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