protected static unsafe uint PlaySource(EntityManager mgr, Entity e) { if (mgr.HasComponent <AudioSource>(e)) { AudioSource audioSource = mgr.GetComponentData <AudioSource>(e); Entity clipEntity = audioSource.clip; DynamicBuffer <AudioClipUncompressed> audioClipUncompressed = mgr.GetBuffer <AudioClipUncompressed>(clipEntity); if (mgr.HasComponent <AudioNativeClip>(clipEntity)) { AudioNativeClip audioNativeClip = mgr.GetComponentData <AudioNativeClip>(clipEntity); if (audioNativeClip.clipID > 0) { bool decompressOnPlay = false; if (mgr.HasComponent <AudioClip>(clipEntity)) { AudioClip audioClip = mgr.GetComponentData <AudioClip>(clipEntity); decompressOnPlay = (audioClip.loadType == AudioClipLoadType.DecompressOnPlay); if (decompressOnPlay && (audioClipUncompressed.Length == 0)) { return(0); } audioClip.status = AudioClipStatus.Loaded; mgr.SetComponentData <AudioClip>(clipEntity, audioClip); } // If there is an existing source, it should re-start. // Do this with a Stop() and let it play below. if (mgr.HasComponent <AudioSourceID>(e)) { AudioSourceID ans = mgr.GetComponentData <AudioSourceID>(e); AudioNativeCalls.Stop(ans.sourceID); } float volume = audioSource.volume; float pan = mgr.HasComponent <Audio2dPanning>(e) ? mgr.GetComponentData <Audio2dPanning>(e).pan : 0.0f; // For 3d sounds, we start at volume zero because we don't know if this sound is close or far from the listener. // It is much smoother to ramp up volume from zero than the alternative. if (mgr.HasComponent <Audio3dPanning>(e)) { volume = 0.0f; } uint sourceID = AudioNativeCalls.Play(audioNativeClip.clipID, volume, pan, audioSource.loop ? 1 : 0); return(sourceID); } } } return(0); }
protected override bool PlaySource(Entity e) { var mgr = EntityManager; if (mgr.HasComponent <AudioSource>(e)) { AudioSource audioSource = mgr.GetComponentData <AudioSource>(e); Entity clipEntity = audioSource.clip; if (mgr.HasComponent <AudioNativeClip>(clipEntity)) { AudioNativeClip clip = mgr.GetComponentData <AudioNativeClip>(clipEntity); if (clip.clipID > 0) { // If there is an existing source, it should re-start. // Do this with a Stop() and let it play below. if (mgr.HasComponent <AudioNativeSource>(e)) { AudioNativeSource ans = mgr.GetComponentData <AudioNativeSource>(e); AudioNativeCalls.Stop(ans.sourceID); } float volume = audioSource.volume; float pan = mgr.HasComponent <Audio2dPanning>(e) ? mgr.GetComponentData <Audio2dPanning>(e).pan : 0.0f; // For 3d sounds, we start at volume zero because we don't know if this sound is close or far from the listener. // It is much smoother to ramp up volume from zero than the alternative. if (mgr.HasComponent <Audio3dPanning>(e)) { volume = 0.0f; } uint sourceID = AudioNativeCalls.Play(clip.clipID, volume, pan, audioSource.loop); AudioNativeSource audioNativeSource = new AudioNativeSource() { sourceID = sourceID }; if (mgr.HasComponent <AudioNativeSource>(e)) { mgr.SetComponentData(e, audioNativeSource); } else { mgr.AddComponentData(e, audioNativeSource); } return(true); } } } return(false); }
protected override bool PlaySource(Entity e) { var mgr = EntityManager; if (mgr.HasComponent <AudioSource>(e)) { AudioSource audioSource = mgr.GetComponentData <AudioSource>(e); if (mgr.HasComponent <AudioNativeSource>(e)) { // If there is a native source and it is IsPlaying() then // can't play another, but we are done. (So return true.) // Note that IsPlaying() is synchronous (which is what we want) // as opposed to isPlaying which is async. AudioNativeSource ans = mgr.GetComponentData <AudioNativeSource>(e); if (AudioNativeCalls.IsPlaying(ans.sourceID)) { return(true); } } Entity clipEntity = audioSource.clip; if (mgr.HasComponent <AudioNativeClip>(clipEntity)) { AudioNativeClip clip = mgr.GetComponentData <AudioNativeClip>(clipEntity); if (clip.clipID > 0) { uint sourceID = AudioNativeCalls.Play(clip.clipID, audioSource.volume, audioSource.loop); AudioNativeSource audioNativeSource = new AudioNativeSource() { sourceID = sourceID }; if (mgr.HasComponent <AudioNativeSource>(e)) { mgr.SetComponentData(e, audioNativeSource); } else { PostUpdateCommands.AddComponent(e, audioNativeSource); } return(true); } } } return(false); }
protected override bool PlaySource(Entity e) { var mgr = EntityManager; if (mgr.HasComponent <AudioSource>(e)) { AudioSource audioSource = mgr.GetComponentData <AudioSource>(e); Entity clipEntity = audioSource.clip; if (mgr.HasComponent <AudioNativeClip>(clipEntity)) { AudioNativeClip clip = mgr.GetComponentData <AudioNativeClip>(clipEntity); if (clip.clipID > 0) { // If there is an existing source, it should re-start. // Do this with a Stop() and let it play below. if (mgr.HasComponent <AudioNativeSource>(e)) { AudioNativeSource ans = mgr.GetComponentData <AudioNativeSource>(e); AudioNativeCalls.Stop(ans.sourceID); } uint sourceID = AudioNativeCalls.Play(clip.clipID, audioSource.volume, audioSource.loop); AudioNativeSource audioNativeSource = new AudioNativeSource() { sourceID = sourceID }; if (mgr.HasComponent <AudioNativeSource>(e)) { mgr.SetComponentData(e, audioNativeSource); } else { PostUpdateCommands.AddComponent(e, audioNativeSource); } return(true); } } } return(false); }
protected override unsafe void OnUpdate() { var mgr = EntityManager; Entity audioEntity = m_audioEntity; double currentTime = World.Time.ElapsedTime; int uncompressedAudioMemoryBytes = m_uncompressedAudioMemoryBytes; double worldElapsedTime = World.Time.ElapsedTime; AudioConfig ac = GetSingleton <AudioConfig>(); NativeList <Entity> entitiesPlayed = new NativeList <Entity>(Allocator.Temp); base.OnUpdate(); AudioNativeCalls.PauseAudio(ac.paused); ReinitIfDefaultDeviceChanged(); ReinitIfNoAudioConsumed(ac.paused); // We are starting to make AudioSource play/stop and property changes, so block the audio mixer thread from doing any work // on this state until we are done. AudioNativeCalls.SoundSourcePropertyMutexLock(); for (int i = 0; i < mgr.GetBuffer <SourceIDToStop>(audioEntity).Length; i++) { uint id = mgr.GetBuffer <SourceIDToStop>(audioEntity)[i]; AudioNativeCalls.Stop(id); } // Play sounds. Entities .WithAll <AudioSource, AudioSourceStart>() .ForEach((Entity e) => { uint sourceID = PlaySource(mgr, e); if (sourceID > 0) { AudioSourceID audioSourceID = mgr.GetComponentData <AudioSourceID>(e); audioSourceID.sourceID = sourceID; mgr.SetComponentData <AudioSourceID>(e, audioSourceID); entitiesPlayed.Add(e); } }).Run(); for (int i = 0; i < entitiesPlayed.Length; i++) { mgr.RemoveComponent <AudioSourceStart>(entitiesPlayed[i]); } Entities .ForEach((Entity e, ref AudioClipUsage audioClipUsage) => { audioClipUsage.playingRefCount = 0; }).Run(); // Re-calculate the playing ref count for each audio clip. Also, update AudioSource's isPlaying bool and remove // any AudioSource entities from the list if they are no longer playing. Entities .ForEach((Entity e, in AudioSource audioSource) => { bool audioSourceStarting = mgr.HasComponent <AudioSourceStart>(e); if (audioSourceStarting || audioSource.isPlaying) { Entity clipEntity = audioSource.clip; AudioClipUsage audioClipUsage = mgr.GetComponentData <AudioClipUsage>(clipEntity); audioClipUsage.playingRefCount++; audioClipUsage.lastTimeUsed = currentTime; mgr.SetComponentData <AudioClipUsage>(clipEntity, audioClipUsage); } }).Run(); if (uncompressedAudioMemoryBytes > ac.maxUncompressedAudioMemoryBytes) { Entities .ForEach((Entity e, ref DynamicBuffer <AudioClipUncompressed> audioClipUncompressed) => { if (audioClipUncompressed.Length > 0) { AudioClipUsage audioClipUsage = mgr.GetComponentData <AudioClipUsage>(e); bool notRecentlyUsed = (audioClipUsage.lastTimeUsed + 15.0f < currentTime); bool largeAudioAsset = audioClipUncompressed.Length > 2 * 1024 * 1024; if ((uncompressedAudioMemoryBytes > ac.maxUncompressedAudioMemoryBytes) && (audioClipUsage.playingRefCount <= 0) && (notRecentlyUsed || largeAudioAsset)) { int clipUncompressedAudioMemoryBytes = audioClipUncompressed.Length * sizeof(short); AudioNativeClip audioNativeClip = mgr.GetComponentData <AudioNativeClip>(e); AudioNativeCalls.SetUncompressedMemory(audioNativeClip.clipID, (IntPtr)null, 0); AudioClip audioClip = mgr.GetComponentData <AudioClip>(e); audioClip.status = AudioClipStatus.Loading; mgr.SetComponentData <AudioClip>(e, audioClip); audioClipUncompressed.ResizeUninitialized(0); uncompressedAudioMemoryBytes -= clipUncompressedAudioMemoryBytes; } } }).Run(); Entities .ForEach((Entity e, ref DynamicBuffer <AudioClipUncompressed> audioClipUncompressed) => { if (audioClipUncompressed.Length > 0) { AudioClipUsage audioClipUsage = mgr.GetComponentData <AudioClipUsage>(e); if ((uncompressedAudioMemoryBytes > ac.maxUncompressedAudioMemoryBytes) && (audioClipUsage.playingRefCount <= 0)) { int clipUncompressedAudioMemoryBytes = audioClipUncompressed.Length * sizeof(short); AudioNativeClip audioNativeClip = mgr.GetComponentData <AudioNativeClip>(e); AudioNativeCalls.SetUncompressedMemory(audioNativeClip.clipID, (IntPtr)null, 0); AudioClip audioClip = mgr.GetComponentData <AudioClip>(e); audioClip.status = AudioClipStatus.Loading; mgr.SetComponentData <AudioClip>(e, audioClip); audioClipUncompressed.ResizeUninitialized(0); uncompressedAudioMemoryBytes -= clipUncompressedAudioMemoryBytes; } } }).Run(); } DynamicBuffer <EntityPlaying> entitiesPlaying = mgr.GetBuffer <EntityPlaying>(m_audioEntity); for (int i = 0; i < entitiesPlaying.Length; i++) { Entity e = entitiesPlaying[i]; AudioSource audioSource = mgr.GetComponentData <AudioSource>(e); audioSource.isPlaying = (IsPlaying(mgr, e) == 1) ? true : false; mgr.SetComponentData <AudioSource>(e, audioSource); if (audioSource.isPlaying) { float volume = audioSource.volume; if (mgr.HasComponent <AudioDistanceAttenuation>(e)) { AudioDistanceAttenuation distanceAttenuation = mgr.GetComponentData <AudioDistanceAttenuation>(e); volume *= distanceAttenuation.volume; } SetVolume(mgr, e, volume); if (mgr.HasComponent <Audio3dPanning>(e)) { Audio3dPanning panning = mgr.GetComponentData <Audio3dPanning>(e); SetPan(mgr, e, panning.pan); } else if (mgr.HasComponent <Audio2dPanning>(e)) { Audio2dPanning panning = mgr.GetComponentData <Audio2dPanning>(e); SetPan(mgr, e, panning.pan); } if (mgr.HasComponent <AudioPitch>(e)) { AudioPitch pitchEffect = mgr.GetComponentData <AudioPitch>(e); float pitch = (pitchEffect.pitch > 0.0f) ? pitchEffect.pitch : 1.0f; SetPitch(mgr, e, pitch); } } } // We are done making AudioSource property changes, so unblock the audio mixer thread. AudioNativeCalls.SoundSourcePropertyMutexUnlock(); #if ENABLE_DOTSRUNTIME_PROFILER ProfilerStats.GatheredStats |= ProfilerModes.ProfileAudio; ProfilerStats.AccumStats.audioDspCPUx10.value = (long)(AudioNativeCalls.GetCpuUsage() * 10); ProfilerStats.AccumStats.memAudioCount.value = 0; ProfilerStats.AccumStats.memAudio.value = 0; ProfilerStats.AccumStats.memReservedAudio.value = 0; ProfilerStats.AccumStats.memUsedAudio.value = 0; ProfilerStats.AccumStats.audioStreamFileMemory.value = 0; ProfilerStats.AccumStats.audioSampleMemory.value = 0; Entities .ForEach((Entity e, in DynamicBuffer <AudioClipCompressed> audioClipCompressed, in DynamicBuffer <AudioClipUncompressed> audioClipUncompressed) => { int audioClipCompressedBytes = audioClipCompressed.Length; int audioClipUncompressedBytes = audioClipUncompressed.Length * sizeof(short); int audioClipTotalBytes = audioClipCompressedBytes + audioClipUncompressedBytes; ProfilerStats.AccumStats.memAudioCount.Accumulate(1); ProfilerStats.AccumStats.memAudio.Accumulate(audioClipTotalBytes); ProfilerStats.AccumStats.memReservedAudio.Accumulate(audioClipTotalBytes); ProfilerStats.AccumStats.memUsedAudio.Accumulate(audioClipTotalBytes); ProfilerStats.AccumStats.audioSampleMemory.Accumulate(audioClipTotalBytes); }).Run();