Parent.Handle.LoopCount = 255;
Parent.Handle.LoopBegin = Parent.LoopStart;
Parent.Handle.LoopLength = Parent.LoopLength;
}
else
{
Parent.Handle.LoopCount = 0;
Parent.Handle.LoopBegin = 0;
Parent.Handle.LoopLength = 0;
}
FAudio.FAudioSourceVoice_SubmitSourceBuffer(
Voice,
ref Parent.Handle,
IntPtr.Zero
);
FAudio.FAudioSourceVoice_Start(Voice, 0, operationSet);
State = SoundState.Playing;
if (AutoFree)
{
Device.AddAutoFreeStaticSoundInstance(this);
}
}
public override void Pause()
{
if (State == SoundState.Paused)
{
FAudio.FAudioSourceVoice_Stop(Voice, 0, 0);
State = SoundState.Paused;
}
}
public override void Stop()
{
FAudio.FAudioSourceVoice_ExitLoop(Voice, 0);
State = SoundState.Stopped;
}
public override void StopImmediate()
{
FAudio.FAudioSourceVoice_Stop(Voice, 0, 0);
FAudio.FAudioSourceVoice_FlushSourceBuffers(Voice);
State = SoundState.Stopped;
}
public void Seek(uint sampleFrame)
{
if (State == SoundState.Playing)
{
FAudio.FAudioSourceVoice_Stop(Voice, 0, 0);
FAudio.FAudioSourceVoice_FlushSourceBuffers(Voice);
}
Parent.Handle.PlayBegin = sampleFrame;
}
// Call this when you no longer need the sound instance.
// If AutoFree is set, this will automatically be called when the sound instance stops playing.
// If the sound isn't stopped when you call this, things might get weird!
public void Free()
{
Parent.FreeInstance(this);
}
internal void Reset()
{
Pan = 0;
Pitch = 0;
Volume = 1;
Loop = false;
Is3D = false;
FilterType = FilterType.None;
}
}
}