forked from MoonsideGames/MoonWorks
remove array parameters from API functions
parent
dd06205399
commit
1e3f04235e
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@ -21,7 +21,7 @@ namespace MoonWorks.Audio
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private bool OwnsBuffer;
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public static StaticSound LoadOgg(AudioDevice device, string filePath)
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public static unsafe StaticSound LoadOgg(AudioDevice device, string filePath)
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{
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var filePointer = FAudio.stb_vorbis_open_filename(filePath, out var error, IntPtr.Zero);
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@ -30,26 +30,30 @@ namespace MoonWorks.Audio
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throw new AudioLoadException("Error loading file!");
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}
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var info = FAudio.stb_vorbis_get_info(filePointer);
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var bufferSize = FAudio.stb_vorbis_stream_length_in_samples(filePointer) * info.channels;
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var buffer = new float[bufferSize];
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var lengthInFloats =
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FAudio.stb_vorbis_stream_length_in_samples(filePointer) * info.channels;
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var lengthInBytes = lengthInFloats * Marshal.SizeOf<float>();
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var buffer = NativeMemory.Alloc((nuint) lengthInBytes);
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FAudio.stb_vorbis_get_samples_float_interleaved(
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filePointer,
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info.channels,
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buffer,
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(int) bufferSize
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(nint) buffer,
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(int) lengthInFloats
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);
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FAudio.stb_vorbis_close(filePointer);
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return new StaticSound(
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device,
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3,
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32,
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(ushort) (4 * info.channels),
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(ushort) info.channels,
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info.sample_rate,
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buffer,
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0,
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(uint) buffer.Length
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);
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(nint) buffer,
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(uint) lengthInBytes,
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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
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@ -223,37 +227,6 @@ namespace MoonWorks.Audio
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OwnsBuffer = ownsBuffer;
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}
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public unsafe StaticSound(
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AudioDevice device,
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ushort channels,
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uint samplesPerSecond,
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float[] buffer,
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uint bufferOffset, /* in floats */
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uint bufferLength /* in floats */
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) : base(device)
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{
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FormatTag = 3;
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BitsPerSample = 32;
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BlockAlign = (ushort) (4 * channels);
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Channels = channels;
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SamplesPerSecond = samplesPerSecond;
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var bufferLengthInBytes = (int) (bufferLength * sizeof(float));
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Handle = new FAudio.FAudioBuffer();
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Handle.Flags = FAudio.FAUDIO_END_OF_STREAM;
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Handle.pContext = IntPtr.Zero;
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Handle.AudioBytes = (uint) bufferLengthInBytes;
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Handle.pAudioData = (nint) NativeMemory.Alloc((nuint) bufferLengthInBytes);
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Marshal.Copy(buffer, (int) bufferOffset, Handle.pAudioData, (int) bufferLength);
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Handle.PlayBegin = 0;
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Handle.PlayLength = 0;
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LoopStart = 0;
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LoopLength = 0;
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OwnsBuffer = true;
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}
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/// <summary>
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/// Gets a sound instance from the pool.
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/// NOTE: If you lose track of instances, you will create garbage collection pressure!
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@ -1714,7 +1714,7 @@ namespace MoonWorks.Graphics
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/// <param name="setDataOption">Specifies whether the buffer should be copied in immediate or deferred mode. When in doubt, use deferred.</param>
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public unsafe void SetBufferData<T>(
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Buffer buffer,
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T[] data,
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Span<T> data,
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uint bufferOffsetInBytes = 0
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) where T : unmanaged
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{
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@ -1764,14 +1764,14 @@ namespace MoonWorks.Graphics
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/// Copies array data into a buffer.
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/// </summary>
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/// <param name="buffer">The buffer to copy to.</param>
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/// <param name="data">The array to copy from.</param>
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/// <param name="data">The span to copy from.</param>
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/// <param name="bufferOffsetInBytes">Specifies where in the buffer to start copying.</param>
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/// <param name="startElement">The index of the first element to copy from the array.</param>
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/// <param name="numElements">How many elements to copy.</param>
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/// <param name="setDataOption">Specifies whether the buffer should be copied in immediate or deferred mode. When in doubt, use deferred.</param>
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public unsafe void SetBufferData<T>(
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Buffer buffer,
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T[] data,
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Span<T> data,
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uint bufferOffsetInBytes,
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uint startElement,
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uint numElements
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@ -1782,15 +1782,16 @@ namespace MoonWorks.Graphics
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#endif
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var elementSize = Marshal.SizeOf<T>();
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var dataOffsetInBytes = (int) startElement * elementSize;
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fixed (T* ptr = &data[startElement])
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fixed (T* ptr = data)
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{
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Refresh.Refresh_SetBufferData(
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Device.Handle,
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Handle,
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buffer.Handle,
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bufferOffsetInBytes,
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(IntPtr) ptr,
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(IntPtr) ptr + dataOffsetInBytes,
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(uint) (numElements * elementSize)
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);
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}
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@ -1819,8 +1820,8 @@ namespace MoonWorks.Graphics
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/// <summary>
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/// Asynchronously copies data into a texture.
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/// </summary>
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/// <param name="data">An array of data to copy into the texture.</param>
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public unsafe void SetTextureData<T>(Texture texture, T[] data) where T : unmanaged
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/// <param name="data">A span of data to copy into the texture.</param>
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public unsafe void SetTextureData<T>(Texture texture, Span<T> data) where T : unmanaged
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{
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SetTextureData(new TextureSlice(texture), data);
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}
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@ -1829,8 +1830,8 @@ namespace MoonWorks.Graphics
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/// Asynchronously copies data into a texture slice.
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/// </summary>
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/// <param name="textureSlice">The texture slice to copy into.</param>
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/// <param name="data">An array of data to copy into the texture.</param>
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public unsafe void SetTextureData<T>(in TextureSlice textureSlice, T[] data) where T : unmanaged
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/// <param name="data">A span of data to copy into the texture.</param>
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public unsafe void SetTextureData<T>(in TextureSlice textureSlice, Span<T> data) where T : unmanaged
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{
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#if DEBUG
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AssertRenderPassInactive("Cannot copy during render pass!");
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@ -1838,7 +1839,7 @@ namespace MoonWorks.Graphics
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var size = sizeof(T);
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fixed (T* ptr = &data[0])
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fixed (T* ptr = data)
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{
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Refresh.Refresh_SetTextureData(
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Device.Handle,
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