private void UpdateBuffer(AMemory Memory) { //TODO: Implement conversion for formats other //than interleaved stereo (2 channels). //As of now, it assumes that HostChannelsCount == 2. WaveBuffer Wb = WaveBuffers[BufferIndex]; if (SampleFormat == SampleFormat.PcmInt16) { int SamplesCount = (int)(Wb.Size / (sizeof(short) * ChannelsCount)); Samples = new int[SamplesCount * AudioConsts.HostChannelsCount]; if (ChannelsCount == 1) { for (int Index = 0; Index < SamplesCount; Index++) { short Sample = Memory.ReadInt16(Wb.Position + Index * 2); Samples[Index * 2 + 0] = Sample; Samples[Index * 2 + 1] = Sample; } } else { for (int Index = 0; Index < SamplesCount * 2; Index++) { Samples[Index] = Memory.ReadInt16(Wb.Position + Index * 2); } } } else if (SampleFormat == SampleFormat.Adpcm) { byte[] Buffer = Memory.ReadBytes(Wb.Position, Wb.Size); Samples = AdpcmDecoder.Decode(Buffer, AdpcmCtx); } else { throw new InvalidOperationException(); } if (SampleRate != AudioConsts.HostSampleRate) { //TODO: We should keep the frames being discarded (see the 4 below) //on a buffer and include it on the next samples buffer, to allow //the resampler to do seamless interpolation between wave buffers. int SamplesCount = Samples.Length / AudioConsts.HostChannelsCount; SamplesCount = Math.Max(SamplesCount - 4, 0); Samples = Resampler.Resample2Ch( Samples, SampleRate, AudioConsts.HostSampleRate, SamplesCount, ref ResamplerFracPart); } }
public int[] GetBufferData(AMemory Memory, int MaxSamples, out int SamplesCount) { if (!Playing) { SamplesCount = 0; return(null); } if (BufferReload) { BufferReload = false; UpdateBuffer(Memory); } WaveBuffer Wb = WaveBuffers[BufferIndex]; int MaxSize = Samples.Length - Offset; int Size = MaxSamples * AudioConsts.HostChannelsCount; if (Size > MaxSize) { Size = MaxSize; } int[] Output = new int[Size]; Array.Copy(Samples, Offset, Output, 0, Size); SamplesCount = Size / AudioConsts.HostChannelsCount; OutStatus.PlayedSamplesCount += SamplesCount; Offset += Size; if (Offset == Samples.Length) { Offset = 0; if (Wb.Looping == 0) { SetBufferIndex((BufferIndex + 1) & 3); } OutStatus.PlayedWaveBuffersCount++; if (Wb.LastBuffer != 0) { PlayState = PlayState.Paused; } } return(Output); }