private void InitVoicePools() { List <MyWaveFormat> waveFormats = m_waveBank.GetWaveFormats(); if (waveFormats.Count > 0) { m_voicePools = new Dictionary <MyWaveFormat, MySourceVoicePool>(waveFormats.Count); foreach (MyWaveFormat waveFormat in waveFormats) { m_voicePools[waveFormat] = new MySourceVoicePool(m_audioEngine, waveFormat.WaveFormat, this); } } }
internal void DestroyVoice() { m_valid = false; m_currentDescriptor = null; StoppedPlaying = null; m_owner = null; m_loopBuffers = null; DisposeWaves(); if (m_voice == null && m_dataStreams == null) { return; } lock (theLock) { if (m_voice != null && !m_voice.IsDisposed) { if (m_voice.NativePointer != IntPtr.Zero) { if (IsValid) { m_voice.Stop(); } } if (m_dataStreams != null) { m_voice.BufferEnd -= OnStopPlayingBuffered; } else { m_voice.BufferEnd -= OnStopPlaying; } } if (m_dataStreams != null) { foreach (var dataStream in m_dataStreams) { dataStream.Dispose(); } m_dataStreams.Clear(); } m_dataStreams = null; } }
public MySourceVoice(MySourceVoicePool owner, XAudio2 device, WaveFormat sourceFormat) { // This value influences how many native memory is allocated in XAudio // When shifting sound to higher frequency it needs more data, because it's compressed in time // Ratio 2 equals to 11 or 12 semitones (=1 octave) // Values around 32 should be pretty safe // Values around 128 needs large amount of memory // Values > 128 are memory killer const float MaxFrequencyRatio = 2; m_voice = new SourceVoice(device, sourceFormat, VoiceFlags.UseFilter, MaxFrequencyRatio, true); m_voice.BufferEnd += OnStopPlaying; m_valid = true; m_owner = owner; m_owner.OnAudioEngineChanged += m_owner_OnAudioEngineChanged; Flush(); }
public MySourceVoice(MySourceVoicePool owner, XAudio2 device, WaveFormat sourceFormat) { // This value influences how many native memory is allocated in XAudio // When shifting sound to higher frequency it needs more data, because it's compressed in time // Ratio 2 equals to 11 or 12 semitones (=1 octave) // Values around 32 should be pretty safe // Values around 128 needs large amount of memory // Values > 128 are memory killer const float MaxFrequencyRatio = 2; m_voice = new SourceVoice(device, sourceFormat, VoiceFlags.UseFilter, MaxFrequencyRatio, true); m_voice.BufferEnd += OnStopPlaying; m_valid = true; m_owner = owner; m_owner.OnAudioEngineChanged += m_owner_OnAudioEngineChanged; Flush(); }
internal void DestroyVoice() { m_valid = false; m_currentDescriptor = null; StoppedPlaying = null; m_owner = null; m_loopBuffers = null; DisposeWaves(); if (m_voice == null && m_dataStreams == null) return; lock (theLock) { if (m_voice != null && !m_voice.IsDisposed) { if (m_voice.NativePointer != IntPtr.Zero) { if (IsValid) m_voice.Stop(); } if (m_dataStreams != null) m_voice.BufferEnd -= OnStopPlayingBuffered; else m_voice.BufferEnd -= OnStopPlaying; } if (m_dataStreams != null) { foreach (var dataStream in m_dataStreams) dataStream.Dispose(); m_dataStreams.Clear(); } m_dataStreams = null; } }