Refactor Audio Backend to not depend on AudioSource object

This commit is contained in:
Wojtek Figat
2024-05-06 10:36:36 +02:00
parent 5b2af6b3d5
commit f43cd97907
14 changed files with 532 additions and 627 deletions

View File

@@ -8,7 +8,6 @@
#include "Engine/Core/Collections/ChunkedArray.h"
#include "Engine/Core/Log.h"
#include "Engine/Audio/Audio.h"
#include "Engine/Audio/AudioSource.h"
#include "Engine/Threading/Threading.h"
#if PLATFORM_WINDOWS
@@ -76,7 +75,7 @@ namespace XAudio2
}
public:
AudioSource* Source;
uint32 SourceID;
void PeekSamples();
};
@@ -85,6 +84,7 @@ namespace XAudio2
{
IXAudio2SourceVoice* Voice;
WAVEFORMATEX Format;
AudioDataInfo Info;
XAUDIO2_SEND_DESCRIPTOR Destination;
float StartTimeForQueueBuffer;
float LastBufferStartTime;
@@ -93,6 +93,8 @@ namespace XAudio2
int32 Channels;
bool IsDirty;
bool IsPlaying;
bool IsLoop;
uint32 LastBufferID;
VoiceCallback Callback;
Source()
@@ -112,6 +114,8 @@ namespace XAudio2
IsDirty = false;
Is3D = false;
IsPlaying = false;
IsLoop = false;
LastBufferID = 0;
LastBufferStartSamplesPlayed = 0;
BuffersProcessed = 0;
}
@@ -120,17 +124,6 @@ namespace XAudio2
{
return Voice == nullptr;
}
void UpdateTransform(const AudioSource* source)
{
Position = source->GetPosition();
Orientation = source->GetOrientation();
}
void UpdateVelocity(const AudioSource* source)
{
Velocity = source->GetVelocity();
}
};
struct Buffer
@@ -166,11 +159,11 @@ namespace XAudio2
ChunkedArray<Buffer*, 64> Buffers; // TODO: use ChunkedArray for better performance or use buffers pool?
EngineCallback Callback;
Source* GetSource(const AudioSource* source)
Source* GetSource(uint32 sourceID)
{
if (source->SourceID == 0)
if (sourceID == 0)
return nullptr;
return &Sources[source->SourceID - 1]; // 0 is invalid ID so shift them
return &Sources[sourceID - 1]; // 0 is invalid ID so shift them
}
void MarkAllDirty()
@@ -178,9 +171,9 @@ namespace XAudio2
ForceDirty = true;
}
void QueueBuffer(Source* aSource, const AudioSource* source, const int32 bufferId, XAUDIO2_BUFFER& buffer)
void QueueBuffer(Source* aSource, const int32 bufferID, XAUDIO2_BUFFER& buffer)
{
Buffer* aBuffer = Buffers[bufferId - 1];
Buffer* aBuffer = Buffers[bufferID - 1];
buffer.pAudioData = aBuffer->Data.Get();
buffer.AudioBytes = aBuffer->Data.Count();
@@ -200,14 +193,14 @@ namespace XAudio2
void VoiceCallback::OnBufferEnd(void* pBufferContext)
{
auto aSource = GetSource(Source);
auto aSource = GetSource(SourceID);
if (aSource->IsPlaying)
aSource->BuffersProcessed++;
}
void VoiceCallback::PeekSamples()
{
auto aSource = GetSource(Source);
auto aSource = GetSource(SourceID);
XAUDIO2_VOICE_STATE state;
aSource->Voice->GetState(&state);
aSource->LastBufferStartSamplesPlayed = state.SamplesPlayed;
@@ -216,7 +209,7 @@ namespace XAudio2
void AudioBackendXAudio2::Listener_Reset()
{
XAudio2::Listener->Reset();
XAudio2::Listener.Reset();
XAudio2::MarkAllDirty();
}
@@ -238,17 +231,13 @@ void AudioBackendXAudio2::Listener_ReinitializeAll()
// TODO: Implement XAudio2 reinitialization; read HRTF audio value from Audio class
}
void AudioBackendXAudio2::Source_OnAdd(AudioSource* source)
uint32 AudioBackendXAudio2::Source_Add(const AudioDataInfo& format, const Vector3& position, const Quaternion& orientation, float volume, float pitch, float pan, bool loop, bool spatial, float attenuation, float minDistance, float doppler)
{
// Skip if has no clip (needs audio data to create a source - needs data format information)
if (source->Clip == nullptr || !source->Clip->IsLoaded())
return;
auto clip = source->Clip.Get();
ScopeLock lock(XAudio2::Locker);
// Get first free source
XAudio2::Source* aSource = nullptr;
uint32 sourceID;
uint32 sourceID = 0;
for (int32 i = 0; i < XAudio2::Sources.Count(); i++)
{
if (XAudio2::Sources[i].IsFree())
@@ -266,115 +255,124 @@ void AudioBackendXAudio2::Source_OnAdd(AudioSource* source)
XAudio2::Sources.Add(src);
aSource = &XAudio2::Sources[sourceID];
}
sourceID++; // 0 is invalid ID so shift them
// Initialize audio data format information (from clip)
const auto& header = clip->AudioHeader;
auto& format = aSource->Format;
format.wFormatTag = WAVE_FORMAT_PCM;
format.nChannels = clip->Is3D() ? 1 : header.Info.NumChannels; // 3d audio is always mono (AudioClip auto-converts before buffer write if FeatureFlags::SpatialMultiChannel is unset)
format.nSamplesPerSec = header.Info.SampleRate;
format.wBitsPerSample = header.Info.BitDepth;
format.nBlockAlign = (WORD)(format.nChannels * (format.wBitsPerSample / 8));
format.nAvgBytesPerSec = format.nSamplesPerSec * format.nBlockAlign;
format.cbSize = 0;
aSource->Info = format;
auto& aFormat = aSource->Format;
aFormat.wFormatTag = WAVE_FORMAT_PCM;
aFormat.nChannels = spatial ? 1 : format.NumChannels; // 3d audio is always mono (AudioClip auto-converts before buffer write if FeatureFlags::SpatialMultiChannel is unset)
aFormat.nSamplesPerSec = format.SampleRate;
aFormat.wBitsPerSample = format.BitDepth;
aFormat.nBlockAlign = (WORD)(aFormat.nChannels * (aFormat.wBitsPerSample / 8));
aFormat.nAvgBytesPerSec = aFormat.nSamplesPerSec * aFormat.nBlockAlign;
aFormat.cbSize = 0;
// Setup dry effect
aSource->Destination.pOutputVoice = XAudio2::MasteringVoice;
// Create voice
const XAUDIO2_VOICE_SENDS sendList =
{
1,
&aSource->Destination
};
const XAUDIO2_VOICE_SENDS sendList = { 1, &aSource->Destination };
HRESULT hr = XAudio2::Instance->CreateSourceVoice(&aSource->Voice, &aSource->Format, 0, 2.0f, &aSource->Callback, &sendList);
XAUDIO2_CHECK_ERROR(CreateSourceVoice);
if (FAILED(hr))
return;
source->SourceID = sourceID + 1; // 0 is invalid ID so shift them
return 0;
// Prepare source state
aSource->Callback.Source = source;
aSource->Callback.SourceID = sourceID;
aSource->IsDirty = true;
aSource->Is3D = source->Is3D();
aSource->Pitch = source->GetPitch();
aSource->Pan = source->GetPan();
aSource->DopplerFactor = source->GetDopplerFactor();
aSource->Volume = source->GetVolume();
aSource->MinDistance = source->GetMinDistance();
aSource->Attenuation = source->GetAttenuation();
aSource->Channels = format.nChannels;
aSource->UpdateTransform(source);
aSource->UpdateVelocity(source);
hr = aSource->Voice->SetVolume(source->GetVolume());
aSource->IsLoop = loop;
aSource->Is3D = spatial;
aSource->Pitch = pitch;
aSource->Pan = pan;
aSource->DopplerFactor = doppler;
aSource->Volume = volume;
aSource->MinDistance = minDistance;
aSource->Attenuation = attenuation;
aSource->Channels = aFormat.nChannels;
aSource->Position = position;
aSource->Orientation = orientation;
aSource->Velocity = Vector3::Zero;
hr = aSource->Voice->SetVolume(volume);
XAUDIO2_CHECK_ERROR(SetVolume);
source->Restore();
return sourceID;
}
void AudioBackendXAudio2::Source_OnRemove(AudioSource* source)
void AudioBackendXAudio2::Source_Remove(uint32 sourceID)
{
ScopeLock lock(XAudio2::Locker);
source->Cleanup();
auto aSource = XAudio2::GetSource(sourceID);
if (!aSource)
return;
// Free source
if (aSource->Voice)
{
aSource->Voice->DestroyVoice();
}
aSource->Init();
}
void AudioBackendXAudio2::Source_VelocityChanged(AudioSource* source)
void AudioBackendXAudio2::Source_VelocityChanged(uint32 sourceID, const Vector3& velocity)
{
auto aSource = XAudio2::GetSource(source);
auto aSource = XAudio2::GetSource(sourceID);
if (aSource)
{
aSource->UpdateVelocity(source);
aSource->Velocity = velocity;
aSource->IsDirty = true;
}
}
void AudioBackendXAudio2::Source_TransformChanged(AudioSource* source)
void AudioBackendXAudio2::Source_TransformChanged(uint32 sourceID, const Vector3& position, const Quaternion& orientation)
{
auto aSource = XAudio2::GetSource(source);
auto aSource = XAudio2::GetSource(sourceID);
if (aSource)
{
aSource->UpdateTransform(source);
aSource->Position = position;
aSource->Orientation = orientation;
aSource->IsDirty = true;
}
}
void AudioBackendXAudio2::Source_VolumeChanged(AudioSource* source)
void AudioBackendXAudio2::Source_VolumeChanged(uint32 sourceID, float volume)
{
auto aSource = XAudio2::GetSource(source);
auto aSource = XAudio2::GetSource(sourceID);
if (aSource && aSource->Voice)
{
aSource->Volume = source->GetVolume();
const HRESULT hr = aSource->Voice->SetVolume(source->GetVolume());
aSource->Volume = volume;
const HRESULT hr = aSource->Voice->SetVolume(volume);
XAUDIO2_CHECK_ERROR(SetVolume);
}
}
void AudioBackendXAudio2::Source_PitchChanged(AudioSource* source)
void AudioBackendXAudio2::Source_PitchChanged(uint32 sourceID, float pitch)
{
auto aSource = XAudio2::GetSource(source);
auto aSource = XAudio2::GetSource(sourceID);
if (aSource)
{
aSource->Pitch = source->GetPitch();
aSource->Pitch = pitch;
aSource->IsDirty = true;
}
}
void AudioBackendXAudio2::Source_PanChanged(AudioSource* source)
void AudioBackendXAudio2::Source_PanChanged(uint32 sourceID, float pan)
{
auto aSource = XAudio2::GetSource(source);
auto aSource = XAudio2::GetSource(sourceID);
if (aSource)
{
aSource->Pan = source->GetPan();
aSource->Pan = pan;
aSource->IsDirty = true;
}
}
void AudioBackendXAudio2::Source_IsLoopingChanged(AudioSource* source)
void AudioBackendXAudio2::Source_IsLoopingChanged(uint32 sourceID, bool loop)
{
auto aSource = XAudio2::GetSource(source);
ScopeLock lock(XAudio2::Locker);
auto aSource = XAudio2::GetSource(sourceID);
if (!aSource || !aSource->Voice)
return;
aSource->IsLoop = loop;
// Skip if has no buffers (waiting for data or sth)
XAUDIO2_VOICE_STATE state;
@@ -382,15 +380,12 @@ void AudioBackendXAudio2::Source_IsLoopingChanged(AudioSource* source)
if (state.BuffersQueued == 0)
return;
// Looping is defined during buffer submission so reset source buffer (this is called only for non-streamable sources that ue single buffer)
XAudio2::Locker.Lock();
const uint32 bufferId = source->Clip->Buffers[0];
XAudio2::Buffer* aBuffer = XAudio2::Buffers[bufferId - 1];
XAudio2::Locker.Unlock();
// Looping is defined during buffer submission so reset source buffer (this is called only for non-streamable sources that use a single buffer)
const uint32 bufferID = aSource->LastBufferID;
XAudio2::Buffer* aBuffer = XAudio2::Buffers[bufferID - 1];
HRESULT hr;
const bool isPlaying = source->IsActuallyPlayingSth();
const bool isPlaying = aSource->IsPlaying;
if (isPlaying)
{
hr = aSource->Voice->Stop();
@@ -406,7 +401,7 @@ void AudioBackendXAudio2::Source_IsLoopingChanged(AudioSource* source)
XAUDIO2_BUFFER buffer = { 0 };
buffer.pContext = aBuffer;
buffer.Flags = XAUDIO2_END_OF_STREAM;
if (source->GetIsLooping())
if (loop)
buffer.LoopCount = XAUDIO2_LOOP_INFINITE;
// Restore play position
@@ -415,7 +410,7 @@ void AudioBackendXAudio2::Source_IsLoopingChanged(AudioSource* source)
buffer.PlayLength = totalSamples - buffer.PlayBegin;
aSource->StartTimeForQueueBuffer = 0;
XAudio2::QueueBuffer(aSource, source, bufferId, buffer);
XAudio2::QueueBuffer(aSource, bufferID, buffer);
if (isPlaying)
{
@@ -424,48 +419,22 @@ void AudioBackendXAudio2::Source_IsLoopingChanged(AudioSource* source)
}
}
void AudioBackendXAudio2::Source_SpatialSetupChanged(AudioSource* source)
void AudioBackendXAudio2::Source_SpatialSetupChanged(uint32 sourceID, bool spatial, float attenuation, float minDistance, float doppler)
{
auto aSource = XAudio2::GetSource(source);
auto aSource = XAudio2::GetSource(sourceID);
if (aSource)
{
aSource->Is3D = source->Is3D();
aSource->MinDistance = source->GetMinDistance();
aSource->Attenuation = source->GetAttenuation();
aSource->DopplerFactor = source->GetDopplerFactor();
aSource->Is3D = spatial;
aSource->MinDistance = minDistance;
aSource->Attenuation = attenuation;
aSource->DopplerFactor = doppler;
aSource->IsDirty = true;
}
}
void AudioBackendXAudio2::Source_ClipLoaded(AudioSource* source)
void AudioBackendXAudio2::Source_Play(uint32 sourceID)
{
ScopeLock lock(XAudio2::Locker);
auto aSource = XAudio2::GetSource(source);
if (!aSource)
{
// Register source if clip was missing
Source_OnAdd(source);
}
}
void AudioBackendXAudio2::Source_Cleanup(AudioSource* source)
{
ScopeLock lock(XAudio2::Locker);
auto aSource = XAudio2::GetSource(source);
if (!aSource)
return;
// Free source
if (aSource->Voice)
{
aSource->Voice->DestroyVoice();
}
aSource->Init();
}
void AudioBackendXAudio2::Source_Play(AudioSource* source)
{
auto aSource = XAudio2::GetSource(source);
auto aSource = XAudio2::GetSource(sourceID);
if (aSource && aSource->Voice && !aSource->IsPlaying)
{
// Play
@@ -475,9 +444,9 @@ void AudioBackendXAudio2::Source_Play(AudioSource* source)
}
}
void AudioBackendXAudio2::Source_Pause(AudioSource* source)
void AudioBackendXAudio2::Source_Pause(uint32 sourceID)
{
auto aSource = XAudio2::GetSource(source);
auto aSource = XAudio2::GetSource(sourceID);
if (aSource && aSource->Voice && aSource->IsPlaying)
{
// Pause
@@ -487,9 +456,9 @@ void AudioBackendXAudio2::Source_Pause(AudioSource* source)
}
}
void AudioBackendXAudio2::Source_Stop(AudioSource* source)
void AudioBackendXAudio2::Source_Stop(uint32 sourceID)
{
auto aSource = XAudio2::GetSource(source);
auto aSource = XAudio2::GetSource(sourceID);
if (aSource && aSource->Voice)
{
aSource->StartTimeForQueueBuffer = 0.0f;
@@ -509,9 +478,9 @@ void AudioBackendXAudio2::Source_Stop(AudioSource* source)
}
}
void AudioBackendXAudio2::Source_SetCurrentBufferTime(AudioSource* source, float value)
void AudioBackendXAudio2::Source_SetCurrentBufferTime(uint32 sourceID, float value)
{
const auto aSource = XAudio2::GetSource(source);
const auto aSource = XAudio2::GetSource(sourceID);
if (aSource)
{
// Store start time so next buffer submitted will start from here (assumes audio is stopped)
@@ -519,60 +488,63 @@ void AudioBackendXAudio2::Source_SetCurrentBufferTime(AudioSource* source, float
}
}
float AudioBackendXAudio2::Source_GetCurrentBufferTime(const AudioSource* source)
float AudioBackendXAudio2::Source_GetCurrentBufferTime(uint32 sourceID)
{
float time = 0;
auto aSource = XAudio2::GetSource(source);
auto aSource = XAudio2::GetSource(sourceID);
if (aSource)
{
ASSERT(source->Clip && source->Clip->IsLoaded());
const auto& clipInfo = source->Clip->AudioHeader.Info;
const auto& clipInfo = aSource->Info;
XAUDIO2_VOICE_STATE state;
aSource->Voice->GetState(&state);
const uint32 numChannels = clipInfo.NumChannels;
const uint32 totalSamples = clipInfo.NumSamples / numChannels;
const uint32 totalSamples = clipInfo.NumSamples / clipInfo.NumChannels;
const uint32 sampleRate = clipInfo.SampleRate; // / clipInfo.NumChannels;
state.SamplesPlayed -= aSource->LastBufferStartSamplesPlayed % totalSamples; // Offset by the last buffer start to get time relative to its begin
time = aSource->LastBufferStartTime + (state.SamplesPlayed % totalSamples) / static_cast<float>(Math::Max(1U, sampleRate));
uint64 lastBufferStartSamplesPlayed = aSource->LastBufferStartSamplesPlayed;
if (totalSamples > 0)
lastBufferStartSamplesPlayed %= totalSamples;
state.SamplesPlayed -= lastBufferStartSamplesPlayed % totalSamples; // Offset by the last buffer start to get time relative to its begin
if (totalSamples > 0)
state.SamplesPlayed %= totalSamples;
time = aSource->LastBufferStartTime + state.SamplesPlayed / static_cast<float>(Math::Max(1U, sampleRate));
}
return time;
}
void AudioBackendXAudio2::Source_SetNonStreamingBuffer(AudioSource* source)
void AudioBackendXAudio2::Source_SetNonStreamingBuffer(uint32 sourceID, uint32 bufferID)
{
auto aSource = XAudio2::GetSource(source);
auto aSource = XAudio2::GetSource(sourceID);
if (!aSource)
return;
aSource->LastBufferID = bufferID; // Use for looping change
XAudio2::Locker.Lock();
const uint32 bufferId = source->Clip->Buffers[0];
XAudio2::Buffer* aBuffer = XAudio2::Buffers[bufferId - 1];
XAudio2::Buffer* aBuffer = XAudio2::Buffers[bufferID - 1];
XAudio2::Locker.Unlock();
XAUDIO2_BUFFER buffer = { 0 };
buffer.pContext = aBuffer;
buffer.Flags = XAUDIO2_END_OF_STREAM;
if (source->GetIsLooping())
if (aSource->IsLoop)
buffer.LoopCount = XAUDIO2_LOOP_INFINITE;
// Queue single buffer
XAudio2::QueueBuffer(aSource, source, bufferId, buffer);
XAudio2::QueueBuffer(aSource, bufferID, buffer);
}
void AudioBackendXAudio2::Source_GetProcessedBuffersCount(AudioSource* source, int32& processedBuffersCount)
void AudioBackendXAudio2::Source_GetProcessedBuffersCount(uint32 sourceID, int32& processedBuffersCount)
{
processedBuffersCount = 0;
auto aSource = XAudio2::GetSource(source);
auto aSource = XAudio2::GetSource(sourceID);
if (aSource && aSource->Voice)
{
processedBuffersCount = aSource->BuffersProcessed;
}
}
void AudioBackendXAudio2::Source_GetQueuedBuffersCount(AudioSource* source, int32& queuedBuffersCount)
void AudioBackendXAudio2::Source_GetQueuedBuffersCount(uint32 sourceID, int32& queuedBuffersCount)
{
queuedBuffersCount = 0;
auto aSource = XAudio2::GetSource(source);
auto aSource = XAudio2::GetSource(sourceID);
if (aSource && aSource->Voice)
{
XAUDIO2_VOICE_STATE state;
@@ -581,23 +553,24 @@ void AudioBackendXAudio2::Source_GetQueuedBuffersCount(AudioSource* source, int3
}
}
void AudioBackendXAudio2::Source_QueueBuffer(AudioSource* source, uint32 bufferId)
void AudioBackendXAudio2::Source_QueueBuffer(uint32 sourceID, uint32 bufferID)
{
auto aSource = XAudio2::GetSource(source);
auto aSource = XAudio2::GetSource(sourceID);
if (!aSource)
return;
aSource->LastBufferID = bufferID; // Use for looping change
XAudio2::Buffer* aBuffer = XAudio2::Buffers[bufferId - 1];
XAudio2::Buffer* aBuffer = XAudio2::Buffers[bufferID - 1];
XAUDIO2_BUFFER buffer = { 0 };
buffer.pContext = aBuffer;
XAudio2::QueueBuffer(aSource, source, bufferId, buffer);
XAudio2::QueueBuffer(aSource, bufferID, buffer);
}
void AudioBackendXAudio2::Source_DequeueProcessedBuffers(AudioSource* source)
void AudioBackendXAudio2::Source_DequeueProcessedBuffers(uint32 sourceID)
{
auto aSource = XAudio2::GetSource(source);
auto aSource = XAudio2::GetSource(sourceID);
if (aSource && aSource->Voice)
{
const HRESULT hr = aSource->Voice->FlushSourceBuffers();
@@ -608,7 +581,7 @@ void AudioBackendXAudio2::Source_DequeueProcessedBuffers(AudioSource* source)
uint32 AudioBackendXAudio2::Buffer_Create()
{
uint32 bufferId;
uint32 bufferID;
ScopeLock lock(XAudio2::Locker);
// Get first free buffer slot
@@ -619,7 +592,7 @@ uint32 AudioBackendXAudio2::Buffer_Create()
{
aBuffer = New<XAudio2::Buffer>();
XAudio2::Buffers[i] = aBuffer;
bufferId = i + 1;
bufferID = i + 1;
break;
}
}
@@ -628,28 +601,28 @@ uint32 AudioBackendXAudio2::Buffer_Create()
// Add new slot
aBuffer = New<XAudio2::Buffer>();
XAudio2::Buffers.Add(aBuffer);
bufferId = XAudio2::Buffers.Count();
bufferID = XAudio2::Buffers.Count();
}
aBuffer->Data.Resize(0);
return bufferId;
return bufferID;
}
void AudioBackendXAudio2::Buffer_Delete(uint32 bufferId)
void AudioBackendXAudio2::Buffer_Delete(uint32 bufferID)
{
ScopeLock lock(XAudio2::Locker);
XAudio2::Buffer*& aBuffer = XAudio2::Buffers[bufferId - 1];
XAudio2::Buffer*& aBuffer = XAudio2::Buffers[bufferID - 1];
aBuffer->Data.Resize(0);
Delete(aBuffer);
aBuffer = nullptr;
}
void AudioBackendXAudio2::Buffer_Write(uint32 bufferId, byte* samples, const AudioDataInfo& info)
void AudioBackendXAudio2::Buffer_Write(uint32 bufferID, byte* samples, const AudioDataInfo& info)
{
CHECK(info.NumChannels <= MAX_INPUT_CHANNELS);
XAudio2::Locker.Lock();
XAudio2::Buffer* aBuffer = XAudio2::Buffers[bufferId - 1];
XAudio2::Buffer* aBuffer = XAudio2::Buffers[bufferID - 1];
XAudio2::Locker.Unlock();
const uint32 samplesLength = info.NumSamples * info.BitDepth / 8;
@@ -735,7 +708,6 @@ bool AudioBackendXAudio2::Base_Init()
void AudioBackendXAudio2::Base_Update()
{
// Update dirty voices
const auto listener = XAudio2::GetListener();
float outputMatrix[MAX_CHANNELS_MATRIX_SIZE];
for (int32 i = 0; i < XAudio2::Sources.Count(); i++)
{
@@ -743,7 +715,7 @@ void AudioBackendXAudio2::Base_Update()
if (source.IsFree() || !(source.IsDirty || XAudio2::ForceDirty))
continue;
auto mix = AudioBackendTools::CalculateSoundMix(XAudio2::Settings, *listener, source, XAudio2::Channels);
auto mix = AudioBackendTools::CalculateSoundMix(XAudio2::Settings, XAudio2::Listener, source, XAudio2::Channels);
mix.VolumeIntoChannels();
AudioBackendTools::MapChannels(source.Channels, XAudio2::Channels, mix.Channels, outputMatrix);

View File

@@ -17,30 +17,28 @@ public:
void Listener_VelocityChanged(const Vector3& velocity) override;
void Listener_TransformChanged(const Vector3& position, const Quaternion& orientation) override;
void Listener_ReinitializeAll() override;
void Source_OnAdd(AudioSource* source) override;
void Source_OnRemove(AudioSource* source) override;
void Source_VelocityChanged(AudioSource* source) override;
void Source_TransformChanged(AudioSource* source) override;
void Source_VolumeChanged(AudioSource* source) override;
void Source_PitchChanged(AudioSource* source) override;
void Source_PanChanged(AudioSource* source) override;
void Source_IsLoopingChanged(AudioSource* source) override;
void Source_SpatialSetupChanged(AudioSource* source) override;
void Source_ClipLoaded(AudioSource* source) override;
void Source_Cleanup(AudioSource* source) override;
void Source_Play(AudioSource* source) override;
void Source_Pause(AudioSource* source) override;
void Source_Stop(AudioSource* source) override;
void Source_SetCurrentBufferTime(AudioSource* source, float value) override;
float Source_GetCurrentBufferTime(const AudioSource* source) override;
void Source_SetNonStreamingBuffer(AudioSource* source) override;
void Source_GetProcessedBuffersCount(AudioSource* source, int32& processedBuffersCount) override;
void Source_GetQueuedBuffersCount(AudioSource* source, int32& queuedBuffersCount) override;
void Source_QueueBuffer(AudioSource* source, uint32 bufferId) override;
void Source_DequeueProcessedBuffers(AudioSource* source) override;
uint32 Source_Add(const AudioDataInfo& format, const Vector3& position, const Quaternion& orientation, float volume, float pitch, float pan, bool loop, bool spatial, float attenuation, float minDistance, float doppler) override;
void Source_Remove(uint32 sourceID) override;
void Source_VelocityChanged(uint32 sourceID, const Vector3& velocity) override;
void Source_TransformChanged(uint32 sourceID, const Vector3& position, const Quaternion& orientation) override;
void Source_VolumeChanged(uint32 sourceID, float volume) override;
void Source_PitchChanged(uint32 sourceID, float pitch) override;
void Source_PanChanged(uint32 sourceID, float pan) override;
void Source_IsLoopingChanged(uint32 sourceID, bool loop) override;
void Source_SpatialSetupChanged(uint32 sourceID, bool spatial, float attenuation, float minDistance, float doppler) override;
void Source_Play(uint32 sourceID) override;
void Source_Pause(uint32 sourceID) override;
void Source_Stop(uint32 sourceID) override;
void Source_SetCurrentBufferTime(uint32 sourceID, float value) override;
float Source_GetCurrentBufferTime(uint32 sourceID) override;
void Source_SetNonStreamingBuffer(uint32 sourceID, uint32 bufferID) override;
void Source_GetProcessedBuffersCount(uint32 sourceID, int32& processedBuffersCount) override;
void Source_GetQueuedBuffersCount(uint32 sourceID, int32& queuedBuffersCount) override;
void Source_QueueBuffer(uint32 sourceID, uint32 bufferID) override;
void Source_DequeueProcessedBuffers(uint32 sourceID) override;
uint32 Buffer_Create() override;
void Buffer_Delete(uint32 bufferId) override;
void Buffer_Write(uint32 bufferId, byte* samples, const AudioDataInfo& info) override;
void Buffer_Delete(uint32 bufferID) override;
void Buffer_Write(uint32 bufferID, byte* samples, const AudioDataInfo& info) override;
const Char* Base_Name() override;
FeatureFlags Base_Features() override;
void Base_OnActiveDeviceChanged() override;