lowpoly-walking-simulator/directx11_hellovr/DirectXTK/Audio/SoundCommon.h

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//--------------------------------------------------------------------------------------
// File: SoundCommon.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#include "Audio.h"
#include "PlatformHelpers.h"
namespace DirectX
{
// Helper for getting a format tag from a WAVEFORMATEX
inline uint32_t GetFormatTag( const WAVEFORMATEX* wfx )
{
if ( wfx->wFormatTag == WAVE_FORMAT_EXTENSIBLE )
{
if ( wfx->cbSize < ( sizeof(WAVEFORMATEXTENSIBLE) - sizeof(WAVEFORMATEX) ) )
return 0;
static const GUID s_wfexBase = {0x00000000, 0x0000, 0x0010, 0x80, 0x00, 0x00, 0xAA, 0x00, 0x38, 0x9B, 0x71};
auto wfex = reinterpret_cast<const WAVEFORMATEXTENSIBLE*>( wfx );
if ( memcmp( reinterpret_cast<const BYTE*>(&wfex->SubFormat) + sizeof(DWORD),
reinterpret_cast<const BYTE*>(&s_wfexBase) + sizeof(DWORD), sizeof(GUID) - sizeof(DWORD) ) != 0 )
{
return 0;
}
return wfex->SubFormat.Data1;
}
else
{
return wfx->wFormatTag;
}
}
// Helper for validating wave format structure
bool IsValid( _In_ const WAVEFORMATEX* wfx );
// Helper for getting a default channel mask from channels
uint32_t GetDefaultChannelMask( int channels );
// Helpers for creating various wave format structures
void CreateIntegerPCM( _Out_ WAVEFORMATEX* wfx, int sampleRate, int channels, int sampleBits );
void CreateFloatPCM( _Out_ WAVEFORMATEX* wfx, int sampleRate, int channels );
void CreateADPCM( _Out_writes_bytes_(wfxSize) WAVEFORMATEX* wfx, size_t wfxSize, int sampleRate, int channels, int samplesPerBlock );
#if defined(_XBOX_ONE) || (_WIN32_WINNT < _WIN32_WINNT_WIN8) || (_WIN32_WINNT >= _WIN32_WINNT_WIN10)
void CreateXWMA( _Out_ WAVEFORMATEX* wfx, int sampleRate, int channels, int blockAlign, int avgBytes, bool wma3 );
#endif
#if defined(_XBOX_ONE) && defined(_TITLE)
void CreateXMA2( _Out_writes_bytes_(wfxSize) WAVEFORMATEX* wfx, size_t wfxSize, int sampleRate, int channels, int bytesPerBlock, int blockCount, int samplesEncoded );
#endif
// Helper for computing pan volume matrix
bool ComputePan( float pan, int channels, _Out_writes_(16) float* matrix );
// Helper class for implementing SoundEffectInstance
class SoundEffectInstanceBase
{
public:
SoundEffectInstanceBase() :
voice( nullptr ),
state( STOPPED ),
engine( nullptr ),
mVolume( 1.f ),
mPitch( 0.f ),
mFreqRatio( 1.f ),
mPan( 0.f ),
mFlags( SoundEffectInstance_Default ),
mDirectVoice( nullptr ),
mReverbVoice( nullptr )
{
}
~SoundEffectInstanceBase()
{
assert( !voice );
}
void Initialize( _In_ AudioEngine* eng, _In_ const WAVEFORMATEX* wfx, SOUND_EFFECT_INSTANCE_FLAGS flags )
{
assert( eng != 0 );
engine = eng;
mDirectVoice = eng->GetMasterVoice();
mReverbVoice = eng->GetReverbVoice();
if ( eng->GetChannelMask() & SPEAKER_LOW_FREQUENCY )
mFlags = flags | SoundEffectInstance_UseRedirectLFE;
else
mFlags = static_cast<SOUND_EFFECT_INSTANCE_FLAGS>( static_cast<int>(flags) & ~SoundEffectInstance_UseRedirectLFE );
memset( &mDSPSettings, 0, sizeof(X3DAUDIO_DSP_SETTINGS) );
assert( wfx != 0 );
mDSPSettings.SrcChannelCount = wfx->nChannels;
mDSPSettings.DstChannelCount = eng->GetOutputChannels();
}
void AllocateVoice( _In_ const WAVEFORMATEX* wfx )
{
if ( voice )
return;
assert( engine != 0 );
engine->AllocateVoice( wfx, mFlags, false, &voice );
}
void DestroyVoice()
{
if ( voice )
{
assert( engine != 0 );
engine->DestroyVoice( voice );
voice = nullptr;
}
}
bool Play() // Returns true if STOPPED -> PLAYING
{
if ( voice )
{
if ( state == PAUSED )
{
HRESULT hr = voice->Start( 0 );
ThrowIfFailed( hr );
state = PLAYING;
}
else if ( state != PLAYING )
{
if ( mVolume != 1.f )
{
HRESULT hr = voice->SetVolume( mVolume );
ThrowIfFailed( hr );
}
if ( mPitch != 0.f )
{
mFreqRatio = XAudio2SemitonesToFrequencyRatio( mPitch * 12.f );
HRESULT hr = voice->SetFrequencyRatio( mFreqRatio );
ThrowIfFailed( hr );
}
if ( mPan != 0.f )
{
SetPan( mPan );
}
HRESULT hr = voice->Start( 0 );
ThrowIfFailed( hr );
state = PLAYING;
return true;
}
}
return false;
}
void Stop( bool immediate, bool& looped )
{
if ( !voice )
{
state = STOPPED;
return;
}
if ( immediate )
{
state = STOPPED;
voice->Stop( 0 );
voice->FlushSourceBuffers();
}
else if ( looped )
{
looped = false;
voice->ExitLoop();
}
else
{
voice->Stop( XAUDIO2_PLAY_TAILS );
}
}
void Pause()
{
if ( voice && state == PLAYING )
{
state = PAUSED;
voice->Stop( 0 );
}
}
void Resume()
{
if ( voice && state == PAUSED )
{
HRESULT hr = voice->Start( 0 );
ThrowIfFailed( hr );
state = PLAYING;
}
}
void SetVolume( float volume )
{
assert( volume >= -XAUDIO2_MAX_VOLUME_LEVEL && volume <= XAUDIO2_MAX_VOLUME_LEVEL );
mVolume = volume;
if ( voice )
{
HRESULT hr = voice->SetVolume( volume );
ThrowIfFailed( hr );
}
}
void SetPitch( float pitch )
{
assert( pitch >= -1.f && pitch <= 1.f );
if ( ( mFlags & SoundEffectInstance_NoSetPitch ) && pitch != 0.f )
{
DebugTrace( "ERROR: Sound effect instance was created with the NoSetPitch flag\n" );
throw std::exception( "SetPitch" );
}
mPitch = pitch;
if ( voice )
{
mFreqRatio = XAudio2SemitonesToFrequencyRatio( mPitch * 12.f );
HRESULT hr = voice->SetFrequencyRatio( mFreqRatio );
ThrowIfFailed( hr );
}
}
void SetPan( float pan );
void Apply3D( const AudioListener& listener, const AudioEmitter& emitter, bool rhcoords );
SoundState GetState( bool autostop )
{
if ( autostop && voice && ( state == PLAYING ) )
{
XAUDIO2_VOICE_STATE xstate;
#if (_WIN32_WINNT >= _WIN32_WINNT_WIN8)
voice->GetState( &xstate, XAUDIO2_VOICE_NOSAMPLESPLAYED );
#else
voice->GetState( &xstate );
#endif
if ( !xstate.BuffersQueued )
{
// Automatic stop if the buffer has finished playing
voice->Stop();
state = STOPPED;
}
}
return state;
}
int GetPendingBufferCount() const
{
if ( !voice )
return 0;
XAUDIO2_VOICE_STATE xstate;
#if (_WIN32_WINNT >= _WIN32_WINNT_WIN8)
voice->GetState( &xstate, XAUDIO2_VOICE_NOSAMPLESPLAYED );
#else
voice->GetState( &xstate );
#endif
return static_cast<int>( xstate.BuffersQueued );
}
void OnCriticalError()
{
if ( voice )
{
voice->DestroyVoice();
voice = nullptr;
}
state = STOPPED;
mDirectVoice = nullptr;
mReverbVoice = nullptr;
}
void OnReset()
{
assert( engine != 0 );
mDirectVoice = engine->GetMasterVoice();
mReverbVoice = engine->GetReverbVoice();
if ( engine->GetChannelMask() & SPEAKER_LOW_FREQUENCY )
mFlags = mFlags | SoundEffectInstance_UseRedirectLFE;
else
mFlags = static_cast<SOUND_EFFECT_INSTANCE_FLAGS>( static_cast<int>(mFlags) & ~SoundEffectInstance_UseRedirectLFE );
mDSPSettings.DstChannelCount = engine->GetOutputChannels();
}
void OnDestroy()
{
if ( voice )
{
voice->Stop( 0 );
voice->FlushSourceBuffers();
voice->DestroyVoice();
voice = nullptr;
}
state = STOPPED;
engine = nullptr;
mDirectVoice = nullptr;
mReverbVoice = nullptr;
}
void OnTrim()
{
if ( voice && ( state == STOPPED ) )
{
engine->DestroyVoice( voice );
voice = nullptr;
}
}
void GatherStatistics( AudioStatistics& stats ) const
{
++stats.allocatedInstances;
if ( voice )
{
++stats.allocatedVoices;
if ( mFlags & SoundEffectInstance_Use3D )
++stats.allocatedVoices3d;
if ( state == PLAYING )
++stats.playingInstances;
}
}
IXAudio2SourceVoice* voice;
SoundState state;
AudioEngine* engine;
private:
float mVolume;
float mPitch;
float mFreqRatio;
float mPan;
SOUND_EFFECT_INSTANCE_FLAGS mFlags;
IXAudio2Voice* mDirectVoice;
IXAudio2Voice* mReverbVoice;
X3DAUDIO_DSP_SETTINGS mDSPSettings;
};
}