Example #1
0
 private ShaderMixinObjectId()
 {
     objectIdBuilder = new ObjectIdBuilder();
     buffer = Marshal.AllocHGlobal(65536);
     memStream = new NativeMemoryStream(buffer, 65536);
     writer = new HashSerializationWriter(memStream);
     writer.Context.SerializerSelector = new SerializerSelector("Default", "Hash");
 }
        private ShaderMixinObjectId()
        {
            objectIdBuilder = new ObjectIdBuilder();
            buffer = Marshal.AllocHGlobal(65536);
            memStream = new NativeMemoryStream(buffer, 65536);
            writer = new HashSerializationWriter(memStream);
            writer.Context.SerializerSelector = new SerializerSelector();
            writer.Context.SerializerSelector.RegisterProfile("Default");
            writer.Context.SerializerSelector.RegisterSerializer(new ParameterKeyHashSerializer());
            writer.Context.SerializerSelector.RegisterSerializer(new ParameterCollectionHashSerializer());

            if (parameters == null)
                parameters = new ParameterCollection();
        }
        /// <summary>
        /// Creates a in-memory binary blob as a <see cref="Blob"/> that will also be stored using the active <see cref="IOdbBackend"/>.
        /// Even if <see cref="Blob"/> is new (not in the ODB), memory will be copied.
        /// </summary>
        /// <param name="data">The data.</param>
        /// <param name="size">The size.</param>
        /// <returns>The <see cref="Blob"/> containing given data, with its reference count incremented.</returns>
        public Blob CreateBlob(IntPtr data, int size)
        {
            // Generate hash
            ObjectId objectId;
            var nativeMemoryStream = new NativeMemoryStream(data, size);

            using (var digestStream = new DigestStream(Stream.Null))
            {
                nativeMemoryStream.CopyTo(digestStream);
                objectId = digestStream.CurrentHash;
            }

            lock (LoadedBlobs)
            {
                var blob = Lookup(objectId);
                
                // Blob doesn't exist yet, so let's create it and save it to ODB.
                if (blob == null)
                {
                    // Let's go back to beginning of stream after previous hash
                    nativeMemoryStream.Position = 0;

                    // Create blob
                    blob = new Blob(this, objectId, data, size);
                    blob.AddReference();

                    // Write to disk
                    backendWrite.Write(objectId, nativeMemoryStream, size, false);

                    // Add blob to cache
                    LoadedBlobs.Add(objectId, blob);
                }

                return blob;
            }
        }
Example #4
0
        internal void Load(Stream stream)
        {
            if (stream == null)
                throw new ArgumentNullException(nameof(stream));

            if (AudioEngine.IsDisposed)
                throw new ObjectDisposedException("Audio Engine");

            // create a native memory stream to extract the lz4 audio stream.
            nativeDataBuffer = Utilities.AllocateMemory((int)stream.Length);

            var nativeStream = new NativeMemoryStream(nativeDataBuffer, stream.Length);
            stream.CopyTo(nativeStream);
            nativeStream.Position = 0;

            var waveStreamReader = new SoundStream(nativeStream);
            var waveFormat = waveStreamReader.Format;

            if (waveFormat.Channels > 2)
                throw new NotSupportedException("The wave file contains more than 2 data channels. Only mono and stereo formats are currently supported.");

            if (waveFormat.Encoding != WaveFormatEncoding.Pcm || waveFormat.BitsPerSample != 16)
                throw new NotSupportedException("The wave file audio format is not supported. Only 16bits PCM encoded formats are currently supported.");

            WaveFormat = waveFormat;
            WaveDataPtr = nativeDataBuffer + (int)nativeStream.Position;
            WaveDataSize = (int)waveStreamReader.Length;
            Name = "Sound Effect " + soundEffectCreationCount;

            AdaptAudioDataImpl();

            // register the sound to the AudioEngine so that it will be properly freed if AudioEngine is disposed before this.
            AudioEngine.RegisterSound(this);

            //create a default instance only when actually we load, previously we were creating this on demand which would result sometimes in useless creations and bugs within the editor         
            DefaultInstance = CreateInstance();
            //copy back values we might have set before default instance creation
            DefaultInstance.Pan = defaultPan;
            DefaultInstance.Volume = defaultVolume;
            DefaultInstance.IsLooped = defaultIsLooped;        

            Interlocked.Increment(ref soundEffectCreationCount);
        }
Example #5
0
        internal void Load(Stream stream)
        {
            if (stream == null)
                throw new ArgumentNullException("stream");

            if (AudioEngine.IsDisposed)
                throw new ObjectDisposedException("Audio Engine");

            // create a native memory stream to extract the lz4 audio stream.
            nativeDataBuffer = Utilities.AllocateMemory((int)stream.Length);

            var nativeStream = new NativeMemoryStream(nativeDataBuffer, stream.Length);
            stream.CopyTo(nativeStream);
            nativeStream.Position = 0;

            var waveStreamReader = new SoundStream(nativeStream);
            var waveFormat = waveStreamReader.Format;

            if (waveFormat.Channels > 2)
                throw new NotSupportedException("The wave file contains more than 2 data channels. Only mono and stereo formats are currently supported.");

            if (waveFormat.Encoding != WaveFormatEncoding.Pcm || waveFormat.BitsPerSample != 16)
                throw new NotSupportedException("The wave file audio format is not supported. Only 16bits PCM encoded formats are currently supported.");

            WaveFormat = waveFormat;
            WaveDataPtr = nativeDataBuffer + (int)nativeStream.Position;
            WaveDataSize = (int)waveStreamReader.Length;
            Name = "Sound Effect " + soundEffectCreationCount;

            AdaptAudioDataImpl();

            // register the sound to the AudioEngine so that it will be properly freed if AudioEngine is disposed before this.
            AudioEngine.RegisterSound(this);

            Interlocked.Increment(ref soundEffectCreationCount);
        }