reset static audio on free + rework filter API

custom_video_shaders
cosmonaut 2022-08-29 22:45:28 -07:00
parent 1af16231ce
commit 0933b8e70f
4 changed files with 101 additions and 62 deletions

10
src/Audio/FilterType.cs Normal file
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@ -0,0 +1,10 @@
namespace MoonWorks.Audio
{
public enum FilterType
{
None,
LowPass,
BandPass,
HighPass
}
}

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@ -1,4 +1,4 @@
using System;
using System;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
@ -14,21 +14,21 @@ namespace MoonWorks.Audio
public virtual SoundState State { get; protected set; }
private float _pan = 0;
private float pan = 0;
public float Pan
{
get => _pan;
get => pan;
set
{
_pan = value;
pan = value;
if (_pan < -1f)
if (pan < -1f)
{
_pan = -1f;
pan = -1f;
}
if (_pan > 1f)
if (pan > 1f)
{
_pan = 1f;
pan = 1f;
}
if (Is3D) { return; }
@ -45,41 +45,41 @@ namespace MoonWorks.Audio
}
}
private float _pitch = 0;
private float pitch = 0;
public float Pitch
{
get => _pitch;
get => pitch;
set
{
_pitch = Math.MathHelper.Clamp(value, -1f, 1f);
pitch = Math.MathHelper.Clamp(value, -1f, 1f);
UpdatePitch();
}
}
private float _volume = 1;
private float volume = 1;
public float Volume
{
get => _volume;
get => volume;
set
{
_volume = value;
FAudio.FAudioVoice_SetVolume(Handle, _volume, 0);
volume = value;
FAudio.FAudioVoice_SetVolume(Handle, volume, 0);
}
}
private float _reverb;
private float reverb;
public unsafe float Reverb
{
get => _reverb;
get => reverb;
set
{
_reverb = value;
reverb = value;
float* outputMatrix = (float*) dspSettings.pMatrixCoefficients;
outputMatrix[0] = _reverb;
outputMatrix[0] = reverb;
if (dspSettings.SrcChannelCount == 2)
{
outputMatrix[1] = _reverb;
outputMatrix[1] = reverb;
}
FAudio.FAudioVoice_SetOutputMatrix(
@ -93,67 +93,83 @@ namespace MoonWorks.Audio
}
}
private float _lowPassFilter;
public float LowPassFilter
private const float MAX_FILTER_FREQUENCY = 1f;
private const float MAX_FILTER_ONEOVERQ = 1.5f;
private FAudio.FAudioFilterParameters filterParameters = new FAudio.FAudioFilterParameters
{
get => _lowPassFilter;
Type = FAudio.FAudioFilterType.FAudioLowPassFilter,
Frequency = 1f,
OneOverQ = 1f
};
private float FilterFrequency
{
get => filterParameters.Frequency;
set
{
_lowPassFilter = value;
value = System.Math.Clamp(value, 0.01f, MAX_FILTER_FREQUENCY);
filterParameters.Frequency = value;
FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters
{
Type = FAudio.FAudioFilterType.FAudioLowPassFilter,
Frequency = _lowPassFilter,
OneOverQ = 1f
};
FAudio.FAudioVoice_SetFilterParameters(
Handle,
ref p,
ref filterParameters,
0
);
}
}
private float _highPassFilter;
public float HighPassFilter
private float FilterOneOverQ
{
get => _highPassFilter;
get => filterParameters.OneOverQ;
set
{
_highPassFilter = value;
value = System.Math.Clamp(value, 0.01f, MAX_FILTER_ONEOVERQ);
filterParameters.OneOverQ = value;
FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters
{
Type = FAudio.FAudioFilterType.FAudioHighPassFilter,
Frequency = _highPassFilter,
OneOverQ = 1f
};
FAudio.FAudioVoice_SetFilterParameters(
Handle,
ref p,
ref filterParameters,
0
);
}
}
private float _bandPassFilter;
public float BandPassFilter
private FilterType filterType;
public FilterType FilterType
{
get => _bandPassFilter;
get => filterType;
set
{
_bandPassFilter = value;
filterType = value;
FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters
switch (filterType)
{
Type = FAudio.FAudioFilterType.FAudioBandPassFilter,
Frequency = _bandPassFilter,
OneOverQ = 1f
};
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;
}
FAudio.FAudioVoice_SetFilterParameters(
Handle,
ref p,
ref filterParameters,
0
);
}
@ -281,7 +297,7 @@ namespace MoonWorks.Audio
FAudio.FAudioSourceVoice_SetFrequencyRatio(
Handle,
(float) System.Math.Pow(2.0, _pitch) * doppler,
(float) System.Math.Pow(2.0, pitch) * doppler,
0
);
}
@ -305,8 +321,8 @@ namespace MoonWorks.Audio
}
else
{
outputMatrix[0] = (_pan > 0.0f) ? (1.0f - _pan) : 1.0f;
outputMatrix[1] = (_pan < 0.0f) ? (1.0f + _pan) : 1.0f;
outputMatrix[0] = (pan > 0.0f) ? (1.0f - pan) : 1.0f;
outputMatrix[1] = (pan < 0.0f) ? (1.0f + pan) : 1.0f;
}
}
else
@ -318,23 +334,23 @@ namespace MoonWorks.Audio
}
else
{
if (_pan <= 0.0f)
if (pan <= 0.0f)
{
// Left speaker blends left/right channels
outputMatrix[0] = 0.5f * _pan + 1.0f;
outputMatrix[1] = 0.5f * -_pan;
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;
outputMatrix[3] = pan + 1.0f;
}
else
{
// Left speaker gets less of the left channel
outputMatrix[0] = -_pan + 1.0f;
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;
outputMatrix[2] = 0.5f * pan;
outputMatrix[3] = 0.5f * -pan + 1.0f;
}
}
}

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@ -283,6 +283,7 @@ namespace MoonWorks.Audio
internal void FreeInstance(StaticSoundInstance instance)
{
instance.Reset();
Instances.Push(instance);
}

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@ -107,5 +107,17 @@ namespace MoonWorks.Audio
{
Parent.FreeInstance(this);
}
internal void Reset()
{
Pan = 0;
Pitch = 0;
Volume = 1;
Reverb = 0;
Loop = false;
Is3D = false;
FilterType = FilterType.None;
Reverb = 0;
}
}
}