Beispiel #1
0
 /// <summary>
 /// Platform specifc implementation of <see cref="Destroy"/>.
 /// </summary>
 internal void DestroyAudioEngine()
 {
     if (AudioDevice.Ptr != IntPtr.Zero)
     {
         AudioLayer.ListenerDestroy(DefaultListener.Listener);
         AudioLayer.Destroy(AudioDevice);
     }
 }
Beispiel #2
0
 internal void Update()
 {
     if (Listener.Ptr == IntPtr.Zero)
     {
         return;
     }
     AudioLayer.ListenerPush3D(Listener, ref Position, ref forward, ref up, ref Velocity, ref WorldTransform);
 }
Beispiel #3
0
        /// <summary>
        /// Initialize audio engine
        /// </summary>
        internal virtual void InitializeAudioEngine(AudioLayer.DeviceFlags flags)
        {
            AudioDevice = AudioLayer.Create(audioDevice.Name == "default" ? null : audioDevice.Name, flags);
            if (AudioDevice.Ptr == IntPtr.Zero)
            {
                State = AudioEngineState.Invalidated;
            }

            DefaultListener = new AudioListener(this);
        }
Beispiel #4
0
 private void PlayAsyncInternal()
 {
     Task.Run(async() =>
     {
         var playMe = await ReadyToPlay.Task;
         if (playMe)
         {
             AudioLayer.SourcePlay(SoundInstance.Source);
         }
     });
 }
        /// <summary>
        /// Should be called from working thread only (or add proper locks)
        /// </summary>
        protected override void SeekInternal()
        {
            storageBuffer.CountDataBytes = 0;

            //To set the begin flag to true
            PrepareInternal();
            MediaCurrentTime = mediaCurrentTimeMax = TimeSpan.Zero;

            //Seek
            AudioLayer.SourceFlushBuffers(soundInstance.Source);
            SeekInternalImpl(commandSeekTime);
        }
Beispiel #6
0
        /// <summary>
        /// Disposes the Listener
        /// </summary>
        public void Dispose()
        {
            if (Listener.Ptr == IntPtr.Zero)
            {
                return;
            }

#if !XENKO_PLATFORM_IOS
            AudioLayer.ListenerDisable(Listener);
            AudioLayer.ListenerDestroy(Listener);
#endif
        }
Beispiel #7
0
        private void ActivateAudioSession()
        {
            const double preferedAudioLatency = 0.005;

            // start the AudioSession
            var audioSession = AVAudioSession.SharedInstance();

            AVAudioSession.Notifications.ObserveInterruption((sender, args) =>
            {
                if (args.InterruptionType == AVAudioSessionInterruptionType.Began)
                {
                    AudioLayer.ListenerDisable(DefaultListener.Listener);
                }
                else
                {
                    AudioLayer.ListenerEnable(DefaultListener.Listener);
                }
            });

            // set the audio category so that: playback/recording is possible, playback is mixed with background music, music is stopped when screen is locked
            var error = audioSession.SetCategory(AVAudioSessionCategory.SoloAmbient);

            if (error != null)
            {
                Logger.Warning($"Failed to set the audio category to 'Ambient'. [Error info: {error.UserInfo}]");
                State = AudioEngineState.Invalidated;
                return;
            }

            // Reduce the buffer size for better latency response..
            audioSession.SetPreferredIOBufferDuration(preferedAudioLatency, out error);
            if (error != null)
            {
                Logger.Warning($"Failed to set the audio IO buffer duration to '{preferedAudioLatency}'. [Error info: {error.UserInfo}]");
            }

            // set the preferred sampling rate of the application
            if (AudioSampleRate != 0)
            {
                audioSession.SetPreferredSampleRate(AudioSampleRate, out error);
                Logger.Warning($"Failed to set the audio session preferred sampling rate to '{AudioSampleRate}'. [Error info: {error.UserInfo}]");
            }

            // activate the sound for the application
            error = audioSession.SetActive(true);
            if (error != null)
            {
                Logger.Warning($"Failed to activate the audio session. [Error info: {error.UserInfo}]");
                State = AudioEngineState.Invalidated;
            }
        }
Beispiel #8
0
        protected override void Destroy()
        {
            base.Destroy();

            if (AudioEngine == null || AudioEngine.State == AudioEngineState.Invalidated)
            {
                return;
            }

            if (!StreamFromDisk)
            {
                AudioLayer.BufferDestroy(PreloadedBuffer);
            }
        }
Beispiel #9
0
        /// <summary>
        /// Destroys the instance.
        /// </summary>
        protected virtual void DisposeInternal()
        {
            AudioLayer.SourceDestroy(SoundInstance.Source);

            foreach (var deviceBuffer in deviceBuffers)
            {
                AudioLayer.BufferDestroy(deviceBuffer);
            }

            deviceBuffers.Clear();
            freeBuffers.Clear();
            IsDisposed    = true;
            IsInitialized = false;
        }
Beispiel #10
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        /// <summary>
        /// Sub classes can implement their own streaming sources.
        /// </summary>
        /// <param name="soundInstance">the sound instance associated.</param>
        /// <param name="numberOfBuffers">the size of the streaming ring-buffer.</param>
        /// <param name="maxBufferSizeBytes">the maximum size of each buffer.</param>
        protected DynamicSoundSource(SoundInstance soundInstance, int numberOfBuffers, int maxBufferSizeBytes)
        {
            nativeBufferSizeBytes = maxBufferSizeBytes;
            prebufferedTarget     = (int)Math.Ceiling(numberOfBuffers / (double)3);

            SoundInstance = soundInstance;
            for (var i = 0; i < numberOfBuffers; i++)
            {
                var buffer = AudioLayer.BufferCreate(nativeBufferSizeBytes);
                deviceBuffers.Add(buffer);
                freeBuffers.Enqueue(deviceBuffers[i]);
            }

            if (readFromDiskWorker == null)
            {
                readFromDiskWorker = Task.Factory.StartNew(Worker, TaskCreationOptions.LongRunning);
            }
        }
Beispiel #11
0
        protected virtual void PlayInternal()
        {
            switch (State)
            {
            case PlayState.Playing:
                break;

            case PlayState.Paused:
                AudioLayer.SourcePlay(SoundInstance.Source);
                break;

            case PlayState.Stopped:
                Ended.TrySetResult(false);
                Ended = new TaskCompletionSource <bool>();
                PlayAsyncInternal();
                break;
            }
            PlayingQueued = false;
            State         = PlayState.Playing;
        }
Beispiel #12
0
        /// <summary>
        /// Initializes a new instance of the <see cref="SoundInstance"/> class using a dynamic sound source.
        /// </summary>
        /// <param name="engine">The audio engine that will be used to play this instance</param>
        /// <param name="listener">The listener of this instance</param>
        /// <param name="dynamicSoundSource">The source from where the PCM data will be fetched</param>
        /// <param name="sampleRate">The sample rate of this audio stream</param>
        /// <param name="mono">Set to true if the souce is mono, false if stereo</param>
        /// <param name="spatialized">If the SoundInstance will be used for spatialized audio set to true, if not false, if true mono must also be true</param>
        /// <param name="useHrtf">If the engine should use Hrtf for spatialization</param>
        /// <param name="directionalFactor"></param>
        /// <param name="environment"></param>
        public SoundInstance(AudioEngine engine, AudioListener listener, DynamicSoundSource dynamicSoundSource, int sampleRate, bool mono, bool spatialized = false, bool useHrtf = false, float directionalFactor = 0.0f, HrtfEnvironment environment = HrtfEnvironment.Small)
        {
            Listener         = listener;
            this.engine      = engine;
            this.spatialized = spatialized;
            soundSource      = dynamicSoundSource;

            if (engine.State == AudioEngineState.Invalidated)
            {
                return;
            }

            Source = AudioLayer.SourceCreate(listener.Listener, sampleRate, dynamicSoundSource.MaxNumberOfBuffers, mono, spatialized, true, useHrtf, directionalFactor, environment);
            if (Source.Ptr == IntPtr.Zero)
            {
                throw new Exception("Failed to create an AudioLayer Source");
            }

            ResetStateToDefault();
        }
        /// <summary>
        /// Initializes a new instance of the <see cref="DynamicSoundSource"/> class.
        /// Sub classes can implement their own streaming sources.
        /// </summary>
        /// <param name="soundInstance">the sound instance associated.</param>
        /// <param name="numberOfBuffers">the size of the streaming ring-buffer.</param>
        /// <param name="maxBufferSizeBytes">the maximum size of each buffer.</param>
        protected DynamicSoundSource(SoundInstance soundInstance, int numberOfBuffers, int maxBufferSizeBytes)
        {
            nativeBufferSizeBytes = maxBufferSizeBytes;
            prebufferedTarget     = (int)Math.Ceiling(numberOfBuffers / 3.0);

            this.soundInstance = soundInstance;
            for (var i = 0; i < numberOfBuffers; i++)
            {
                var buffer = AudioLayer.BufferCreate(nativeBufferSizeBytes);
                deviceBuffers.Add(buffer);
                freeBuffers.Enqueue(deviceBuffers[i]);
            }

            if (readFromDiskWorker == null)
            {
                readFromDiskWorker              = new Thread(new ThreadStart(Worker));
                readFromDiskWorker.Priority     = ThreadPriority.BelowNormal;
                readFromDiskWorker.IsBackground = true;
                readFromDiskWorker.Start();
            }
        }
Beispiel #14
0
        public AudioListener(AudioEngine engine)
        {
            if (engine.State == AudioEngineState.Invalidated)
            {
                return;
            }

#if XENKO_PLATFORM_IOS
            if (engine.DefaultListener == null)
            {
                Listener = AudioLayer.ListenerCreate(engine.AudioDevice);
                AudioLayer.ListenerEnable(Listener);
            }
            else
            {
                Listener = engine.DefaultListener.Listener;
            }
#else
            Listener = AudioLayer.ListenerCreate(engine.AudioDevice);
            AudioLayer.ListenerEnable(Listener);
#endif
        }
Beispiel #15
0
        /// <summary>
        /// If CanFillis true with this method you can fill the next free buffer
        /// </summary>
        /// <param name="pcm">The pointer to PCM data</param>
        /// <param name="bufferSize">The full size in bytes of PCM data</param>
        /// <param name="type">If this buffer is the last buffer of the stream set to true, if not false</param>
        protected void FillBuffer(IntPtr pcm, int bufferSize, AudioLayer.BufferType type)
        {
            if (bufferSize > nativeBufferSizeBytes)
            {
                Logger.Error("Provided buffer size is bigger than native buffer. Data will be cut.");
                bufferSize = nativeBufferSizeBytes;
            }

            var buffer = freeBuffers.Dequeue();

            AudioLayer.SourceQueueBuffer(SoundInstance.Source, buffer, pcm, bufferSize, type);
            if (readyToPlay)
            {
                return;
            }

            prebufferedCount++;
            if (prebufferedCount < prebufferedTarget)
            {
                return;
            }
            readyToPlay = true;
            ReadyToPlay.TrySetResult(true);
        }
Beispiel #16
0
        private static unsafe void Worker()
        {
            var toRemove = new List <DynamicSoundSource>();

            while (true)
            {
                toRemove.Clear();

                while (!NewSources.IsEmpty)
                {
                    if (!NewSources.TryTake(out var source))
                    {
                        continue;
                    }

                    if (!source.IsInitialized)
                    {
                        source.InitializeInternal();
                    }

                    if (source.IsInitialized)
                    {
                        Sources.Add(source);
                    }
                }

                foreach (var source in Sources)
                {
                    if (source.IsDisposed)
                    {
                        toRemove.Add(source);
                        continue;
                    }

                    source.UpdateInternal();

                    var seekRequested = false;

                    while (!source.Commands.IsEmpty)
                    {
                        AsyncCommand command;
                        if (!source.Commands.TryDequeue(out command))
                        {
                            continue;
                        }
                        switch (command)
                        {
                        case AsyncCommand.Play:
                            source.PlayInternal();
                            break;

                        case AsyncCommand.Pause:
                            source.PauseInternal();
                            break;

                        case AsyncCommand.Stop:
                            source.StopInternal();
                            break;

                        case AsyncCommand.Seek:
                            seekRequested = true;
                            break;

                        case AsyncCommand.SetRange:
                            source.RestartInternal();
                            break;

                        case AsyncCommand.Dispose:
                            source.DisposeInternal();
                            toRemove.Add(source);
                            break;

                        default:
                            throw new ArgumentOutOfRangeException();
                        }
                    }

                    if (source.IsDisposed)
                    {
                        continue;
                    }

                    source.isSourcePausedOrPlaying = (source.IsPausedOrPlaying && !source.Ended.Task.IsCompleted) || AudioLayer.SourceIsPlaying(source.SoundInstance.Source);

                    //Did we get a Seek request?
                    if (seekRequested)
                    {
                        source.SeekInternal();
                        continue;
                    }

                    if (source.CanFill)
                    {
                        source.ExtractAndFillData();
                    }
                }

                foreach (var source in toRemove)
                {
                    Sources.Remove(source);
                }

                var buffersShouldBeFill = false;
                foreach (var source in Sources)
                {
                    if (source.CanFill)
                    {
                        buffersShouldBeFill = true;
                        break;
                    }
                }

                if (!buffersShouldBeFill) // avoid active looping when no work is needed
                {
                    Utilities.Sleep(10);
                }
            }
        }
Beispiel #17
0
 protected virtual void PauseInternal()
 {
     State = PlayState.Paused;
     AudioLayer.SourcePause(SoundInstance.Source);
 }
Beispiel #18
0
 internal void Apply3D(AudioLayer.Source source)
 {
     AudioLayer.SourcePush3D(source, ref Position, ref forward, ref up, ref Velocity, ref WorldTransform);
 }