MoonWorks/src/Audio/SoundInstance.cs

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using System;
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using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
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public abstract class SoundInstance : AudioResource
{
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internal IntPtr Voice;
internal FAudio.FAudioWaveFormatEx Format;
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protected FAudio.F3DAUDIO_DSP_SETTINGS dspSettings;
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private ReverbEffect ReverbEffect;
private FAudio.FAudioVoiceSends ReverbSends;
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public bool Is3D { get; protected set; }
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public virtual SoundState State { get; protected set; }
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private float pan = 0;
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public float Pan
{
get => pan;
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set
{
pan = value;
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if (pan < -1f)
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{
pan = -1f;
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}
if (pan > 1f)
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{
pan = 1f;
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}
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if (Is3D) { return; }
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SetPanMatrixCoefficients();
FAudio.FAudioVoice_SetOutputMatrix(
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Voice,
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Device.MasteringVoice,
dspSettings.SrcChannelCount,
dspSettings.DstChannelCount,
dspSettings.pMatrixCoefficients,
0
);
}
}
private float pitch = 0;
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public float Pitch
{
get => pitch;
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set
{
pitch = Math.MathHelper.Clamp(value, -1f, 1f);
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UpdatePitch();
}
}
private float volume = 1;
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public float Volume
{
get => volume;
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set
{
volume = value;
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FAudio.FAudioVoice_SetVolume(Voice, volume, 0);
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}
}
private const float MAX_FILTER_FREQUENCY = 1f;
private const float MAX_FILTER_ONEOVERQ = 1.5f;
private FAudio.FAudioFilterParameters filterParameters = new FAudio.FAudioFilterParameters
{
Type = FAudio.FAudioFilterType.FAudioLowPassFilter,
Frequency = 1f,
OneOverQ = 1f
};
private float FilterFrequency
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{
get => filterParameters.Frequency;
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set
{
value = System.Math.Clamp(value, 0.01f, MAX_FILTER_FREQUENCY);
filterParameters.Frequency = value;
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FAudio.FAudioVoice_SetFilterParameters(
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Voice,
ref filterParameters,
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0
);
}
}
private float FilterOneOverQ
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{
get => filterParameters.OneOverQ;
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set
{
value = System.Math.Clamp(value, 0.01f, MAX_FILTER_ONEOVERQ);
filterParameters.OneOverQ = value;
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FAudio.FAudioVoice_SetFilterParameters(
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Voice,
ref filterParameters,
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0
);
}
}
private FilterType filterType;
public FilterType FilterType
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{
get => filterType;
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set
{
filterType = value;
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switch (filterType)
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{
case FilterType.None:
filterParameters = new FAudio.FAudioFilterParameters
{
Type = FAudio.FAudioFilterType.FAudioLowPassFilter,
Frequency = 1f,
OneOverQ = 1f
};
break;
case FilterType.LowPass:
filterParameters.Type = FAudio.FAudioFilterType.FAudioLowPassFilter;
break;
case FilterType.BandPass:
filterParameters.Type = FAudio.FAudioFilterType.FAudioBandPassFilter;
break;
case FilterType.HighPass:
filterParameters.Type = FAudio.FAudioFilterType.FAudioHighPassFilter;
break;
}
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FAudio.FAudioVoice_SetFilterParameters(
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Voice,
ref filterParameters,
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0
);
}
}
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private float reverb;
public unsafe float Reverb
{
get => reverb;
set
{
if (ReverbEffect != null)
{
reverb = value;
float* outputMatrix = (float*) dspSettings.pMatrixCoefficients;
outputMatrix[0] = reverb;
if (dspSettings.SrcChannelCount == 2)
{
outputMatrix[1] = reverb;
}
FAudio.FAudioVoice_SetOutputMatrix(
Voice,
ReverbEffect.Voice,
dspSettings.SrcChannelCount,
1,
dspSettings.pMatrixCoefficients,
0
);
}
#if DEBUG
if (ReverbEffect == null)
{
Logger.LogWarn("Tried to set reverb value before applying a reverb effect");
}
#endif
}
}
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public SoundInstance(
AudioDevice device,
ushort formatTag,
ushort bitsPerSample,
ushort blockAlign,
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ushort channels,
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uint samplesPerSecond
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) : base(device)
{
var format = new FAudio.FAudioWaveFormatEx
{
wFormatTag = formatTag,
wBitsPerSample = bitsPerSample,
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nChannels = channels,
nBlockAlign = blockAlign,
nSamplesPerSec = samplesPerSecond,
nAvgBytesPerSec = blockAlign * samplesPerSecond
};
Format = format;
FAudio.FAudio_CreateSourceVoice(
Device.Handle,
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out Voice,
ref Format,
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FAudio.FAUDIO_VOICE_USEFILTER,
FAudio.FAUDIO_DEFAULT_FREQ_RATIO,
IntPtr.Zero,
IntPtr.Zero,
IntPtr.Zero
);
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if (Voice == IntPtr.Zero)
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{
Logger.LogError("SoundInstance failed to initialize!");
return;
}
InitDSPSettings(Format.nChannels);
State = SoundState.Stopped;
}
public void Apply3D(AudioListener listener, AudioEmitter emitter)
{
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Is3D = true;
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emitter.emitterData.CurveDistanceScaler = Device.CurveDistanceScalar;
emitter.emitterData.ChannelCount = dspSettings.SrcChannelCount;
FAudio.F3DAudioCalculate(
Device.Handle3D,
ref listener.listenerData,
ref emitter.emitterData,
FAudio.F3DAUDIO_CALCULATE_MATRIX | FAudio.F3DAUDIO_CALCULATE_DOPPLER,
ref dspSettings
);
UpdatePitch();
FAudio.FAudioVoice_SetOutputMatrix(
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Voice,
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Device.MasteringVoice,
dspSettings.SrcChannelCount,
dspSettings.DstChannelCount,
dspSettings.pMatrixCoefficients,
0
);
}
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public unsafe void ApplyReverb(ReverbEffect reverbEffect)
{
ReverbSends = new FAudio.FAudioVoiceSends();
ReverbSends.SendCount = 2;
ReverbSends.pSends = (nint) NativeMemory.Alloc((nuint) (2 * Marshal.SizeOf<FAudio.FAudioSendDescriptor>()));
FAudio.FAudioSendDescriptor* sendDesc = (FAudio.FAudioSendDescriptor*) ReverbSends.pSends;
sendDesc[0].Flags = 0;
sendDesc[0].pOutputVoice = Device.MasteringVoice;
sendDesc[1].Flags = 0;
sendDesc[1].pOutputVoice = reverbEffect.Voice;
FAudio.FAudioVoice_SetOutputVoices(
Voice,
ref ReverbSends
);
ReverbEffect = reverbEffect;
}
public abstract void Play();
public abstract void QueueSyncPlay();
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public abstract void Pause();
public abstract void Stop();
public abstract void StopImmediate();
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private unsafe void InitDSPSettings(uint srcChannels)
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{
dspSettings = new FAudio.F3DAUDIO_DSP_SETTINGS();
dspSettings.DopplerFactor = 1f;
dspSettings.SrcChannelCount = srcChannels;
dspSettings.DstChannelCount = Device.DeviceDetails.OutputFormat.Format.nChannels;
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nuint memsize = (
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4 *
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dspSettings.SrcChannelCount *
dspSettings.DstChannelCount
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);
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dspSettings.pMatrixCoefficients = (nint) NativeMemory.Alloc(memsize);
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unsafe
{
byte* memPtr = (byte*) dspSettings.pMatrixCoefficients;
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for (uint i = 0; i < memsize; i += 1)
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{
memPtr[i] = 0;
}
}
SetPanMatrixCoefficients();
}
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private void UpdatePitch()
{
float doppler;
float dopplerScale = Device.DopplerScale;
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if (!Is3D || dopplerScale == 0.0f)
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{
doppler = 1.0f;
}
else
{
doppler = dspSettings.DopplerFactor * dopplerScale;
}
FAudio.FAudioSourceVoice_SetFrequencyRatio(
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Voice,
(float) System.Math.Pow(2.0, pitch) * doppler,
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0
);
}
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// Taken from https://github.com/FNA-XNA/FNA/blob/master/src/Audio/SoundEffectInstance.cs
private unsafe void SetPanMatrixCoefficients()
{
/* Two major things to notice:
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* 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;
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}
}
else
{
if (dspSettings.DstChannelCount == 1)
{
outputMatrix[0] = 1.0f;
outputMatrix[1] = 1.0f;
}
else
{
if (pan <= 0.0f)
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{
// Left speaker blends left/right channels
outputMatrix[0] = 0.5f * pan + 1.0f;
outputMatrix[1] = 0.5f * -pan;
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// Right speaker gets less of the right channel
outputMatrix[2] = 0.0f;
outputMatrix[3] = pan + 1.0f;
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}
else
{
// Left speaker gets less of the left channel
outputMatrix[0] = -pan + 1.0f;
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outputMatrix[1] = 0.0f;
// Right speaker blends right/left channels
outputMatrix[2] = 0.5f * pan;
outputMatrix[3] = 0.5f * -pan + 1.0f;
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}
}
}
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}
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protected unsafe override void Destroy()
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{
StopImmediate();
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FAudio.FAudioVoice_DestroyVoice(Voice);
NativeMemory.Free((void*) dspSettings.pMatrixCoefficients);
if (ReverbEffect != null)
{
NativeMemory.Free((void*) ReverbSends.pSends);
}
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}
}
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}