mirror of
https://github.com/Phantop/LADXHD.git
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125 lines
3.3 KiB
C#
125 lines
3.3 KiB
C#
using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework.Audio;
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using SharpDX;
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using SharpDX.Multimedia;
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using SharpDX.XAudio2;
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namespace GbsPlayer
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{
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public class CDynamicEffectInstance
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{
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struct AudioBlock
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{
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public AudioBuffer AudioBuffer;
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public byte[] ByteBuffer;
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}
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private object _voiceLock = new Object();
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private static ByteBufferPool _bufferPool = new ByteBufferPool();
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private Queue<AudioBlock> _queuedBlocks = new Queue<AudioBlock>();
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private SourceVoice _voice;
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private WaveFormat _format;
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public SoundState State = SoundState.Stopped;
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public CDynamicEffectInstance(int sampleRate)
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{
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var xaudio2 = new XAudio2();
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var masteringVoice = new MasteringVoice(xaudio2);
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_format = new WaveFormat(sampleRate, 1);
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_voice = new SourceVoice(xaudio2, _format, true);
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_voice.BufferEnd += OnBufferEnd;
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}
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public int GetPendingBufferCount()
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{
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lock (_voiceLock)
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{
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return _queuedBlocks.Count;
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}
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}
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public void Play()
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{
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lock (_voiceLock)
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{
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State = SoundState.Playing;
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_voice.Start();
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}
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}
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public void Pause()
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{
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lock (_voiceLock)
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{
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State = SoundState.Paused;
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_voice.Stop();
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}
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}
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public void Resume()
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{
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lock (_voiceLock)
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{
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State = SoundState.Playing;
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_voice.Start();
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}
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}
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public void Stop()
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{
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lock (_voiceLock)
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{
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State = SoundState.Stopped;
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_voice.Stop();
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// Dequeue all the submitted buffers
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_voice.FlushSourceBuffers();
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}
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}
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public void SetVolume(float volume)
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{
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lock (_voiceLock)
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{
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_voice.SetVolume(volume);
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}
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}
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public void SubmitBuffer(byte[] buffer, int offset, int count)
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{
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var audioBlock = new AudioBlock();
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audioBlock.ByteBuffer = _bufferPool.Get(count);
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// we need to copy so datastream does not pin the buffer that the user might modify later
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Buffer.BlockCopy(buffer, offset, audioBlock.ByteBuffer, 0, count);
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var stream = DataStream.Create(audioBlock.ByteBuffer, true, false, 0, true);
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audioBlock.AudioBuffer = new AudioBuffer(stream);
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audioBlock.AudioBuffer.AudioBytes = count;
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_queuedBlocks.Enqueue(audioBlock);
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lock (_voiceLock)
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_voice.SubmitSourceBuffer(audioBlock.AudioBuffer, null);
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}
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private void OnBufferEnd(IntPtr obj)
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{
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// Release the buffer
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if (_queuedBlocks.Count > 0)
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{
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var block = _queuedBlocks.Dequeue();
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block.AudioBuffer.Stream.Dispose();
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_bufferPool.Return(block.ByteBuffer);
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}
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}
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}
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}
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