Esempio n. 1
0
        public void Execute(ref ExecuteContext<Parameters, SampleProviders> context)
        {
            bool bufferStarved = false;

            m_currentSubframe++;
            if (m_currentSubframe >= m_ildBuffer.subframesPerFrame)
            {
                m_currentSubframe = 0;
                m_currentFrame++;
                m_ildBuffer          = m_queuedIldBuffer;
                m_lastPlayedBufferID = m_ildBuffer.bufferId;  //we need to report the buffer we just consumed, the audio system knows to keep that one around yet
            }

            for (int outputChannelIndex = 0; outputChannelIndex < context.Outputs.Count; outputChannelIndex++)
            {
                var channelOutput = context.Outputs.GetSampleBuffer(outputChannelIndex);
                if (channelOutput.Channels <= 0)
                    continue;
                var outputBuffer = channelOutput.GetBuffer(0);
                if (m_ildBuffer.channelCount <= outputChannelIndex)
                {
                    for (int i = 0; i < outputBuffer.Length; i++)
                    {
                        outputBuffer[i] = 0f;
                    }
                }
                else if (m_currentFrame - m_ildBuffer.frame >= m_ildBuffer.framesInBuffer)
                {
                    for (int i = 0; i < outputBuffer.Length; i++)
                    {
                        outputBuffer[i] = 0f;
                    }
                    bufferStarved = true;
                }
                else
                {
                    var ildBufferChannel = m_ildBuffer.bufferChannels[outputChannelIndex];

                    int bufferOffset  = m_ildBuffer.subframesPerFrame * (m_currentFrame - m_ildBuffer.frame) + m_currentSubframe;
                    bufferOffset     *= outputBuffer.Length;
                    for (int i = 0; i < outputBuffer.Length; i++)
                    {
                        outputBuffer[i] = ildBufferChannel.buffer[bufferOffset + i];
                    }
                }
            }

            if (bufferStarved && m_ildBuffer.warnIfStarved)
            {
                UnityEngine.Debug.LogWarning(
                    $"Dsp buffer starved. Kernel frame: {m_currentFrame}, IldBuffer frame: {m_ildBuffer.frame}, ildBuffer Id: {m_ildBuffer.bufferId}, frames in buffer: {m_ildBuffer.framesInBuffer}, subframe: {m_currentSubframe}/{m_ildBuffer.subframesPerFrame}");
            }

            if (m_currentSubframe == 0)
            {
                long     packed   = m_currentFrame + (((long)m_lastPlayedBufferID) << 32);
                ref long location = ref UnsafeUtility.AsRef<long>(m_packedFrameCounterBufferId);
                Interlocked.Exchange(ref location, packed);
            }
Esempio n. 2
0
 public void Initialize()
 {
     //We start on frame 1 so that a buffer ID and frame of both 0 means uninitialized.
     //The audio components use this at the time of writing this comment.
     m_currentFrame       = 1;
     m_currentSubframe    = 0;
     m_lastPlayedBufferID = -1;
     m_ildBuffer          = default;
     m_queuedIldBuffer    = default;
 }