Example #1
0
 public void Apply3D(Listener listener, Emitter emiter)
 {
     if (IsValid)
     {
         m_cue.Apply3D(listener, emiter);
     }
 }
Example #2
0
        public void Apply3D(Cue cue, Listener listener, Emitter emitter)
        {
            m_x3dAudio.Calculate(listener, emitter, CalculateFlags.Matrix | CalculateFlags.Doppler | CalculateFlags.EmitterAngle, m_dsp);

            cue.SetMatrixCoefficients(m_dsp.SourceChannelCount, m_dsp.DestinationChannelCount, m_dsp.MatrixCoefficients);
            cue.SetVariable(MyCueVariableEnum.Distance, m_dsp.EmitterToListenerDistance);
            cue.SetVariable(MyCueVariableEnum.DopplerPitchScalar, m_dsp.DopplerFactor);
            cue.SetVariable(MyCueVariableEnum.OrientationAngleDegrees, m_dsp.EmitterToListenerAngle * 57.29578f); // From radians to degrees
        }
Example #3
0
        private SharpDX.X3DAudio.Listener ToDXListener(AudioListener listener)
        {
            // Pulling out Vector properties for efficiency.
            var pos     = listener.Position;
            var vel     = listener.Velocity;
            var forward = listener.Forward;
            var up      = listener.Up;

            // From MSDN:
            //  X3DAudio uses a left-handed Cartesian coordinate system,
            //  with values on the x-axis increasing from left to right, on the y-axis from bottom to top,
            //  and on the z-axis from near to far.
            //  Azimuths are measured clockwise from a given reference direction.
            //
            // From MSDN:
            //  The XNA Framework uses a right-handed coordinate system,
            //  with the positive z-axis pointing toward the observer when the positive x-axis is pointing to the right,
            //  and the positive y-axis is pointing up.
            //
            // Programmer Notes:
            //  According to this description the z-axis (forward vector) is inverted between these two coordinate systems.
            //  Therefore, we need to negate the z component of any position/velocity values, and negate any forward vectors.

            forward *= -1.0f;
            pos.Z   *= -1.0f;
            vel.Z   *= -1.0f;

            if (_dxListener == null)
            {
                _dxListener = new Listener();
            }

#if WINDOWS_UAP
            _dxListener.Position = new SharpDX.Mathematics.Interop.RawVector3 {
                X = pos.X, Y = pos.Y, Z = pos.Z
            };
            _dxListener.Velocity = new SharpDX.Mathematics.Interop.RawVector3 {
                X = vel.X, Y = vel.Y, Z = vel.Z
            };
            _dxListener.OrientFront = new SharpDX.Mathematics.Interop.RawVector3 {
                X = forward.X, Y = forward.Y, Z = forward.Z
            };
            _dxListener.OrientTop = new SharpDX.Mathematics.Interop.RawVector3 {
                X = up.X, Y = up.Y, Z = up.Z
            };
#else
            _dxListener.Position    = new SharpDX.Vector3(pos.X, pos.Y, pos.Z);
            _dxListener.Velocity    = new SharpDX.Vector3(vel.X, vel.Y, vel.Z);
            _dxListener.OrientFront = new SharpDX.Vector3(forward.X, forward.Y, forward.Z);
            _dxListener.OrientTop   = new SharpDX.Vector3(up.X, up.Y, up.Z);
#endif
            return(_dxListener);
        }
Example #4
0
        /// <summary>
        /// Calculates dsp settings for the specified listener and emitter.
        /// </summary>
        /// <param name="listener">The listener.</param>
        /// <param name="emitter">The emitter.</param>
        /// <param name="flags">The flags.</param>
        /// <param name="sourceChannelCount">The source channel count.</param>
        /// <param name="destinationChannelCount">The destination channel count.</param>
        /// <returns>Dsp settings</returns>
        public DspSettings Calculate(Listener listener, Emitter emitter, CalculateFlags flags, int sourceChannelCount, int destinationChannelCount)
        {
            var settings = new DspSettings
            {
                SourceChannelCount = sourceChannelCount,
                DestinationChannelCount = destinationChannelCount
            };

            X3DAudioCalculate(ref handle, listener, emitter, flags, settings);

            return settings;
        }
        public void Apply3D(SourceVoice voice, Listener listener, Emitter emitter, float maxDistance, float frequencyRatio)
        {
            m_x3dAudio.Calculate(listener, emitter, CalculateFlags.Matrix | CalculateFlags.Doppler, m_dsp);

            if (emitter.InnerRadius == 0f)
            {
                // approximated decay by distance
                float decay = MathHelper.Clamp(1f - m_dsp.EmitterToListenerDistance / maxDistance, 0f, 1f);
                for (int i = 0; i < m_dsp.MatrixCoefficients.Length; ++i)
                {
                    m_dsp.MatrixCoefficients[i] *= decay;
                }
            }

            voice.SetOutputMatrix(m_dsp.SourceChannelCount, m_dsp.DestinationChannelCount, m_dsp.MatrixCoefficients);
            voice.SetFrequencyRatio(frequencyRatio * m_dsp.DopplerFactor);
        }
        internal void Apply3DImpl(AudioListener listener, AudioEmitter emitter)
        {
            //////////////////////////////////////////////////////////////
            // 1. First let's calculate the parameters to set to the voice
            var inputChannels = soundEffect.WaveFormat.Channels;
            var outputChannels = MasterVoice.VoiceDetails.InputChannelCount;

            if (inputChannels != 1 || outputChannels != 2)
                throw new AudioSystemInternalException("Error in Apply3DImpl only mono sounds are supposed to be localizable");

            var list = new Listener
                {
                    Position = listener.Position.ToSharpDX(), 
                    Velocity = listener.Velocity.ToSharpDX(),
                    OrientFront = listener.Forward.ToSharpDX(),
                    OrientTop = listener.Up.ToSharpDX()
                };
            var emit = new Emitter
                {
                    Position = emitter.Position.ToSharpDX(),
                    Velocity = emitter.Velocity.ToSharpDX(),
                    DopplerScaler = emitter.DopplerScale,
                    CurveDistanceScaler = emitter.DistanceScale,
                    ChannelRadius = 0f, // Multi-channels localizable sound are considered as source of multiple sounds coming from the same location.
                    ChannelCount = inputChannels
                };
            
            var dspSettings = new DspSettings(inputChannels, outputChannels);

            AudioEngine.X3DAudio.Calculate(list, emit, CalculateFlags.Matrix | CalculateFlags.LpfDirect, dspSettings);

            /////////////////////////////////////////////////////////////
            // 2. Now let's set the voice parameters to simulate a 3D voice.

            // 2.1 The Doppler effect due to the difference of speed between the emitter and listener
            ComputeDopplerFactor(listener, emitter);
            UpdatePitch();

            // 2.2 The channel attenuations due to the source localization.
            localizationChannelVolumes = new[] { dspSettings.MatrixCoefficients[0], dspSettings.MatrixCoefficients[1] };    // only mono sound can be localized so matrix should be 2*1
            UpdateStereoVolumes();
        }
Example #7
0
        /// <summary>
        /// Calculates DSP settings for the specified listener and emitter. See remarks.
        /// </summary>
        /// <param name="listener">The listener.</param>
        /// <param name="emitter">The emitter.</param>
        /// <param name="flags">The flags.</param>
        /// <param name="settings">The settings.</param>
        /// <remarks>The source and destination channel count must be set on <see cref="DspSettings" /> before calling this method.</remarks>
        /// <msdn-id>ee419052</msdn-id>	
        /// <unmanaged>void X3DAudioCalculate([In] const X3DAUDIOHANDLE* Instance,[In] const X3DAUDIO_LISTENER* pListener,[In] const X3DAUDIO_EMITTER* pEmitter,[In] X3DAudioCalculateFlags Flags,[In] void* pDSPSettings)</unmanaged>	
        /// <unmanaged-short>X3DAudioCalculate</unmanaged-short>	
        public unsafe void Calculate(Listener listener, Emitter emitter, CalculateFlags flags, DspSettings settings)
        {
            if (settings == null) throw new ArgumentNullException("settings");

            DspSettings.__Native settingsNative;
            settingsNative.SrcChannelCount = settings.SourceChannelCount;
            settingsNative.DstChannelCount = settings.DestinationChannelCount;

            fixed (void* pMatrix = settings.MatrixCoefficients)
            fixed (void* pDelays = settings.DelayTimes)
            {
                settingsNative.MatrixCoefficientsPointer = (IntPtr)pMatrix;
                settingsNative.DelayTimesPointer = (IntPtr)pDelays;
                
                X3DAudioCalculate(ref handle, listener, emitter, flags, new IntPtr(&settingsNative));
            }

            settings.__MarshalFrom(ref settingsNative);
        }
Example #8
0
 /// <summary>
 /// Calculates DSP settings for the specified listener and emitter.
 /// </summary>
 /// <param name="listener">The listener.</param>
 /// <param name="emitter">The emitter.</param>
 /// <param name="flags">The flags.</param>
 /// <param name="sourceChannelCount">The source channel count.</param>
 /// <param name="destinationChannelCount">The destination channel count.</param>
 /// <returns>DSP settings</returns>
 /// <msdn-id>ee419052</msdn-id>	
 /// <unmanaged>void X3DAudioCalculate([In] const X3DAUDIOHANDLE* Instance,[In] const X3DAUDIO_LISTENER* pListener,[In] const X3DAUDIO_EMITTER* pEmitter,[In] X3DAudioCalculateFlags Flags,[In] void* pDSPSettings)</unmanaged>	
 /// <unmanaged-short>X3DAudioCalculate</unmanaged-short>	
 public DspSettings Calculate(Listener listener, Emitter emitter, CalculateFlags flags, int sourceChannelCount, int destinationChannelCount)
 {
     var settings = new DspSettings(sourceChannelCount, destinationChannelCount);
     Calculate(listener, emitter, flags, settings);
     return settings;
 }
 public static void Apply3D(this Cue cue, Listener listener, Emitter emitter)
 {
     MyAudio.X3DAudio.Apply3D(cue, listener, emitter);
 }
Example #10
0
        public static void LoadData()
        {
            MyMwcLog.WriteLine("MyAudio.LoadData - START");
            MyMwcLog.IncreaseIndent();

            m_canPlay = true;
            try
            {
                MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartProfilingBlock("new AudioEngine");
                //TimeSpan timeSpan = TimeSpan.FromMilliseconds(250);
                //m_audioEngine = new AudioEngine(MyPlugins.GetAudioFolder() + "Audio.xgs", timeSpan, "");
                using (var file = File.OpenRead(MyPlugins.GetAudioFolder() + "Audio.xgs"))
                {
                    m_audioEngine = new AudioEngine(file);
                    m_cuePool = new MyCuePool(m_audioEngine);
                }

                MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartNextBlock("new MyX3DAudio");

                m_x3dAudio = new MyX3DAudio(m_audioEngine);

                MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().EndProfilingBlock();
            }
            catch (Exception ex)
            {
                MyMwcLog.WriteLine("Exception during loading audio engine. Game continues, but without sound. Details: " + ex.ToString(), LoggingOptions.AUDIO);

                //  This exception is the only way I can know if we can play sound (e.g. if computer doesn't have sound card).
                //  I didn't find other ways of checking it.
                m_canPlay = false;
            }

            if (m_canPlay)
            {
                MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartProfilingBlock("MyXactVariables.LoadData");
                MyXactVariables.LoadData();

                MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartNextBlock("AddWaveBanks");
                // IMPORTANT!!! Currently, there is problem with multiple XACT projects, that when anything changes in Music.xap or Voice.xap,
                // it is necessary to open and save Sounds.xap also, in order to run the game properly(otherwise it has problem to load the SoundBank.xsb)
                // this will be solved later in future
                AddWaveBanks();

                MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartNextBlock("Adding sound banks");

                MyMwcLog.WriteLine("Adding sound banks", LoggingOptions.AUDIO);
                using (var file = File.OpenRead(MyPlugins.GetAudioFolder() + "Music.xsb"))
                {
                    m_musicSoundBank = new SoundBank(m_audioEngine, file);
                }
                using (var file = File.OpenRead(MyPlugins.GetAudioFolder() + "Sounds.xsb"))
                {
                    m_sfxSoundBank = new SoundBank(m_audioEngine, file);
                }
                using (var file = File.OpenRead(MyPlugins.GetAudioFolder() + "Dialogues.xsb"))
                {
                    m_dialogueSoundBank = new SoundBank(m_audioEngine, file);
                }
                using (var file = File.OpenRead(MyPlugins.GetAudioFolder() + "Voice.xsb"))
                {
                    m_voiceSoundBank = new SoundBank(m_audioEngine, file);
                }

                MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartNextBlock("Categories");

                //m_voiceSoundBank = new SoundBank(m_audioEngine, MyPlugins.GetAudioFolder() + "Voice.xsb");
                m_listener = new Listener();
                m_listener.SetDefaultValues();
                m_helperEmitter = new Emitter();
                m_helperEmitter.SetDefaultValues();
                m_defaultCategory = m_audioEngine.GetCategoryInstance("Default");
                m_wep2DCategory = m_audioEngine.GetCategoryInstance("wep2d");
                m_cockpitCategory = m_audioEngine.GetCategoryInstance("Cockpit");
                m_musicCategory = m_audioEngine.GetCategoryInstance("Music");
                m_guiCategory = m_audioEngine.GetCategoryInstance("Gui");
                m_doorCategory = m_audioEngine.GetCategoryInstance("Door");
                m_enginesCategory = m_audioEngine.GetCategoryInstance("Engines");
                m_dialogueCategory = m_audioEngine.GetCategoryInstance("Dialogues");
                m_shoutsCategory = m_audioEngine.GetCategoryInstance("Shouts");
                m_hudCategory = m_audioEngine.GetCategoryInstance("VocHud");
                m_ambCategory = m_audioEngine.GetCategoryInstance("Amb");
                m_drillsCategory = m_audioEngine.GetCategoryInstance("Drills");
                m_impCategory = m_audioEngine.GetCategoryInstance("Imp");
                m_importantsCategory = m_audioEngine.GetCategoryInstance("IMPORTANTS");
                m_sfxCategory = m_audioEngine.GetCategoryInstance("Sfx");
                m_voiceCategory = m_audioEngine.GetCategoryInstance("Voice");
                m_welcomeCategory = m_audioEngine.GetCategoryInstance("Welcomes");
                m_wep3DCategory = m_audioEngine.GetCategoryInstance("Wep3D");
                m_xCategory = m_audioEngine.GetCategoryInstance("X");

                m_gameCategories = new List<AudioCategory>();
                m_gameCategories.Add(m_defaultCategory);
                m_gameCategories.Add(m_wep2DCategory);
                m_gameCategories.Add(m_cockpitCategory);
                m_gameCategories.Add(m_doorCategory);
                m_gameCategories.Add(m_enginesCategory);
                m_gameCategories.Add(m_dialogueCategory);
                m_gameCategories.Add(m_shoutsCategory);
                m_gameCategories.Add(m_hudCategory);
                m_gameCategories.Add(m_ambCategory);
                m_gameCategories.Add(m_drillsCategory);
                m_gameCategories.Add(m_impCategory);
                m_gameCategories.Add(m_importantsCategory);
                m_gameCategories.Add(m_sfxCategory);
                m_gameCategories.Add(m_voiceCategory);
                m_gameCategories.Add(m_welcomeCategory);
                m_gameCategories.Add(m_wep3DCategory);
                m_gameCategories.Add(m_xCategory);

                MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartNextBlock("WaitForWaveBanks");

                //  AudioEngine.Update needs to be called at least once before a streaming wave bank is ready
                MyMwcLog.WriteLine("Updating audio engine...", LoggingOptions.AUDIO);
                WaitForWaveBanks();

                //  This is reverb turned to off, so we hear sounds as they are defined in wav files
                ReverbControl = 100;

                MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartNextBlock("PreloadCueInfo");

                PreloadCueInfo(); // Takes about 26 ms

                MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartNextBlock("ValidateCues");

#if DEBUG
                ThreadPool.QueueUserWorkItem(ValidateCue_Thread); // Takes 4000 ms on background thread
#endif

                MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartNextBlock("InitCueParameters");

                InitCueParameters();

                MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartNextBlock("InitNonLoopableCuesLimitRemoveHelper");

                InitNonLoopableCuesLimitRemoveHelper();

                MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartNextBlock("MyHudAudio.LoadData");

                MyHudAudio.LoadData();

                //  Volume from config
                m_musicOn = true;
                m_gameSoundsOn = true;
                m_musicAllowed = true;
                VolumeMusic = MyConfig.MusicVolume;
                VolumeGame = MyConfig.GameVolume;
                VolumeGui = MyConfig.GameVolume;
                MyConfig.MusicVolume = VolumeMusic;
                MyConfig.GameVolume = VolumeGame;

                MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartNextBlock("MyConfig.Save");

                MyConfig.Save();

                MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().EndProfilingBlock();
            }

            MyMwcLog.DecreaseIndent();
            MyMwcLog.WriteLine("MyAudio.LoadData - END");
        }
Example #11
0
        /// <summary>
        /// SharpDX X3DAudio sample. Plays a generated sound rotating around the listener.
        /// </summary>
        static void Main(string[] args)
        {
            var xaudio2 = new XAudio2();
            using (var masteringVoice = new MasteringVoice(xaudio2))
            {
                // Instantiate X3DAudio
                var x3dAudio = new X3DAudio(Speakers.Stereo);

                var emitter = new Emitter
                                  {
                                      ChannelCount = 1,
                                      CurveDistanceScaler = float.MinValue,
                                      OrientFront = new Vector3(0, 0, 1),
                                      OrientTop = new Vector3(0, 1, 0),
                                      Position = new Vector3(0, 0, 0),
                                      Velocity = new Vector3(0, 0, 0)
                                  };

                var listener = new Listener
                                   {
                                       OrientFront = new Vector3(0, 0, 1),
                                       OrientTop = new Vector3(0, 1, 0),
                                       Position = new Vector3(0, 0, 0),
                                       Velocity = new Vector3(0, 0, 0)
                                   };

                var waveFormat = new WaveFormat(44100, 32, 1);
                var sourceVoice = new SourceVoice(xaudio2, waveFormat);

                int bufferSize = waveFormat.ConvertLatencyToByteSize(60000);
                var dataStream = new DataStream(bufferSize, true, true);

                int numberOfSamples = bufferSize/waveFormat.BlockAlign;
                for (int i = 0; i < numberOfSamples; i++)
                {
                    float value = (float) (Math.Cos(2*Math.PI*220.0*i/waveFormat.SampleRate)*0.5);
                    dataStream.Write(value);
                }
                dataStream.Position = 0;

                var audioBuffer = new AudioBuffer
                                      {Stream = dataStream, Flags = BufferFlags.EndOfStream, AudioBytes = bufferSize};

                //var reverb = new Reverb();
                //var effectDescriptor = new EffectDescriptor(reverb);
                //sourceVoice.SetEffectChain(effectDescriptor);
                //sourceVoice.EnableEffect(0);

                sourceVoice.SubmitSourceBuffer(audioBuffer, null);

                sourceVoice.Start();

                Console.WriteLine("Play a sound rotating around the listener");
                for (int i = 0; i < 1200; i++)
                {
                    // Rotates the emitter
                    var rotateEmitter = Matrix.RotationY(i/5.0f);
                    var newPosition = Vector3.Transform(new Vector3(0, 0, 1000), rotateEmitter);
                    var newPositionVector3 = new Vector3(newPosition.X, newPosition.Y, newPosition.Z);
                    emitter.Velocity = (newPositionVector3 - emitter.Position)/0.05f;
                    emitter.Position = newPositionVector3;

                    // Calculate X3DAudio settings
                    var dspSettings = x3dAudio.Calculate(listener, emitter, CalculateFlags.Matrix | CalculateFlags.Doppler, 1, 2);

                    // Modify XAudio2 source voice settings
                    sourceVoice.SetOutputMatrix(1, 2, dspSettings.MatrixCoefficients);
                    sourceVoice.SetFrequencyRatio(dspSettings.DopplerFactor);

                    // Wait for 50ms
                    Thread.Sleep(50);
                }
            }
        }
Example #12
0
        private void Update()
        {
            if (_voice.IsDisposed)
                return;

            var listener = new Listener
            {
                OrientFront = Vector3DToVector3(QuaternionHelper.FrontVectorFromQuaternion(Rotation)),
                OrientTop = Vector3DToVector3(QuaternionHelper.UpVectorFromQuaternion(Rotation)),
                Position = Vector3DToVector3(Position),
                Velocity = new Vector3(0, 0, 0)
            };

            var dspSettings = _x3dAudio.Calculate(listener, _emitter, CalculateFlags.Matrix, _format.Channels, _deviceFormat.Channels);
            _voice.SetOutputMatrix(_format.Channels, _deviceFormat.Channels, dspSettings.MatrixCoefficients);
        }
        public static new void LoadData()
        {
            MySandboxGame.Log.WriteLine("MyAudio.LoadData - START");
            MySandboxGame.Log.IncreaseIndent();

            m_canPlay = true;
            MyObjectBuilder_CueDefinitions ob = null;
            try
            {
#if DEBUG
                bool result = false;
                try
                {
                    result = MyObjectBuilder_Base.DeserializeXML(MyCreateFileAudioSBA.GetFilenameSBA(), out ob);
                }
                catch (FileNotFoundException)
                {
                    // generates the Audio.sba file
                    MyCreateFileAudioSBA.Create();
                    result = MyObjectBuilder_Base.DeserializeXML(MyCreateFileAudioSBA.GetFilenameSBA(), out ob);
                }
#else
                bool result = MyObjectBuilder_Base.DeserializeXML(MyCreateFileAudioSBA.GetFilenameSBA(), out ob);
#endif //DEBUG

                if (result)
                {
                    Init();
                }
                else
                {
                    MySandboxGame.Log.WriteLine("Unable to load audio data. Game continues, but without sound", LoggingOptions.AUDIO);
                    m_canPlay = false;
                }
            }
            catch (Exception ex)
            {
                MySandboxGame.Log.WriteLine("Exception during loading audio engine. Game continues, but without sound. Details: " + ex.ToString(), LoggingOptions.AUDIO);
                MySandboxGame.Log.WriteLine("Device ID: " + m_deviceDetails.DeviceID, LoggingOptions.AUDIO);
                MySandboxGame.Log.WriteLine("Device name: " + m_deviceDetails.DisplayName, LoggingOptions.AUDIO);
                MySandboxGame.Log.WriteLine("Device role: " + m_deviceDetails.Role, LoggingOptions.AUDIO);
                MySandboxGame.Log.WriteLine("Output format: " + m_deviceDetails.OutputFormat, LoggingOptions.AUDIO);

                //  This exception is the only way I can know if we can play sound (e.g. if computer doesn't have sound card).
                //  I didn't find other ways of checking it.
                m_canPlay = false;
            }

            if (MyFakes.SIMULATE_NO_SOUND_CARD)
                m_canPlay = false;

            if (m_canPlay)
            {
                m_cueBank = new MyCueBank(m_audioEngine, ob);
                m_3Dsounds = new List<IMy3DSoundEmitter>();
                m_listener = new Listener();
                m_listener.SetDefaultValues();
                m_helperEmitter = new Emitter();
                m_helperEmitter.SetDefaultValues();

                //  This is reverb turned to off, so we hear sounds as they are defined in wav files
                ApplyReverb = false;

                m_musicOn = true;
                m_gameSoundsOn = true;

                //  Volume from config
                VolumeMusic = MyConfig.MusicVolume;
                VolumeGame = MyConfig.GameVolume;
                VolumeHud = MyConfig.GameVolume;
                MyConfig.MusicVolume = VolumeMusic;
                MyConfig.GameVolume = VolumeGame;

                m_mute = false;
                m_musicAllowed = true;

                m_musicState = MyMusicState.Stopped;
                m_loopMusic = true;

                m_transitionForward = false;
                m_timeFromTransitionStart = 0;

                m_soundInstancesTotal2D = 0;
                m_soundInstancesTotal3D = 0;
            }

            MySandboxGame.Log.DecreaseIndent();
            MySandboxGame.Log.WriteLine("MyAudio.LoadData - END");
        }