예제 #1
0
        //public static void DestroyInstance()
        //{
        //    if (_instance != null)
        //    {
        //        _instance.Dispose();
        //        _instance = null;
        //    }
        //}

        /// <summary>
        /// Destroys the AL context and closes the device, when they exist.
        /// </summary>
        private void CleanUpOpenAL()
        {
            Alc.MakeContextCurrent(NullContext);

            if (_context != NullContext)
            {
                Alc.DestroyContext(_context);
                _context = NullContext;
            }
            if (_device != IntPtr.Zero)
            {
                Alc.CloseDevice(_device);
                _device = IntPtr.Zero;
            }
        }
예제 #2
0
        /// <summary>
        /// Open the sound device, sets up an audio context, and makes the new context
        /// the current context. Note that this method will stop the playback of
        /// music that was running prior to the game start. If any error occurs, then
        /// the state of the controller is reset.
        /// </summary>
        /// <returns>True if the sound controller was setup, and false if not.</returns>
        private bool OpenSoundController()
        {
            try
            {
                _device = Alc.OpenDevice(string.Empty);
                EffectsExtension.device = _device;
            }
            catch (DllNotFoundException ex)
            {
                throw ex;
            }
            catch (Exception ex)
            {
                throw new NoAudioHardwareException("OpenAL device could not be initialized.", ex);
            }

            AlcHelper.CheckError("Could not open OpenAL device");

            if (_device != IntPtr.Zero)
            {
#if ANDROID
                // Attach activity event handlers so we can pause and resume all playing sounds
                AndroidGameView.OnPauseGameThread  += Activity_Paused;
                AndroidGameView.OnResumeGameThread += Activity_Resumed;

                // Query the device for the ideal frequency and update buffer size so
                // we can get the low latency sound path.

                /*
                 * The recommended sequence is:
                 *
                 * Check for feature "android.hardware.audio.low_latency" using code such as this:
                 * import android.content.pm.PackageManager;
                 * ...
                 * PackageManager pm = getContext().getPackageManager();
                 * boolean claimsFeature = pm.hasSystemFeature(PackageManager.FEATURE_AUDIO_LOW_LATENCY);
                 * Check for API level 17 or higher, to confirm use of android.media.AudioManager.getProperty().
                 * Get the native or optimal output sample rate and buffer size for this device's primary output stream, using code such as this:
                 * import android.media.AudioManager;
                 * ...
                 * AudioManager am = (AudioManager) getSystemService(Context.AUDIO_SERVICE);
                 * String sampleRate = am.getProperty(AudioManager.PROPERTY_OUTPUT_SAMPLE_RATE));
                 * String framesPerBuffer = am.getProperty(AudioManager.PROPERTY_OUTPUT_FRAMES_PER_BUFFER));
                 * Note that sampleRate and framesPerBuffer are Strings. First check for null and then convert to int using Integer.parseInt().
                 * Now use OpenSL ES to create an AudioPlayer with PCM buffer queue data locator.
                 *
                 * See http://stackoverflow.com/questions/14842803/low-latency-audio-playback-on-android
                 */

                int frequency     = DEFAULT_FREQUENCY;
                int updateSize    = DEFAULT_UPDATE_SIZE;
                int updateBuffers = DEFAULT_UPDATE_BUFFER_COUNT;
                if (Android.OS.Build.VERSION.SdkInt >= Android.OS.BuildVersionCodes.JellyBeanMr1)
                {
                    Android.Util.Log.Debug("OAL", Game.Activity.PackageManager.HasSystemFeature(PackageManager.FeatureAudioLowLatency) ? "Supports low latency audio playback." : "Does not support low latency audio playback.");

                    var audioManager = Game.Activity.GetSystemService(Context.AudioService) as AudioManager;
                    if (audioManager != null)
                    {
                        var result = audioManager.GetProperty(AudioManager.PropertyOutputSampleRate);
                        if (!string.IsNullOrEmpty(result))
                        {
                            frequency = int.Parse(result, CultureInfo.InvariantCulture);
                        }
                        result = audioManager.GetProperty(AudioManager.PropertyOutputFramesPerBuffer);
                        if (!string.IsNullOrEmpty(result))
                        {
                            updateSize = int.Parse(result, CultureInfo.InvariantCulture);
                        }
                    }

                    // If 4.4 or higher, then we don't need to double buffer on the application side.
                    // See http://stackoverflow.com/a/15006327
                    //if (Android.OS.Build.VERSION.SdkInt >= Android.OS.BuildVersionCodes.Kitkat)
                    //{
                    //    updateBuffers = 1;
                    //}
                }
                else
                {
                    Android.Util.Log.Debug("OAL", "Android 4.2 or higher required for low latency audio playback.");
                }
                Android.Util.Log.Debug("OAL", "Using sample rate " + frequency + "Hz and " + updateBuffers + " buffers of " + updateSize + " frames.");

                // These are missing and non-standard ALC constants
                const int AlcFrequency     = 0x1007;
                const int AlcUpdateSize    = 0x1014;
                const int AlcUpdateBuffers = 0x1015;

                int[] attribute = new[]
                {
                    AlcFrequency, frequency,
                    AlcUpdateSize, updateSize,
                    AlcUpdateBuffers, updateBuffers,
                    0
                };
#elif IOS
                EventHandler <AVAudioSessionInterruptionEventArgs> handler = delegate(object sender, AVAudioSessionInterruptionEventArgs e) {
                    switch (e.InterruptionType)
                    {
                    case AVAudioSessionInterruptionType.Began:
                        AVAudioSession.SharedInstance().SetActive(false);
                        Alc.MakeContextCurrent(IntPtr.Zero);
                        Alc.SuspendContext(_context);
                        break;

                    case AVAudioSessionInterruptionType.Ended:
                        AVAudioSession.SharedInstance().SetActive(true);
                        Alc.MakeContextCurrent(_context);
                        Alc.ProcessContext(_context);
                        break;
                    }
                };
                AVAudioSession.Notifications.ObserveInterruption(handler);

                int[] attribute = new int[0];
#else
                int[] attribute = new int[0];
#endif

                _context = Alc.CreateContext(_device, attribute);
#if DESKTOPGL
                _oggstreamer = new OggStreamer();
#endif

                AlcHelper.CheckError("Could not create OpenAL context");

                if (_context != NullContext)
                {
                    Alc.MakeContextCurrent(_context);
                    AlcHelper.CheckError("Could not make OpenAL context current");
                    SupportsIma4  = AL.IsExtensionPresent("AL_EXT_IMA4");
                    SupportsAdpcm = AL.IsExtensionPresent("AL_SOFT_MSADPCM");
                    SupportsEfx   = AL.IsExtensionPresent("AL_EXT_EFX");
                    SupportsIeee  = AL.IsExtensionPresent("AL_EXT_float32");
                    return(true);
                }
            }
            return(false);
        }