DirectXTK12/Inc/Audio.h

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27 KiB
C++

//--------------------------------------------------------------------------------------
// File: Audio.h
//
// DirectXTK for Audio header
//
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
// http://go.microsoft.com/fwlink/?LinkID=615561
//--------------------------------------------------------------------------------------
#pragma once
#include <objbase.h>
#include <mmreg.h>
#include <Audioclient.h>
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <xma2defs.h>
#pragma comment(lib,"acphal.lib")
#endif
#ifndef XAUDIO2_HELPER_FUNCTIONS
#define XAUDIO2_HELPER_FUNCTIONS
#endif
#if defined(USING_XAUDIO2_REDIST) || (_WIN32_WINNT >= 0x0A00 /*_WIN32_WINNT_WIN10*/) || defined(_XBOX_ONE)
#define USING_XAUDIO2_9
#elif (_WIN32_WINNT >= 0x0602 /*_WIN32_WINNT_WIN8*/)
#define USING_XAUDIO2_8
#elif (_WIN32_WINNT >= 0x0601 /*_WIN32_WINNT_WIN7*/)
#error Windows 7 SP1 requires the XAudio2Redist NuGet package https://aka.ms/xaudio2redist
#else
#error DirectX Tool Kit for Audio not supported on this platform
#endif
#include <xaudio2.h>
#include <xaudio2fx.h>
#include <x3daudio.h>
#include <xapofx.h>
#ifndef USING_XAUDIO2_REDIST
#pragma comment(lib,"xaudio2.lib")
#endif
#include <DirectXMath.h>
#include <cstdint>
#include <functional>
#include <memory>
#include <string>
#include <vector>
namespace DirectX
{
class SoundEffectInstance;
class SoundStreamInstance;
//----------------------------------------------------------------------------------
struct AudioStatistics
{
size_t playingOneShots; // Number of one-shot sounds currently playing
size_t playingInstances; // Number of sound effect instances currently playing
size_t allocatedInstances; // Number of SoundEffectInstance allocated
size_t allocatedVoices; // Number of XAudio2 voices allocated (standard, 3D, one-shots, and idle one-shots)
size_t allocatedVoices3d; // Number of XAudio2 voices allocated for 3D
size_t allocatedVoicesOneShot; // Number of XAudio2 voices allocated for one-shot sounds
size_t allocatedVoicesIdle; // Number of XAudio2 voices allocated for one-shot sounds but not currently in use
size_t audioBytes; // Total wave data (in bytes) in SoundEffects and in-memory WaveBanks
#if defined(_XBOX_ONE) && defined(_TITLE)
size_t xmaAudioBytes; // Total wave data (in bytes) in SoundEffects and in-memory WaveBanks allocated with ApuAlloc
#endif
size_t streamingBytes; // Total size of streaming buffers (in bytes) in streaming WaveBanks
};
//----------------------------------------------------------------------------------
class IVoiceNotify
{
public:
virtual ~IVoiceNotify() = default;
IVoiceNotify(const IVoiceNotify&) = delete;
IVoiceNotify& operator=(const IVoiceNotify&) = delete;
IVoiceNotify(IVoiceNotify&&) = default;
IVoiceNotify& operator=(IVoiceNotify&&) = default;
virtual void __cdecl OnBufferEnd() = 0;
// Notfication that a voice buffer has finished
// Note this is called from XAudio2's worker thread, so it should perform very minimal and thread-safe operations
virtual void __cdecl OnCriticalError() = 0;
// Notification that the audio engine encountered a critical error
virtual void __cdecl OnReset() = 0;
// Notification of an audio engine reset
virtual void __cdecl OnUpdate() = 0;
// Notification of an audio engine per-frame update (opt-in)
virtual void __cdecl OnDestroyEngine() noexcept = 0;
// Notification that the audio engine is being destroyed
virtual void __cdecl OnTrim() = 0;
// Notification of a request to trim the voice pool
virtual void __cdecl GatherStatistics(AudioStatistics& stats) const = 0;
// Contribute to statistics request
virtual void __cdecl OnDestroyParent() noexcept = 0;
// Optional notification used by some objects
protected:
IVoiceNotify() = default;
};
//----------------------------------------------------------------------------------
enum AUDIO_ENGINE_FLAGS : uint32_t
{
AudioEngine_Default = 0x0,
AudioEngine_EnvironmentalReverb = 0x1,
AudioEngine_ReverbUseFilters = 0x2,
AudioEngine_UseMasteringLimiter = 0x4,
AudioEngine_Debug = 0x10000,
AudioEngine_ThrowOnNoAudioHW = 0x20000,
AudioEngine_DisableVoiceReuse = 0x40000,
};
enum SOUND_EFFECT_INSTANCE_FLAGS : uint32_t
{
SoundEffectInstance_Default = 0x0,
SoundEffectInstance_Use3D = 0x1,
SoundEffectInstance_ReverbUseFilters = 0x2,
SoundEffectInstance_NoSetPitch = 0x4,
SoundEffectInstance_UseRedirectLFE = 0x10000,
};
enum AUDIO_ENGINE_REVERB : unsigned int
{
Reverb_Off,
Reverb_Default,
Reverb_Generic,
Reverb_Forest,
Reverb_PaddedCell,
Reverb_Room,
Reverb_Bathroom,
Reverb_LivingRoom,
Reverb_StoneRoom,
Reverb_Auditorium,
Reverb_ConcertHall,
Reverb_Cave,
Reverb_Arena,
Reverb_Hangar,
Reverb_CarpetedHallway,
Reverb_Hallway,
Reverb_StoneCorridor,
Reverb_Alley,
Reverb_City,
Reverb_Mountains,
Reverb_Quarry,
Reverb_Plain,
Reverb_ParkingLot,
Reverb_SewerPipe,
Reverb_Underwater,
Reverb_SmallRoom,
Reverb_MediumRoom,
Reverb_LargeRoom,
Reverb_MediumHall,
Reverb_LargeHall,
Reverb_Plate,
Reverb_MAX
};
enum SoundState
{
STOPPED = 0,
PLAYING,
PAUSED
};
//----------------------------------------------------------------------------------
class AudioEngine
{
public:
explicit AudioEngine(
AUDIO_ENGINE_FLAGS flags = AudioEngine_Default,
_In_opt_ const WAVEFORMATEX* wfx = nullptr,
_In_opt_z_ const wchar_t* deviceId = nullptr,
AUDIO_STREAM_CATEGORY category = AudioCategory_GameEffects) noexcept(false);
AudioEngine(AudioEngine&& moveFrom) noexcept;
AudioEngine& operator= (AudioEngine&& moveFrom) noexcept;
AudioEngine(AudioEngine const&) = delete;
AudioEngine& operator= (AudioEngine const&) = delete;
virtual ~AudioEngine();
bool __cdecl Update();
// Performs per-frame processing for the audio engine, returns false if in 'silent mode'
bool __cdecl Reset(_In_opt_ const WAVEFORMATEX* wfx = nullptr, _In_opt_z_ const wchar_t* deviceId = nullptr);
// Reset audio engine from critical error/silent mode using a new device; can also 'migrate' the graph
// Returns true if succesfully reset, false if in 'silent mode' due to no default device
// Note: One shots are lost, all SoundEffectInstances are in the STOPPED state after successful reset
void __cdecl Suspend() noexcept;
void __cdecl Resume();
// Suspend/resumes audio processing (i.e. global pause/resume)
float __cdecl GetMasterVolume() const noexcept;
void __cdecl SetMasterVolume(float volume);
// Master volume property for all sounds
void __cdecl SetReverb(AUDIO_ENGINE_REVERB reverb);
void __cdecl SetReverb(_In_opt_ const XAUDIO2FX_REVERB_PARAMETERS* native);
// Sets environmental reverb for 3D positional audio (if active)
void __cdecl SetMasteringLimit(int release, int loudness);
// Sets the mastering volume limiter properties (if active)
AudioStatistics __cdecl GetStatistics() const;
// Gathers audio engine statistics
WAVEFORMATEXTENSIBLE __cdecl GetOutputFormat() const noexcept;
// Returns the format consumed by the mastering voice (which is the same as the device output if defaults are used)
uint32_t __cdecl GetChannelMask() const noexcept;
// Returns the output channel mask
unsigned int __cdecl GetOutputChannels() const noexcept;
// Returns the number of output channels
bool __cdecl IsAudioDevicePresent() const noexcept;
// Returns true if the audio graph is operating normally, false if in 'silent mode'
bool __cdecl IsCriticalError() const noexcept;
// Returns true if the audio graph is halted due to a critical error (which also places the engine into 'silent mode')
// Voice pool management.
void __cdecl SetDefaultSampleRate(int sampleRate);
// Sample rate for voices in the reuse pool (defaults to 44100)
void __cdecl SetMaxVoicePool(size_t maxOneShots, size_t maxInstances);
// Maximum number of voices to allocate for one-shots and instances
// Note: one-shots over this limit are ignored; too many instance voices throws an exception
void __cdecl TrimVoicePool();
// Releases any currently unused voices
// Internal-use functions
void __cdecl AllocateVoice(_In_ const WAVEFORMATEX* wfx,
SOUND_EFFECT_INSTANCE_FLAGS flags, bool oneshot, _Outptr_result_maybenull_ IXAudio2SourceVoice** voice);
void __cdecl DestroyVoice(_In_ IXAudio2SourceVoice* voice) noexcept;
// Should only be called for instance voices, not one-shots
void __cdecl RegisterNotify(_In_ IVoiceNotify* notify, bool usesUpdate);
void __cdecl UnregisterNotify(_In_ IVoiceNotify* notify, bool usesOneShots, bool usesUpdate);
// XAudio2 interface access
IXAudio2* __cdecl GetInterface() const noexcept;
IXAudio2MasteringVoice* __cdecl GetMasterVoice() const noexcept;
IXAudio2SubmixVoice* __cdecl GetReverbVoice() const noexcept;
X3DAUDIO_HANDLE& __cdecl Get3DHandle() const noexcept;
// Static functions
struct RendererDetail
{
std::wstring deviceId;
std::wstring description;
};
static std::vector<RendererDetail> __cdecl GetRendererDetails();
// Returns a list of valid audio endpoint devices
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
//----------------------------------------------------------------------------------
class WaveBank
{
public:
WaveBank(_In_ AudioEngine* engine, _In_z_ const wchar_t* wbFileName);
WaveBank(WaveBank&& moveFrom) noexcept;
WaveBank& operator= (WaveBank&& moveFrom) noexcept;
WaveBank(WaveBank const&) = delete;
WaveBank& operator= (WaveBank const&) = delete;
virtual ~WaveBank();
void __cdecl Play(unsigned int index);
void __cdecl Play(unsigned int index, float volume, float pitch, float pan);
void __cdecl Play(_In_z_ const char* name);
void __cdecl Play(_In_z_ const char* name, float volume, float pitch, float pan);
std::unique_ptr<SoundEffectInstance> __cdecl CreateInstance(unsigned int index,
SOUND_EFFECT_INSTANCE_FLAGS flags = SoundEffectInstance_Default);
std::unique_ptr<SoundEffectInstance> __cdecl CreateInstance(_In_z_ const char* name,
SOUND_EFFECT_INSTANCE_FLAGS flags = SoundEffectInstance_Default);
std::unique_ptr<SoundStreamInstance> __cdecl CreateStreamInstance(unsigned int index,
SOUND_EFFECT_INSTANCE_FLAGS flags = SoundEffectInstance_Default);
std::unique_ptr<SoundStreamInstance> __cdecl CreateStreamInstance(_In_z_ const char* name,
SOUND_EFFECT_INSTANCE_FLAGS flags = SoundEffectInstance_Default);
bool __cdecl IsPrepared() const noexcept;
bool __cdecl IsInUse() const noexcept;
bool __cdecl IsStreamingBank() const noexcept;
size_t __cdecl GetSampleSizeInBytes(unsigned int index) const noexcept;
// Returns size of wave audio data
size_t __cdecl GetSampleDuration(unsigned int index) const noexcept;
// Returns the duration in samples
size_t __cdecl GetSampleDurationMS(unsigned int index) const noexcept;
// Returns the duration in milliseconds
const WAVEFORMATEX* __cdecl GetFormat(unsigned int index, _Out_writes_bytes_(maxsize) WAVEFORMATEX* wfx, size_t maxsize) const noexcept;
int __cdecl Find(_In_z_ const char* name) const;
#ifdef USING_XAUDIO2_9
bool __cdecl FillSubmitBuffer(unsigned int index, _Out_ XAUDIO2_BUFFER& buffer, _Out_ XAUDIO2_BUFFER_WMA& wmaBuffer) const;
#else
void __cdecl FillSubmitBuffer(unsigned int index, _Out_ XAUDIO2_BUFFER& buffer) const;
#endif
void __cdecl UnregisterInstance(_In_ IVoiceNotify* instance);
HANDLE __cdecl GetAsyncHandle() const noexcept;
bool __cdecl GetPrivateData(unsigned int index, _Out_writes_bytes_(datasize) void* data, size_t datasize);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
//----------------------------------------------------------------------------------
class SoundEffect
{
public:
SoundEffect(_In_ AudioEngine* engine, _In_z_ const wchar_t* waveFileName);
SoundEffect(_In_ AudioEngine* engine, _Inout_ std::unique_ptr<uint8_t[]>& wavData,
_In_ const WAVEFORMATEX* wfx, _In_reads_bytes_(audioBytes) const uint8_t* startAudio, size_t audioBytes);
SoundEffect(_In_ AudioEngine* engine, _Inout_ std::unique_ptr<uint8_t[]>& wavData,
_In_ const WAVEFORMATEX* wfx, _In_reads_bytes_(audioBytes) const uint8_t* startAudio, size_t audioBytes,
uint32_t loopStart, uint32_t loopLength);
#ifdef USING_XAUDIO2_9
SoundEffect(_In_ AudioEngine* engine, _Inout_ std::unique_ptr<uint8_t[]>& wavData,
_In_ const WAVEFORMATEX* wfx, _In_reads_bytes_(audioBytes) const uint8_t* startAudio, size_t audioBytes,
_In_reads_(seekCount) const uint32_t* seekTable, size_t seekCount);
#endif
SoundEffect(SoundEffect&& moveFrom) noexcept;
SoundEffect& operator= (SoundEffect&& moveFrom) noexcept;
SoundEffect(SoundEffect const&) = delete;
SoundEffect& operator= (SoundEffect const&) = delete;
virtual ~SoundEffect();
void __cdecl Play();
void __cdecl Play(float volume, float pitch, float pan);
std::unique_ptr<SoundEffectInstance> __cdecl CreateInstance(SOUND_EFFECT_INSTANCE_FLAGS flags = SoundEffectInstance_Default);
bool __cdecl IsInUse() const noexcept;
size_t __cdecl GetSampleSizeInBytes() const noexcept;
// Returns size of wave audio data
size_t __cdecl GetSampleDuration() const noexcept;
// Returns the duration in samples
size_t __cdecl GetSampleDurationMS() const noexcept;
// Returns the duration in milliseconds
const WAVEFORMATEX* __cdecl GetFormat() const noexcept;
#ifdef USING_XAUDIO2_9
bool __cdecl FillSubmitBuffer(_Out_ XAUDIO2_BUFFER& buffer, _Out_ XAUDIO2_BUFFER_WMA& wmaBuffer) const;
#else
void __cdecl FillSubmitBuffer(_Out_ XAUDIO2_BUFFER& buffer) const;
#endif
void __cdecl UnregisterInstance(_In_ IVoiceNotify* instance);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
//----------------------------------------------------------------------------------
struct AudioListener : public X3DAUDIO_LISTENER
{
AudioListener() noexcept
{
memset(this, 0, sizeof(X3DAUDIO_LISTENER));
OrientFront.z = -1.f;
OrientTop.y = 1.f;
}
void XM_CALLCONV SetPosition(FXMVECTOR v) noexcept
{
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&Position), v);
}
void __cdecl SetPosition(const XMFLOAT3& pos) noexcept
{
Position.x = pos.x;
Position.y = pos.y;
Position.z = pos.z;
}
void XM_CALLCONV SetVelocity(FXMVECTOR v) noexcept
{
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&Velocity), v);
}
void __cdecl SetVelocity(const XMFLOAT3& vel) noexcept
{
Velocity.x = vel.x;
Velocity.y = vel.y;
Velocity.z = vel.z;
}
void XM_CALLCONV SetOrientation(FXMVECTOR forward, FXMVECTOR up) noexcept
{
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientFront), forward);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientTop), up);
}
void __cdecl SetOrientation(const XMFLOAT3& forward, const XMFLOAT3& up) noexcept
{
OrientFront.x = forward.x; OrientTop.x = up.x;
OrientFront.y = forward.y; OrientTop.y = up.y;
OrientFront.z = forward.z; OrientTop.z = up.z;
}
void XM_CALLCONV SetOrientationFromQuaternion(FXMVECTOR quat) noexcept
{
XMVECTOR forward = XMVector3Rotate(g_XMIdentityR2, quat);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientFront), forward);
XMVECTOR up = XMVector3Rotate(g_XMIdentityR1, quat);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientTop), up);
}
void XM_CALLCONV Update(FXMVECTOR newPos, XMVECTOR upDir, float dt) noexcept
// Updates velocity and orientation by tracking changes in position over time...
{
if (dt > 0.f)
{
XMVECTOR lastPos = XMLoadFloat3(reinterpret_cast<const XMFLOAT3*>(&Position));
XMVECTOR vDelta = XMVectorSubtract(newPos, lastPos);
XMVECTOR vt = XMVectorReplicate(dt);
XMVECTOR v = XMVectorDivide(vDelta, vt);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&Velocity), v);
vDelta = XMVector3Normalize(vDelta);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientFront), vDelta);
v = XMVector3Cross(upDir, vDelta);
v = XMVector3Normalize(v);
v = XMVector3Cross(vDelta, v);
v = XMVector3Normalize(v);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientTop), v);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&Position), newPos);
}
}
};
//----------------------------------------------------------------------------------
struct AudioEmitter : public X3DAUDIO_EMITTER
{
float EmitterAzimuths[XAUDIO2_MAX_AUDIO_CHANNELS];
AudioEmitter() noexcept :
EmitterAzimuths{}
{
memset(this, 0, sizeof(X3DAUDIO_EMITTER));
OrientFront.z = -1.f;
OrientTop.y =
ChannelRadius =
CurveDistanceScaler =
DopplerScaler = 1.f;
ChannelCount = 1;
pChannelAzimuths = EmitterAzimuths;
InnerRadiusAngle = X3DAUDIO_PI / 4.0f;
}
void XM_CALLCONV SetPosition(FXMVECTOR v) noexcept
{
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&Position), v);
}
void __cdecl SetPosition(const XMFLOAT3& pos) noexcept
{
Position.x = pos.x;
Position.y = pos.y;
Position.z = pos.z;
}
void XM_CALLCONV SetVelocity(FXMVECTOR v) noexcept
{
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&Velocity), v);
}
void __cdecl SetVelocity(const XMFLOAT3& vel) noexcept
{
Velocity.x = vel.x;
Velocity.y = vel.y;
Velocity.z = vel.z;
}
void XM_CALLCONV SetOrientation(FXMVECTOR forward, FXMVECTOR up) noexcept
{
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientFront), forward);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientTop), up);
}
void __cdecl SetOrientation(const XMFLOAT3& forward, const XMFLOAT3& up) noexcept
{
OrientFront.x = forward.x; OrientTop.x = up.x;
OrientFront.y = forward.y; OrientTop.y = up.y;
OrientFront.z = forward.z; OrientTop.z = up.z;
}
void XM_CALLCONV SetOrientationFromQuaternion(FXMVECTOR quat) noexcept
{
XMVECTOR forward = XMVector3Rotate(g_XMIdentityR2, quat);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientFront), forward);
XMVECTOR up = XMVector3Rotate(g_XMIdentityR1, quat);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientTop), up);
}
void XM_CALLCONV Update(FXMVECTOR newPos, XMVECTOR upDir, float dt) noexcept
// Updates velocity and orientation by tracking changes in position over time...
{
if (dt > 0.f)
{
XMVECTOR lastPos = XMLoadFloat3(reinterpret_cast<const XMFLOAT3*>(&Position));
XMVECTOR vDelta = XMVectorSubtract(newPos, lastPos);
XMVECTOR vt = XMVectorReplicate(dt);
XMVECTOR v = XMVectorDivide(vDelta, vt);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&Velocity), v);
vDelta = XMVector3Normalize(vDelta);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientFront), vDelta);
v = XMVector3Cross(upDir, vDelta);
v = XMVector3Normalize(v);
v = XMVector3Cross(vDelta, v);
v = XMVector3Normalize(v);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientTop), v);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&Position), newPos);
}
}
};
//----------------------------------------------------------------------------------
class SoundEffectInstance
{
public:
SoundEffectInstance(SoundEffectInstance&& moveFrom) noexcept;
SoundEffectInstance& operator= (SoundEffectInstance&& moveFrom) noexcept;
SoundEffectInstance(SoundEffectInstance const&) = delete;
SoundEffectInstance& operator= (SoundEffectInstance const&) = delete;
virtual ~SoundEffectInstance();
void __cdecl Play(bool loop = false);
void __cdecl Stop(bool immediate = true) noexcept;
void __cdecl Pause() noexcept;
void __cdecl Resume();
void __cdecl SetVolume(float volume);
void __cdecl SetPitch(float pitch);
void __cdecl SetPan(float pan);
void __cdecl Apply3D(const AudioListener& listener, const AudioEmitter& emitter, bool rhcoords = true);
bool __cdecl IsLooped() const noexcept;
SoundState __cdecl GetState() noexcept;
IVoiceNotify* __cdecl GetVoiceNotify() const noexcept;
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
// Private constructors
SoundEffectInstance(_In_ AudioEngine* engine, _In_ SoundEffect* effect, SOUND_EFFECT_INSTANCE_FLAGS flags);
SoundEffectInstance(_In_ AudioEngine* engine, _In_ WaveBank* effect, unsigned int index, SOUND_EFFECT_INSTANCE_FLAGS flags);
friend std::unique_ptr<SoundEffectInstance> __cdecl SoundEffect::CreateInstance(SOUND_EFFECT_INSTANCE_FLAGS);
friend std::unique_ptr<SoundEffectInstance> __cdecl WaveBank::CreateInstance(unsigned int, SOUND_EFFECT_INSTANCE_FLAGS);
};
//----------------------------------------------------------------------------------
class SoundStreamInstance
{
public:
SoundStreamInstance(SoundStreamInstance&& moveFrom) noexcept;
SoundStreamInstance& operator= (SoundStreamInstance&& moveFrom) noexcept;
SoundStreamInstance(SoundStreamInstance const&) = delete;
SoundStreamInstance& operator= (SoundStreamInstance const&) = delete;
virtual ~SoundStreamInstance();
void __cdecl Play(bool loop = false);
void __cdecl Stop(bool immediate = true) noexcept;
void __cdecl Pause() noexcept;
void __cdecl Resume();
void __cdecl SetVolume(float volume);
void __cdecl SetPitch(float pitch);
void __cdecl SetPan(float pan);
void __cdecl Apply3D(const AudioListener& listener, const AudioEmitter& emitter, bool rhcoords = true);
bool __cdecl IsLooped() const noexcept;
SoundState __cdecl GetState() noexcept;
IVoiceNotify* __cdecl GetVoiceNotify() const noexcept;
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
// Private constructors
SoundStreamInstance(_In_ AudioEngine* engine, _In_ WaveBank* effect, unsigned int index, SOUND_EFFECT_INSTANCE_FLAGS flags);
friend std::unique_ptr<SoundStreamInstance> __cdecl WaveBank::CreateStreamInstance(unsigned int, SOUND_EFFECT_INSTANCE_FLAGS);
};
//----------------------------------------------------------------------------------
class DynamicSoundEffectInstance
{
public:
DynamicSoundEffectInstance(_In_ AudioEngine* engine,
_In_opt_ std::function<void __cdecl(DynamicSoundEffectInstance*)> bufferNeeded,
int sampleRate, int channels, int sampleBits = 16,
SOUND_EFFECT_INSTANCE_FLAGS flags = SoundEffectInstance_Default);
DynamicSoundEffectInstance(DynamicSoundEffectInstance&& moveFrom) noexcept;
DynamicSoundEffectInstance& operator= (DynamicSoundEffectInstance&& moveFrom) noexcept;
DynamicSoundEffectInstance(DynamicSoundEffectInstance const&) = delete;
DynamicSoundEffectInstance& operator= (DynamicSoundEffectInstance const&) = delete;
virtual ~DynamicSoundEffectInstance();
void __cdecl Play();
void __cdecl Stop(bool immediate = true) noexcept;
void __cdecl Pause() noexcept;
void __cdecl Resume();
void __cdecl SetVolume(float volume);
void __cdecl SetPitch(float pitch);
void __cdecl SetPan(float pan);
void __cdecl Apply3D(const AudioListener& listener, const AudioEmitter& emitter, bool rhcoords = true);
void __cdecl SubmitBuffer(_In_reads_bytes_(audioBytes) const uint8_t* pAudioData, size_t audioBytes);
void __cdecl SubmitBuffer(_In_reads_bytes_(audioBytes) const uint8_t* pAudioData, uint32_t offset, size_t audioBytes);
SoundState __cdecl GetState() noexcept;
size_t __cdecl GetSampleDuration(size_t bytes) const noexcept;
// Returns duration in samples of a buffer of a given size
size_t __cdecl GetSampleDurationMS(size_t bytes) const noexcept;
// Returns duration in milliseconds of a buffer of a given size
size_t __cdecl GetSampleSizeInBytes(uint64_t duration) const noexcept;
// Returns size of a buffer for a duration given in milliseconds
int __cdecl GetPendingBufferCount() const noexcept;
const WAVEFORMATEX* __cdecl GetFormat() const noexcept;
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-dynamic-exception-spec"
#endif
DEFINE_ENUM_FLAG_OPERATORS(AUDIO_ENGINE_FLAGS);
DEFINE_ENUM_FLAG_OPERATORS(SOUND_EFFECT_INSTANCE_FLAGS);
#ifdef __clang__
#pragma clang diagnostic pop
#endif
}