forked from MoonsideGames/MoonWorks
309 lines
8.6 KiB
C#
309 lines
8.6 KiB
C#
|
using System;
|
||
|
using System.Runtime.InteropServices;
|
||
|
|
||
|
namespace MoonWorks.Audio
|
||
|
{
|
||
|
public abstract class SoundInstance : IDisposable
|
||
|
{
|
||
|
protected AudioDevice Device { get; }
|
||
|
internal IntPtr Handle { get; }
|
||
|
protected Sound Parent { get; }
|
||
|
protected FAudio.F3DAUDIO_DSP_SETTINGS dspSettings;
|
||
|
public SoundState State { get; protected set; }
|
||
|
|
||
|
protected bool is3D;
|
||
|
|
||
|
private float _pan = 0;
|
||
|
private bool IsDisposed;
|
||
|
|
||
|
public float Pan
|
||
|
{
|
||
|
get => _pan;
|
||
|
set
|
||
|
{
|
||
|
_pan = value;
|
||
|
|
||
|
if (_pan < -1f)
|
||
|
{
|
||
|
_pan = -1f;
|
||
|
}
|
||
|
if (_pan > 1f)
|
||
|
{
|
||
|
_pan = 1f;
|
||
|
}
|
||
|
|
||
|
if (is3D) { return; }
|
||
|
|
||
|
SetPanMatrixCoefficients();
|
||
|
FAudio.FAudioVoice_SetOutputMatrix(
|
||
|
Handle,
|
||
|
Device.MasteringVoice,
|
||
|
dspSettings.SrcChannelCount,
|
||
|
dspSettings.DstChannelCount,
|
||
|
dspSettings.pMatrixCoefficients,
|
||
|
0
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private float _pitch = 1;
|
||
|
public float Pitch
|
||
|
{
|
||
|
get => _pitch;
|
||
|
set
|
||
|
{
|
||
|
float doppler;
|
||
|
if (!is3D || Device.DopplerScale == 0f)
|
||
|
{
|
||
|
doppler = 1f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
doppler = dspSettings.DopplerFactor * Device.DopplerScale;
|
||
|
}
|
||
|
|
||
|
_pitch = value;
|
||
|
FAudio.FAudioSourceVoice_SetFrequencyRatio(
|
||
|
Handle,
|
||
|
(float) Math.Pow(2.0, _pitch) * doppler,
|
||
|
0
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private float _volume = 1;
|
||
|
public float Volume
|
||
|
{
|
||
|
get => _volume;
|
||
|
set
|
||
|
{
|
||
|
_volume = value;
|
||
|
FAudio.FAudioVoice_SetVolume(Handle, _volume, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private float _reverb;
|
||
|
public unsafe float Reverb
|
||
|
{
|
||
|
get => _reverb;
|
||
|
set
|
||
|
{
|
||
|
_reverb = value;
|
||
|
|
||
|
float* outputMatrix = (float*) dspSettings.pMatrixCoefficients;
|
||
|
outputMatrix[0] = _reverb;
|
||
|
if (dspSettings.SrcChannelCount == 2)
|
||
|
{
|
||
|
outputMatrix[1] = _reverb;
|
||
|
}
|
||
|
|
||
|
FAudio.FAudioVoice_SetOutputMatrix(
|
||
|
Handle,
|
||
|
Device.ReverbVoice,
|
||
|
dspSettings.SrcChannelCount,
|
||
|
1,
|
||
|
dspSettings.pMatrixCoefficients,
|
||
|
0
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private float _lowPassFilter;
|
||
|
public float LowPassFilter
|
||
|
{
|
||
|
get => _lowPassFilter;
|
||
|
set
|
||
|
{
|
||
|
_lowPassFilter = value;
|
||
|
|
||
|
FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters();
|
||
|
p.Type = FAudio.FAudioFilterType.FAudioLowPassFilter;
|
||
|
p.Frequency = _lowPassFilter;
|
||
|
p.OneOverQ = 1f;
|
||
|
FAudio.FAudioVoice_SetFilterParameters(
|
||
|
Handle,
|
||
|
ref p,
|
||
|
0
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private float _highPassFilter;
|
||
|
public float HighPassFilter
|
||
|
{
|
||
|
get => _highPassFilter;
|
||
|
set
|
||
|
{
|
||
|
_highPassFilter = value;
|
||
|
|
||
|
FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters();
|
||
|
p.Type = FAudio.FAudioFilterType.FAudioHighPassFilter;
|
||
|
p.Frequency = _highPassFilter;
|
||
|
p.OneOverQ = 1f;
|
||
|
FAudio.FAudioVoice_SetFilterParameters(
|
||
|
Handle,
|
||
|
ref p,
|
||
|
0
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private float _bandPassFilter;
|
||
|
public float BandPassFilter
|
||
|
{
|
||
|
get => _bandPassFilter;
|
||
|
set
|
||
|
{
|
||
|
_bandPassFilter = value;
|
||
|
|
||
|
FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters();
|
||
|
p.Type = FAudio.FAudioFilterType.FAudioBandPassFilter;
|
||
|
p.Frequency = _bandPassFilter;
|
||
|
p.OneOverQ = 1f;
|
||
|
FAudio.FAudioVoice_SetFilterParameters(
|
||
|
Handle,
|
||
|
ref p,
|
||
|
0
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public SoundInstance(AudioDevice device, Sound parent, bool is3D)
|
||
|
{
|
||
|
Device = device;
|
||
|
Parent = parent;
|
||
|
|
||
|
FAudio.FAudioWaveFormatEx format = Parent.Format;
|
||
|
|
||
|
FAudio.FAudio_CreateSourceVoice(
|
||
|
Device.Handle,
|
||
|
out var handle,
|
||
|
ref format,
|
||
|
FAudio.FAUDIO_VOICE_USEFILTER,
|
||
|
FAudio.FAUDIO_DEFAULT_FREQ_RATIO,
|
||
|
IntPtr.Zero,
|
||
|
IntPtr.Zero,
|
||
|
IntPtr.Zero
|
||
|
);
|
||
|
|
||
|
if (handle == IntPtr.Zero)
|
||
|
{
|
||
|
Logger.LogError("SoundInstance failed to initialize!");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Handle = handle;
|
||
|
this.is3D = is3D;
|
||
|
InitDSPSettings(Parent.Format.nChannels);
|
||
|
|
||
|
}
|
||
|
|
||
|
private void InitDSPSettings(uint srcChannels)
|
||
|
{
|
||
|
dspSettings = new FAudio.F3DAUDIO_DSP_SETTINGS();
|
||
|
dspSettings.DopplerFactor = 1f;
|
||
|
dspSettings.SrcChannelCount = srcChannels;
|
||
|
dspSettings.DstChannelCount = Device.DeviceDetails.OutputFormat.Format.nChannels;
|
||
|
|
||
|
int memsize = (
|
||
|
4 *
|
||
|
(int) dspSettings.SrcChannelCount *
|
||
|
(int) dspSettings.DstChannelCount
|
||
|
);
|
||
|
|
||
|
dspSettings.pMatrixCoefficients = Marshal.AllocHGlobal(memsize);
|
||
|
unsafe
|
||
|
{
|
||
|
byte* memPtr = (byte*) dspSettings.pMatrixCoefficients;
|
||
|
for (int i = 0; i < memsize; i += 1)
|
||
|
{
|
||
|
memPtr[i] = 0;
|
||
|
}
|
||
|
}
|
||
|
SetPanMatrixCoefficients();
|
||
|
}
|
||
|
|
||
|
// Taken from https://github.com/FNA-XNA/FNA/blob/master/src/Audio/SoundEffectInstance.cs
|
||
|
private unsafe void SetPanMatrixCoefficients()
|
||
|
{
|
||
|
/* Two major things to notice:
|
||
|
* 1. The spec assumes any speaker count >= 2 has Front Left/Right.
|
||
|
* 2. Stereo panning is WAY more complicated than you think.
|
||
|
* The main thing is that hard panning does NOT eliminate an
|
||
|
* entire channel; the two channels are blended on each side.
|
||
|
* -flibit
|
||
|
*/
|
||
|
float* outputMatrix = (float*) dspSettings.pMatrixCoefficients;
|
||
|
if (dspSettings.SrcChannelCount == 1)
|
||
|
{
|
||
|
if (dspSettings.DstChannelCount == 1)
|
||
|
{
|
||
|
outputMatrix[0] = 1.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
outputMatrix[0] = (_pan > 0.0f) ? (1.0f - _pan) : 1.0f;
|
||
|
outputMatrix[1] = (_pan < 0.0f) ? (1.0f + _pan) : 1.0f;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (dspSettings.DstChannelCount == 1)
|
||
|
{
|
||
|
outputMatrix[0] = 1.0f;
|
||
|
outputMatrix[1] = 1.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (_pan <= 0.0f)
|
||
|
{
|
||
|
// Left speaker blends left/right channels
|
||
|
outputMatrix[0] = 0.5f * _pan + 1.0f;
|
||
|
outputMatrix[1] = 0.5f * -_pan;
|
||
|
// Right speaker gets less of the right channel
|
||
|
outputMatrix[2] = 0.0f;
|
||
|
outputMatrix[3] = _pan + 1.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Left speaker gets less of the left channel
|
||
|
outputMatrix[0] = -_pan + 1.0f;
|
||
|
outputMatrix[1] = 0.0f;
|
||
|
// Right speaker blends right/left channels
|
||
|
outputMatrix[2] = 0.5f * _pan;
|
||
|
outputMatrix[3] = 0.5f * -_pan + 1.0f;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected virtual void Dispose(bool disposing)
|
||
|
{
|
||
|
if (!IsDisposed)
|
||
|
{
|
||
|
if (disposing)
|
||
|
{
|
||
|
// dispose managed state (managed objects)
|
||
|
}
|
||
|
|
||
|
FAudio.FAudioVoice_DestroyVoice(Handle);
|
||
|
Marshal.FreeHGlobal(dspSettings.pMatrixCoefficients);
|
||
|
IsDisposed = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
~SoundInstance()
|
||
|
{
|
||
|
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
|
||
|
Dispose(disposing: false);
|
||
|
}
|
||
|
|
||
|
public void Dispose()
|
||
|
{
|
||
|
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
|
||
|
Dispose(disposing: true);
|
||
|
GC.SuppressFinalize(this);
|
||
|
}
|
||
|
}
|
||
|
}
|