MoonWorks/src/Audio/StaticSound.cs

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6.6 KiB
C#
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using System;
using System.Collections.Generic;
using System.IO;
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using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
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public class StaticSound : AudioResource
{
internal FAudio.FAudioBuffer Handle;
public ushort FormatTag { get; }
public ushort BitsPerSample { get; }
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public ushort Channels { get; }
public uint SamplesPerSecond { get; }
public ushort BlockAlign { get; }
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public uint LoopStart { get; set; } = 0;
public uint LoopLength { get; set; } = 0;
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private Stack<StaticSoundInstance> Instances = new Stack<StaticSoundInstance>();
private bool OwnsBuffer;
public static unsafe StaticSound LoadOgg(AudioDevice device, string filePath)
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{
var filePointer = FAudio.stb_vorbis_open_filename(filePath, out var error, IntPtr.Zero);
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if (error != 0)
{
throw new AudioLoadException("Error loading file!");
}
var info = FAudio.stb_vorbis_get_info(filePointer);
var lengthInFloats =
FAudio.stb_vorbis_stream_length_in_samples(filePointer) * info.channels;
var lengthInBytes = lengthInFloats * Marshal.SizeOf<float>();
var buffer = NativeMemory.Alloc((nuint) lengthInBytes);
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FAudio.stb_vorbis_get_samples_float_interleaved(
filePointer,
info.channels,
(nint) buffer,
(int) lengthInFloats
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);
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FAudio.stb_vorbis_close(filePointer);
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return new StaticSound(
device,
3,
32,
(ushort) (4 * info.channels),
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(ushort) info.channels,
info.sample_rate,
(nint) buffer,
(uint) lengthInBytes,
true);
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}
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// mostly borrowed from https://github.com/FNA-XNA/FNA/blob/b71b4a35ae59970ff0070dea6f8620856d8d4fec/src/Audio/SoundEffect.cs#L385
public static unsafe StaticSound LoadWav(AudioDevice device, string filePath)
{
// WaveFormatEx data
ushort wFormatTag;
ushort nChannels;
uint nSamplesPerSec;
uint nAvgBytesPerSec;
ushort nBlockAlign;
ushort wBitsPerSample;
int samplerLoopStart = 0;
int samplerLoopEnd = 0;
using var stream = new FileStream(filePath, FileMode.Open, FileAccess.Read);
using var reader = new BinaryReader(stream);
// RIFF Signature
string signature = new string(reader.ReadChars(4));
if (signature != "RIFF")
{
throw new NotSupportedException("Specified stream is not a wave file.");
}
reader.ReadUInt32(); // Riff Chunk Size
string wformat = new string(reader.ReadChars(4));
if (wformat != "WAVE")
{
throw new NotSupportedException("Specified stream is not a wave file.");
}
// WAVE Header
string format_signature = new string(reader.ReadChars(4));
while (format_signature != "fmt ")
{
reader.ReadBytes(reader.ReadInt32());
format_signature = new string(reader.ReadChars(4));
}
int format_chunk_size = reader.ReadInt32();
wFormatTag = reader.ReadUInt16();
nChannels = reader.ReadUInt16();
nSamplesPerSec = reader.ReadUInt32();
nAvgBytesPerSec = reader.ReadUInt32();
nBlockAlign = reader.ReadUInt16();
wBitsPerSample = reader.ReadUInt16();
// Reads residual bytes
if (format_chunk_size > 16)
{
reader.ReadBytes(format_chunk_size - 16);
}
// data Signature
string data_signature = new string(reader.ReadChars(4));
while (data_signature.ToLowerInvariant() != "data")
{
reader.ReadBytes(reader.ReadInt32());
data_signature = new string(reader.ReadChars(4));
}
if (data_signature != "data")
{
throw new NotSupportedException("Specified wave file is not supported.");
}
int waveDataLength = reader.ReadInt32();
var waveDataBuffer = NativeMemory.Alloc((nuint) waveDataLength);
var waveDataSpan = new Span<byte>(waveDataBuffer, waveDataLength);
stream.ReadExactly(waveDataSpan);
// Scan for other chunks
while (reader.PeekChar() != -1)
{
char[] chunkIDChars = reader.ReadChars(4);
if (chunkIDChars.Length < 4)
{
break; // EOL!
}
byte[] chunkSizeBytes = reader.ReadBytes(4);
if (chunkSizeBytes.Length < 4)
{
break; // EOL!
}
string chunk_signature = new string(chunkIDChars);
int chunkDataSize = BitConverter.ToInt32(chunkSizeBytes, 0);
if (chunk_signature == "smpl") // "smpl", Sampler Chunk Found
{
reader.ReadUInt32(); // Manufacturer
reader.ReadUInt32(); // Product
reader.ReadUInt32(); // Sample Period
reader.ReadUInt32(); // MIDI Unity Note
reader.ReadUInt32(); // MIDI Pitch Fraction
reader.ReadUInt32(); // SMPTE Format
reader.ReadUInt32(); // SMPTE Offset
uint numSampleLoops = reader.ReadUInt32();
int samplerData = reader.ReadInt32();
for (int i = 0; i < numSampleLoops; i += 1)
{
reader.ReadUInt32(); // Cue Point ID
reader.ReadUInt32(); // Type
int start = reader.ReadInt32();
int end = reader.ReadInt32();
reader.ReadUInt32(); // Fraction
reader.ReadUInt32(); // Play Count
if (i == 0) // Grab loopStart and loopEnd from first sample loop
{
samplerLoopStart = start;
samplerLoopEnd = end;
}
}
if (samplerData != 0) // Read Sampler Data if it exists
{
reader.ReadBytes(samplerData);
}
}
else // Read unwanted chunk data and try again
{
reader.ReadBytes(chunkDataSize);
}
}
// End scan
var sound = new StaticSound(
device,
wFormatTag,
wBitsPerSample,
nBlockAlign,
nChannels,
nSamplesPerSec,
(nint) waveDataBuffer,
(uint) waveDataLength,
true
);
return sound;
}
public StaticSound(
AudioDevice device,
ushort formatTag,
ushort bitsPerSample,
ushort blockAlign,
ushort channels,
uint samplesPerSecond,
IntPtr bufferPtr,
uint bufferLengthInBytes,
bool ownsBuffer) : base(device)
{
FormatTag = formatTag;
BitsPerSample = bitsPerSample;
BlockAlign = blockAlign;
Channels = channels;
SamplesPerSecond = samplesPerSecond;
Handle = new FAudio.FAudioBuffer
{
Flags = FAudio.FAUDIO_END_OF_STREAM,
pContext = IntPtr.Zero,
pAudioData = bufferPtr,
AudioBytes = bufferLengthInBytes,
PlayBegin = 0,
PlayLength = 0
};
OwnsBuffer = ownsBuffer;
}
/// <summary>
/// Gets a sound instance from the pool.
/// NOTE: If you lose track of instances, you will create garbage collection pressure!
/// </summary>
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public StaticSoundInstance GetInstance()
{
if (Instances.Count == 0)
{
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Instances.Push(new StaticSoundInstance(Device, this));
}
return Instances.Pop();
}
internal void FreeInstance(StaticSoundInstance instance)
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{
instance.Reset();
Instances.Push(instance);
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}
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protected override unsafe void Destroy()
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{
if (OwnsBuffer)
{
NativeMemory.Free((void*) Handle.pAudioData);
}
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}
}
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}