public override void Initialize() { this.Streamer = new OggStreamer(22050, 60f); this.musicVolumeFactor = 1f; this.MusicVolume = SettingsManager.Settings.MusicVolume; this.SoundEffectVolume = SettingsManager.Settings.SoundVolume; this.GlobalVolumeFactor = 1f; this.CameraManager.ProjectionChanged += new Action(this.UpdateLimitDistance); this.UpdateLimitDistance(); this.LevelManager.LevelChanging += new Action(this.KillSounds); this.EngineState.PauseStateChanged += (Action) (() => { if (this.EngineState.Paused) this.Pause(); else this.Resume(); }); }
/// <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 (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 MonoGameAndroidGameView.OnPauseGameThread += Activity_Paused; MonoGameAndroidGameView.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 AVAudioSession.SharedInstance().Init(); // NOTE: Do not override AVAudioSessionCategory set by the game developer: // see https://github.com/MonoGame/MonoGame/issues/6595 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); // Activate the instance or else the interruption handler will not be called. AVAudioSession.SharedInstance().SetActive(true); 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); }
/// <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() { #if MONOMAC alcMacOSXMixerOutputRate(PREFERRED_MIX_RATE); #endif try { _device = Alc.OpenDevice(string.Empty); } catch (Exception ex) { _SoundInitException = ex; return(false); } if (CheckALError("Could not open AL device")) { return(false); } if (_device != IntPtr.Zero) { #if ANDROID // Attach activity event handlers so we can pause and resume all playing sounds AndroidGameActivity.Paused += Activity_Paused; AndroidGameActivity.Resumed += 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 // Use the explicit value rather than a constant as the 4.2 SDK (the build SDK) does not define a constant for 4.4. if ((int)Android.OS.Build.VERSION.SdkInt >= 19) { 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(ContextHandle.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]; #elif !DESKTOPGL int[] attribute = new int[0]; #endif #if DESKTOPGL _acontext = new AudioContext(); _context = Alc.GetCurrentContext(); _oggstreamer = new OggStreamer(); #else _context = Alc.CreateContext(_device, attribute); #endif if (CheckALError("Could not create AL context")) { CleanUpOpenAL(); return(false); } if (_context != ContextHandle.Zero) { Alc.MakeContextCurrent(_context); if (CheckALError("Could not make AL context current")) { CleanUpOpenAL(); return(false); } return(true); } } return(false); }