public AudioOutput(int channels = 1, int sampleRate = 44100) { if (channels < 1 || channels > 2) { throw new ArgumentOutOfRangeException(nameof(channels)); } if (sampleRate < 2000 || sampleRate > 200000) { throw new ArgumentOutOfRangeException(nameof(sampleRate)); } try { al = AL.GetApi(true); alContext = ALContext.GetApi(true); } catch { al = AL.GetApi(false); alContext = ALContext.GetApi(false); } device = alContext.OpenDevice(""); Available = device != null; if (Available) { context = alContext.CreateContext(device, null); alContext.MakeContextCurrent(context); if (al.GetError() != AudioError.NoError) { Available = false; if (context != null) { alContext.DestroyContext(context); } alContext.CloseDevice(device); al.Dispose(); alContext.Dispose(); disposed = true; return; } source = al.GenSource(); al.SetSourceProperty(source, SourceBoolean.Looping, true); al.SetSourceProperty(source, SourceFloat.Gain, 1.0f); } }
private unsafe float InitSound(float elapsedSinceLastCall, float elapsedTimeSinceLastFlightLoop, int counter) { CheckError(); // We have to save the old context and restore it later, so that we don't interfere with X-Plane // and other plugins. var oldContext = _alc.GetCurrentContext(); // Try to create our own default device and context. If we fail, we're dead, we won't play any sound. _device = _alc.OpenDevice(null); if (_device == null) { XPlane.Trace.WriteLine("[OpenAL Sample] Could not open the default OpenAL device."); return(0); } _context = _alc.CreateContext(_device, null); if (_context == null) { if (oldContext != null) { _alc.MakeContextCurrent(oldContext); } _alc.CloseDevice(_device); _device = null; XPlane.Trace.WriteLine("[OpenAL Sample] Could not create a context."); return(0); } // Make our context current, so that OpenAL commands affect our, um, stuff. _alc.MakeContextCurrent(_context); var path = Path.Combine(Path.GetDirectoryName(PluginInfo.ThisPlugin.FilePath), "sound.wav"); // Generate 1 source and load a buffer of audio. _soundSource = _al.GenSource(); CheckError(); _soundBuffer = WavHelper.LoadWav(path, _al); XPlane.Trace.WriteLine($"[OpenAL Sample] Loaded {_soundBuffer} from {path}."); // Basic initialization code to play a sound: specify the buffer the source is playing, as well as some // sound parameters. This doesn't play the sound - it's just one-time initialization. _al.SetSourceProperty(_soundSource, SourceInteger.Buffer, _soundBuffer); _al.SetSourceProperty(_soundSource, SourceFloat.Pitch, 1f); _al.SetSourceProperty(_soundSource, SourceFloat.Gain, 1f); _al.SetSourceProperty(_soundSource, SourceBoolean.Looping, false); _al.SetSourceProperty(_soundSource, SourceVector3.Position, Vector3.Zero); _al.SetSourceProperty(_soundSource, SourceVector3.Velocity, Vector3.Zero); CheckError(); // Finally: put back the old context _if_ we had one. If old_ctx was null, X-Plane isn't using OpenAL. if (oldContext != null) { _alc.MakeContextCurrent(oldContext); } return(0); }
private unsafe float InitSound(float elapsedSinceLastCall, float elapsedTimeSinceLastFlightLoop, int counter) { CheckError(); var oldContext = _alc.GetCurrentContext(); if (oldContext == null) { XPlane.Trace.WriteLine("[OpenAL Sample] I found no OpenAL, I will be the first to init."); _device = _alc.OpenDevice(null); if (_device == null) { XPlane.Trace.WriteLine("[OpenAL Sample] Could not open the default OpenAL device."); return(0); } _context = _alc.CreateContext(_device, null); if (_context == null) { _alc.CloseDevice(_device); _device = null; XPlane.Trace.WriteLine("[OpenAL Sample] Could not open the default OpenAL device."); return(0); } _alc.MakeContextCurrent(_context); XPlane.Trace.WriteLine("[OpenAL Sample] Created the Open AL context."); var hardware = _alc.GetContextProperty(_device, GetContextString.DeviceSpecifier); var extensions = _alc.GetContextProperty(_device, GetContextString.Extensions); int major, minor; _alc.GetContextProperty(_device, GetContextInteger.MajorVersion, 1, &major); _alc.GetContextProperty(_device, GetContextInteger.MinorVersion, 1, &minor); XPlane.Trace.WriteLine($"[OpenAL Sample] OpenAL version : {major}.{minor}"); XPlane.Trace.WriteLine($"[OpenAL Sample] OpenAL hardware : {hardware}"); XPlane.Trace.WriteLine($"[OpenAL Sample] OpenAL extensions: {extensions}"); CheckError(); } else { XPlane.Trace.WriteLine($"[OpenAL Sample] I found someone else's context: {(ulong)oldContext:X8}"); } var path = Path.Combine(Path.GetDirectoryName(PluginInfo.ThisPlugin.FilePath), "sound.wav"); // Generate 1 source and load a buffer of audio. _soundSource = _al.GenSource(); CheckError(); _soundBuffer = WavHelper.LoadWav(path, _al); XPlane.Trace.WriteLine($"[OpenAL Sample] Loaded {_soundBuffer} from {path}."); // Basic initialization code to play a sound: specify the buffer the source is playing, as well as some // sound parameters. This doesn't play the sound - it's just one-time initialization. _al.SetSourceProperty(_soundSource, SourceInteger.Buffer, _soundBuffer); _al.SetSourceProperty(_soundSource, SourceFloat.Pitch, 1f); _al.SetSourceProperty(_soundSource, SourceFloat.Gain, 1f); _al.SetSourceProperty(_soundSource, SourceBoolean.Looping, false); _al.SetSourceProperty(_soundSource, SourceVector3.Position, Vector3.Zero); _al.SetSourceProperty(_soundSource, SourceVector3.Velocity, Vector3.Zero); CheckError(); return(0); }