Beispiel #1
0
        public override void Update(Microsoft.Xna.Framework.GameTime gameTime)
        {
            while (_dsi.PendingBufferCount < 3)
            {
                var buf = _master.RequestBuffer(_config.BufferLengthSamples);
                _dsi.SubmitFloatBufferEXT(buf);
            }

            base.Update(gameTime);
        }
Beispiel #2
0
        bool SubmitSamples()
        {
            // read the next chunk of data
            int samplesRead = reader.ReadSamples(nvBuffer, 0, nvBuffer.Length);

            // out of data and looping? reset the reader and read again
            if (samplesRead == 0)
            {
                if (IsLooped)
                {
                    reader.DecodedTime = TimeSpan.Zero;
                    samplesRead        = reader.ReadSamples(nvBuffer, 0, nvBuffer.Length);
                }
                else
                {
                    // Song is over, stop thread
                    thread = null;
                    return(false);
                }
            }

            if (samplesRead > 0)
            {
                // Submit our buffers
#if !FNA
                for (int i = 0; i < samplesRead; i++)
                {
                    short sValue = (short)Math.Max(Math.Min(short.MaxValue * nvBuffer[i], short.MaxValue), short.MinValue);
                    buffer[i * 2]     = (byte)(sValue & 0xff);
                    buffer[i * 2 + 1] = (byte)((sValue >> 8) & 0xff);
                }
#endif
                lock ( effect )
                {
                    // Ensure the effect isn't disposed
                    if (effect.IsDisposed)
                    {
                        return(false);
                    }

                    // Ensure the number of samples read is block-aligned
                    samplesRead += samplesRead % (reader.Channels * 2);

#if !FNA
                    effect.SubmitBuffer(buffer, 0, samplesRead);
                    effect.SubmitBuffer(buffer, samplesRead, samplesRead);
#else
                    effect.SubmitFloatBufferEXT(nvBuffer);
#endif
                }
            }

            return(true);
        }
Beispiel #3
0
        private unsafe void FillBuffer(object sender, EventArgs e)
        {
            int totalSamples = 0;

            if (vorbis != IntPtr.Zero)
            {
                fixed(float *audioBufferPinned = audioBuffer)
                {
                    int previousSamples = -1;                     // <- Just silence if we cannot read anything even after seeking

                    do
                    {
                        int samples = stb_vorbis_get_samples_float_interleaved(vorbis, channels,
                                                                               audioBufferPinned + totalSamples * channels,
                                                                               audioBuffer.Length - totalSamples * channels);
                        Debug.Assert(samples >= 0);                         // <- stb_vorbis should never return negative samples!
                        totalSamples += samples;

                        if (samples == 0)
                        {
                            if (IsLooped && previousSamples != 0)
                            {
                                if (loopStart == 0)
                                {
                                    FAudio.stb_vorbis_seek_start(vorbis);
                                }
                                else
                                {
                                    FAudio.stb_vorbis_seek(vorbis, (uint)loopStart);
                                }
                            }
                            else
                            {
                                break;
                            }
                        }

                        previousSamples = samples;
                    }while(totalSamples < bufferSamples);
                }
            }

            Debug.Assert(totalSamples <= bufferSamples);
            if (totalSamples < bufferSamples)
            {
                Array.Clear(audioBuffer, totalSamples * channels, audioBuffer.Length - totalSamples * channels);
                totalSamples = bufferSamples;
            }

            instance.SubmitFloatBufferEXT(audioBuffer, 0, totalSamples * channels);
        }
Beispiel #4
0
        private bool StreamAudio()
        {
            // The size of our abstracted buffer.
            const int BUFFER_SIZE = 4096 * 2;

            // Store our abstracted buffer into here.
            List <float> data = new List <float>();

            // We'll store this here, so alBufferData can use it too.
            TheoraPlay.THEORAPLAY_AudioPacket currentAudio;

            // There might be an initial period of silence, so forcibly push through.
            while (audioStream.State == SoundState.Stopped &&
                   TheoraPlay.THEORAPLAY_availableAudio(Video.theoraDecoder) == 0)
            {
                ;
            }

            // Add to the buffer from the decoder until it's large enough.
            while (data.Count < BUFFER_SIZE)
            {
                IntPtr audioPtr = TheoraPlay.THEORAPLAY_getAudio(Video.theoraDecoder);
                if (audioPtr == IntPtr.Zero)
                {
                    // FIXME: THEORAPLAY_availableAudio has rounding issues! -flibit
                    break;
                }
                currentAudio = TheoraPlay.getAudioPacket(audioPtr);
                data.AddRange(
                    TheoraPlay.getSamples(
                        currentAudio.samples,
                        currentAudio.frames * currentAudio.channels
                        )
                    );
                TheoraPlay.THEORAPLAY_freeAudio(audioPtr);
            }

            // If we actually got data, queue it!
            if (data.Count > 0)
            {
                audioStream.SubmitFloatBufferEXT(data.ToArray());
            }
            else if (TheoraPlay.THEORAPLAY_isDecoding(Video.theoraDecoder) == 0)
            {
                // Okay, we ran out. No need for this!
                audioStream.BufferNeeded -= OnBufferRequest;
                return(false);
            }
            return(true);
        }
        public static int PlaySound(string fileName, float volume = 1.0f)
        {
            if (volume * seBalance <= 0f)
            {
                return(0);
            }

            //don't play more than X sound effects in one frame
            if (soundIndex == playedSounds.Length)
            {
                return(0);
            }

            //don't play more than one instance of the same sound in one frame
            for (int ii = 0; ii < soundIndex; ii++)
            {
                if (fileName == playedSounds[ii])
                {
                    return(0);
                }
            }
            playedSounds[soundIndex] = fileName;
            soundIndex++;

            IntPtr stbVorbisData = FAudio.stb_vorbis_open_filename(fileName, out int error, IntPtr.Zero);

            FAudio.stb_vorbis_info fileInfo = FAudio.stb_vorbis_get_info(stbVorbisData);


            long total_samples = FAudio.stb_vorbis_stream_length_in_samples(stbVorbisData);
            long total_frames  = total_samples * 60 / fileInfo.sample_rate;

            float[] chunk      = new float[fileInfo.channels * total_samples];
            int     framesRead = FAudio.stb_vorbis_get_samples_float_interleaved(stbVorbisData, fileInfo.channels, chunk, fileInfo.channels * (int)total_samples);

            FAudio.stb_vorbis_close(stbVorbisData);


            DynamicSoundEffectInstance soundStream = new DynamicSoundEffectInstance(
                (int)fileInfo.sample_rate,
                (fileInfo.channels == 1) ? AudioChannels.Mono : AudioChannels.Stereo
                );

            soundStream.Volume = volume * seBalance;
            soundStream.SubmitFloatBufferEXT(chunk, 0, framesRead * fileInfo.channels);
            soundStream.Play();


            return((int)total_frames);
        }
Beispiel #6
0
        private bool StreamAudio()
        {
            // The size of our abstracted buffer.
            const int BUFFER_SIZE = 4096 * 2;

            // Store our abstracted buffer into here.
            List <float> data = new List <float>();

            // We'll store this here, so alBufferData can use it too.
            TheoraPlay.THEORAPLAY_AudioPacket currentAudio;
            currentAudio.channels = 0;
            currentAudio.freq     = 0;

            // There might be an initial period of silence, so forcibly push through.
            while (audioStream.State == SoundState.Stopped &&
                   TheoraPlay.THEORAPLAY_availableAudio(Video.theoraDecoder) == 0)
            {
                ;
            }

            // Add to the buffer from the decoder until it's large enough.
            while (data.Count < BUFFER_SIZE &&
                   TheoraPlay.THEORAPLAY_availableAudio(Video.theoraDecoder) > 0)
            {
                IntPtr audioPtr = TheoraPlay.THEORAPLAY_getAudio(Video.theoraDecoder);
                currentAudio = TheoraPlay.getAudioPacket(audioPtr);
                data.AddRange(
                    TheoraPlay.getSamples(
                        currentAudio.samples,
                        currentAudio.frames * currentAudio.channels
                        )
                    );
                TheoraPlay.THEORAPLAY_freeAudio(audioPtr);
            }

            // If we actually got data, buffer it into OpenAL.
            if (data.Count > 0)
            {
                audioStream.SubmitFloatBufferEXT(data.ToArray());
                return(true);
            }
            return(false);
        }
Beispiel #7
0
        private void queueBuffer()
        {
            int framesRead = FAudio.stb_vorbis_get_samples_float_interleaved(stbVorbisData, Channels, chunk, chunkSize);

            framesRead = (int)Math.Min(framesRead, loopEnd - pcmPosition);

            if (framesRead != 0)
            {
                soundStream.SubmitFloatBufferEXT(chunk, 0, framesRead * Channels);
                pcmPosition += framesRead;
            }

            if (loopEnd == pcmPosition)
            {
                FAudio.stb_vorbis_seek_frame(stbVorbisData, (uint)loopStart);
                pcmPosition = loopStart;
                queueBuffer();
            }
        }
Beispiel #8
0
        private void OnBufferRequest(object sender, EventArgs args)
        {
            int samples = Theorafile.tf_readaudio(
                Video.theora,
                audioDataPtr,
                AUDIO_BUFFER_SIZE
                );

            if (samples > 0)
            {
                audioStream.SubmitFloatBufferEXT(
                    audioData,
                    0,
                    samples
                    );
            }
            else if (Theorafile.tf_eos(Video.theora) == 1)
            {
                // Okay, we ran out. No need for this!
                audioStream.BufferNeeded -= OnBufferRequest;
            }
        }