749 lines
22 KiB
C++
749 lines
22 KiB
C++
// Copyright (c) Wojciech Figat. All rights reserved.
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#if AUDIO_API_XAUDIO2
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#include "AudioBackendXAudio2.h"
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#include "Engine/Audio/AudioBackendTools.h"
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#include "Engine/Core/Collections/Array.h"
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#include "Engine/Core/Collections/ChunkedArray.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Audio/Audio.h"
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#include "Engine/Threading/Threading.h"
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#if PLATFORM_WINDOWS
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// Tweak Win ver
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#define _WIN32_WINNT 0x0602
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//#include "Engine/Platform/Windows/IncludeWindowsHeaders.h"
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#endif
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// Include XAudio library
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// Documentation: https://docs.microsoft.com/en-us/windows/desktop/xaudio2/xaudio2-apis-portal
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#include <xaudio2.h>
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// TODO: implement multi-channel support (eg. 5.1, 7.1)
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#define MAX_INPUT_CHANNELS 6
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#define MAX_OUTPUT_CHANNELS 2
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#define MAX_CHANNELS_MATRIX_SIZE (MAX_INPUT_CHANNELS*MAX_OUTPUT_CHANNELS)
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#if ENABLE_ASSERTION
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#define XAUDIO2_CHECK_ERROR(method) \
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if (hr != 0) \
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{ \
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LOG(Error, "XAudio2 method {0} failed with error 0x{1:X} (at line {2})", TEXT(#method), (uint32)hr, __LINE__ - 1); \
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}
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#else
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#define XAUDIO2_CHECK_ERROR(method)
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#endif
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namespace XAudio2
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{
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struct Listener : AudioBackendTools::Listener
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{
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};
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class VoiceCallback : public IXAudio2VoiceCallback
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{
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COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnVoiceProcessingPassStart(THIS_ UINT32 BytesRequired) override
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{
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}
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COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnVoiceProcessingPassEnd(THIS) override
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{
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}
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COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnStreamEnd(THIS_) override
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{
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}
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COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnBufferStart(THIS_ void* pBufferContext) override
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{
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PeekSamples();
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}
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COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnBufferEnd(THIS_ void* pBufferContext) override;
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COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnLoopEnd(THIS_ void* pBufferContext) override
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{
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}
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COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnVoiceError(THIS_ void* pBufferContext, HRESULT Error) override
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{
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#if ENABLE_ASSERTION
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LOG(Warning, "IXAudio2VoiceCallback::OnVoiceError! Error: 0x{0:x}", Error);
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#endif
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}
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public:
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uint32 SourceID;
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void PeekSamples();
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};
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struct Source : AudioBackendTools::Source
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{
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IXAudio2SourceVoice* Voice;
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WAVEFORMATEX Format;
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AudioDataInfo Info;
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XAUDIO2_SEND_DESCRIPTOR Destination;
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float StartTimeForQueueBuffer;
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float LastBufferStartTime;
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uint64 LastBufferStartSamplesPlayed;
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int32 BuffersProcessed;
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int32 Channels;
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bool IsDirty;
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bool IsPlaying;
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bool IsLoop;
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uint32 LastBufferID;
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VoiceCallback Callback;
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Source()
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{
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Init();
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}
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void Init()
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{
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Voice = nullptr;
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Destination.Flags = 0;
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Destination.pOutputVoice = nullptr;
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Pitch = 1.0f;
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Pan = 0.0f;
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StartTimeForQueueBuffer = 0.0f;
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LastBufferStartTime = 0.0f;
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IsDirty = false;
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Is3D = false;
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IsPlaying = false;
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IsLoop = false;
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LastBufferID = 0;
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LastBufferStartSamplesPlayed = 0;
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BuffersProcessed = 0;
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}
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bool IsFree() const
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{
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return Voice == nullptr;
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}
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};
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struct Buffer
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{
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AudioDataInfo Info;
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Array<byte> Data;
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};
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class EngineCallback : public IXAudio2EngineCallback
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{
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COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnProcessingPassEnd() override
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{
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}
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COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnProcessingPassStart() override
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{
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}
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COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnCriticalError(HRESULT error) override
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{
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LOG(Warning, "IXAudio2EngineCallback::OnCriticalError! Error: 0x{0:x}", error);
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}
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};
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IXAudio2* Instance = nullptr;
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IXAudio2MasteringVoice* MasteringVoice = nullptr;
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int32 Channels;
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DWORD ChannelMask;
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bool ForceDirty = true;
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AudioBackendTools::Settings Settings;
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Listener Listener;
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CriticalSection Locker;
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ChunkedArray<Source, 32> Sources;
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ChunkedArray<Buffer*, 64> Buffers; // TODO: use ChunkedArray for better performance or use buffers pool?
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EngineCallback Callback;
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Source* GetSource(uint32 sourceID)
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{
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if (sourceID == 0)
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return nullptr;
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return &Sources[sourceID - 1]; // 0 is invalid ID so shift them
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}
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void MarkAllDirty()
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{
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ForceDirty = true;
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}
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void QueueBuffer(Source* aSource, const int32 bufferID, XAUDIO2_BUFFER& buffer)
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{
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Buffer* aBuffer = Buffers[bufferID - 1];
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buffer.pAudioData = aBuffer->Data.Get();
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buffer.AudioBytes = aBuffer->Data.Count();
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if (aSource->StartTimeForQueueBuffer > ZeroTolerance)
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{
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// Offset start position when playing buffer with a custom time offset
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const uint32 bytesPerSample = aBuffer->Info.BitDepth / 8 * aBuffer->Info.NumChannels;
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buffer.PlayBegin = (UINT32)(aSource->StartTimeForQueueBuffer * aBuffer->Info.SampleRate);
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buffer.PlayLength = (buffer.AudioBytes / bytesPerSample) - buffer.PlayBegin;
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aSource->LastBufferStartTime = aSource->StartTimeForQueueBuffer;
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aSource->StartTimeForQueueBuffer = 0;
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}
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const HRESULT hr = aSource->Voice->SubmitSourceBuffer(&buffer);
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XAUDIO2_CHECK_ERROR(SubmitSourceBuffer);
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}
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void VoiceCallback::OnBufferEnd(void* pBufferContext)
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{
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auto aSource = GetSource(SourceID);
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if (aSource->IsPlaying)
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aSource->BuffersProcessed++;
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}
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void VoiceCallback::PeekSamples()
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{
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auto aSource = GetSource(SourceID);
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XAUDIO2_VOICE_STATE state;
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aSource->Voice->GetState(&state);
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aSource->LastBufferStartSamplesPlayed = state.SamplesPlayed;
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}
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}
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void AudioBackendXAudio2::Listener_Reset()
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{
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XAudio2::Listener.Reset();
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XAudio2::MarkAllDirty();
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}
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void AudioBackendXAudio2::Listener_VelocityChanged(const Vector3& velocity)
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{
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XAudio2::Listener.Velocity = velocity;
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XAudio2::MarkAllDirty();
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}
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void AudioBackendXAudio2::Listener_TransformChanged(const Vector3& position, const Quaternion& orientation)
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{
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XAudio2::Listener.Position = position;
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XAudio2::Listener.Orientation = orientation;
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XAudio2::MarkAllDirty();
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}
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void AudioBackendXAudio2::Listener_ReinitializeAll()
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{
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// TODO: Implement XAudio2 reinitialization; read HRTF audio value from Audio class
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}
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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)
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{
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ScopeLock lock(XAudio2::Locker);
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// Get first free source
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XAudio2::Source* aSource = nullptr;
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uint32 sourceID = 0;
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for (int32 i = 0; i < XAudio2::Sources.Count(); i++)
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{
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if (XAudio2::Sources[i].IsFree())
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{
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sourceID = i;
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aSource = &XAudio2::Sources[i];
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break;
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}
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}
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if (aSource == nullptr)
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{
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// Add new
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const XAudio2::Source src;
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sourceID = XAudio2::Sources.Count();
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XAudio2::Sources.Add(src);
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aSource = &XAudio2::Sources[sourceID];
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}
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sourceID++; // 0 is invalid ID so shift them
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// Initialize audio data format information (from clip)
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aSource->Info = format;
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auto& aFormat = aSource->Format;
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aFormat.wFormatTag = WAVE_FORMAT_PCM;
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aFormat.nChannels = spatial ? 1 : format.NumChannels; // 3d audio is always mono (AudioClip auto-converts before buffer write if FeatureFlags::SpatialMultiChannel is unset)
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aFormat.nSamplesPerSec = format.SampleRate;
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aFormat.wBitsPerSample = format.BitDepth;
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aFormat.nBlockAlign = (WORD)(aFormat.nChannels * (aFormat.wBitsPerSample / 8));
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aFormat.nAvgBytesPerSec = aFormat.nSamplesPerSec * aFormat.nBlockAlign;
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aFormat.cbSize = 0;
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// Setup dry effect
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aSource->Destination.pOutputVoice = XAudio2::MasteringVoice;
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// Create voice
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const XAUDIO2_VOICE_SENDS sendList = { 1, &aSource->Destination };
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HRESULT hr = XAudio2::Instance->CreateSourceVoice(&aSource->Voice, &aSource->Format, 0, 2.0f, &aSource->Callback, &sendList);
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XAUDIO2_CHECK_ERROR(CreateSourceVoice);
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if (FAILED(hr))
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return 0;
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// Prepare source state
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aSource->Callback.SourceID = sourceID;
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aSource->IsDirty = true;
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aSource->IsLoop = loop;
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aSource->Is3D = spatial;
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aSource->Pitch = pitch;
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aSource->Pan = pan;
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aSource->DopplerFactor = doppler;
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aSource->Volume = volume;
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aSource->MinDistance = minDistance;
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aSource->Attenuation = attenuation;
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aSource->Channels = aFormat.nChannels;
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aSource->Position = position;
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aSource->Orientation = orientation;
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aSource->Velocity = Vector3::Zero;
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hr = aSource->Voice->SetVolume(volume);
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XAUDIO2_CHECK_ERROR(SetVolume);
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return sourceID;
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}
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void AudioBackendXAudio2::Source_Remove(uint32 sourceID)
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{
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ScopeLock lock(XAudio2::Locker);
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auto aSource = XAudio2::GetSource(sourceID);
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if (!aSource)
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return;
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// Free source
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if (aSource->Voice)
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{
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aSource->Voice->DestroyVoice();
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}
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aSource->Init();
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}
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void AudioBackendXAudio2::Source_VelocityChanged(uint32 sourceID, const Vector3& velocity)
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{
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auto aSource = XAudio2::GetSource(sourceID);
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if (aSource)
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{
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aSource->Velocity = velocity;
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aSource->IsDirty = true;
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}
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}
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void AudioBackendXAudio2::Source_TransformChanged(uint32 sourceID, const Vector3& position, const Quaternion& orientation)
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{
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auto aSource = XAudio2::GetSource(sourceID);
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if (aSource)
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{
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aSource->Position = position;
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aSource->Orientation = orientation;
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aSource->IsDirty = true;
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}
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}
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void AudioBackendXAudio2::Source_VolumeChanged(uint32 sourceID, float volume)
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{
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auto aSource = XAudio2::GetSource(sourceID);
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if (aSource && aSource->Voice)
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{
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aSource->Volume = volume;
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const HRESULT hr = aSource->Voice->SetVolume(volume);
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XAUDIO2_CHECK_ERROR(SetVolume);
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}
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}
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void AudioBackendXAudio2::Source_PitchChanged(uint32 sourceID, float pitch)
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{
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auto aSource = XAudio2::GetSource(sourceID);
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if (aSource)
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{
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aSource->Pitch = pitch;
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aSource->IsDirty = true;
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}
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}
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void AudioBackendXAudio2::Source_PanChanged(uint32 sourceID, float pan)
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{
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auto aSource = XAudio2::GetSource(sourceID);
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if (aSource)
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{
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aSource->Pan = pan;
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aSource->IsDirty = true;
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}
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}
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void AudioBackendXAudio2::Source_IsLoopingChanged(uint32 sourceID, bool loop)
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{
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ScopeLock lock(XAudio2::Locker);
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auto aSource = XAudio2::GetSource(sourceID);
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if (!aSource || !aSource->Voice)
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return;
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aSource->IsLoop = loop;
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// Skip if has no buffers (waiting for data or sth)
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XAUDIO2_VOICE_STATE state;
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aSource->Voice->GetState(&state);
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if (state.BuffersQueued == 0)
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return;
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// Looping is defined during buffer submission so reset source buffer (this is called only for non-streamable sources that use a single buffer)
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const uint32 bufferID = aSource->LastBufferID;
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XAudio2::Buffer* aBuffer = XAudio2::Buffers[bufferID - 1];
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HRESULT hr;
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const bool isPlaying = aSource->IsPlaying;
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if (isPlaying)
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{
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hr = aSource->Voice->Stop();
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XAUDIO2_CHECK_ERROR(Stop);
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}
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hr = aSource->Voice->FlushSourceBuffers();
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XAUDIO2_CHECK_ERROR(FlushSourceBuffers);
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aSource->LastBufferStartSamplesPlayed = 0;
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aSource->LastBufferStartTime = 0;
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aSource->BuffersProcessed = 0;
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XAUDIO2_BUFFER buffer = { 0 };
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buffer.pContext = aBuffer;
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buffer.Flags = XAUDIO2_END_OF_STREAM;
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if (loop)
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buffer.LoopCount = XAUDIO2_LOOP_INFINITE;
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// Restore play position
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const UINT32 totalSamples = aBuffer->Info.NumSamples / aBuffer->Info.NumChannels;
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buffer.PlayBegin = state.SamplesPlayed % totalSamples;
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buffer.PlayLength = totalSamples - buffer.PlayBegin;
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aSource->StartTimeForQueueBuffer = 0;
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XAudio2::QueueBuffer(aSource, bufferID, buffer);
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if (isPlaying)
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{
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hr = aSource->Voice->Start();
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XAUDIO2_CHECK_ERROR(Start);
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}
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}
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void AudioBackendXAudio2::Source_SpatialSetupChanged(uint32 sourceID, bool spatial, float attenuation, float minDistance, float doppler)
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{
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auto aSource = XAudio2::GetSource(sourceID);
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if (aSource)
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{
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aSource->Is3D = spatial;
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aSource->MinDistance = minDistance;
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aSource->Attenuation = attenuation;
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aSource->DopplerFactor = doppler;
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aSource->IsDirty = true;
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}
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}
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void AudioBackendXAudio2::Source_Play(uint32 sourceID)
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{
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auto aSource = XAudio2::GetSource(sourceID);
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if (aSource && aSource->Voice && !aSource->IsPlaying)
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{
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// Play
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const HRESULT hr = aSource->Voice->Start();
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XAUDIO2_CHECK_ERROR(Start);
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aSource->IsPlaying = true;
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}
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}
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void AudioBackendXAudio2::Source_Pause(uint32 sourceID)
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{
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auto aSource = XAudio2::GetSource(sourceID);
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if (aSource && aSource->Voice && aSource->IsPlaying)
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{
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// Pause
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const HRESULT hr = aSource->Voice->Stop();
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XAUDIO2_CHECK_ERROR(Stop);
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aSource->IsPlaying = false;
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}
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}
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void AudioBackendXAudio2::Source_Stop(uint32 sourceID)
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{
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auto aSource = XAudio2::GetSource(sourceID);
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if (aSource && aSource->Voice)
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{
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aSource->StartTimeForQueueBuffer = 0.0f;
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aSource->LastBufferStartTime = 0.0f;
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// Pause
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HRESULT hr = aSource->Voice->Stop();
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XAUDIO2_CHECK_ERROR(Stop);
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aSource->IsPlaying = false;
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// Unset streaming buffers to rewind
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hr = aSource->Voice->FlushSourceBuffers();
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XAUDIO2_CHECK_ERROR(FlushSourceBuffers);
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Platform::Sleep(10); // TODO: find a better way to handle case when VoiceCallback::OnBufferEnd is called after source was stopped thus BuffersProcessed != 0, probably via buffers contexts ptrs
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aSource->BuffersProcessed = 0;
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aSource->Callback.PeekSamples();
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}
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}
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void AudioBackendXAudio2::Source_SetCurrentBufferTime(uint32 sourceID, float value)
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{
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const auto aSource = XAudio2::GetSource(sourceID);
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if (aSource)
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{
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// Store start time so next buffer submitted will start from here (assumes audio is stopped)
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aSource->StartTimeForQueueBuffer = value;
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}
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}
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float AudioBackendXAudio2::Source_GetCurrentBufferTime(uint32 sourceID)
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{
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float time = 0;
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auto aSource = XAudio2::GetSource(sourceID);
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if (aSource)
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{
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const auto& clipInfo = aSource->Info;
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XAUDIO2_VOICE_STATE state;
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aSource->Voice->GetState(&state);
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const uint32 totalSamples = clipInfo.NumSamples / clipInfo.NumChannels;
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const uint32 sampleRate = clipInfo.SampleRate; // / clipInfo.NumChannels;
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uint64 lastBufferStartSamplesPlayed = aSource->LastBufferStartSamplesPlayed;
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if (totalSamples > 0)
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lastBufferStartSamplesPlayed %= totalSamples;
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state.SamplesPlayed -= lastBufferStartSamplesPlayed % totalSamples; // Offset by the last buffer start to get time relative to its begin
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if (totalSamples > 0)
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state.SamplesPlayed %= totalSamples;
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time = aSource->LastBufferStartTime + state.SamplesPlayed / static_cast<float>(Math::Max(1U, sampleRate));
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}
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return time;
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}
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void AudioBackendXAudio2::Source_SetNonStreamingBuffer(uint32 sourceID, uint32 bufferID)
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{
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auto aSource = XAudio2::GetSource(sourceID);
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if (!aSource)
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return;
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aSource->LastBufferID = bufferID; // Use for looping change
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XAudio2::Locker.Lock();
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XAudio2::Buffer* aBuffer = XAudio2::Buffers[bufferID - 1];
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XAudio2::Locker.Unlock();
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XAUDIO2_BUFFER buffer = { 0 };
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buffer.pContext = aBuffer;
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buffer.Flags = XAUDIO2_END_OF_STREAM;
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if (aSource->IsLoop)
|
|
buffer.LoopCount = XAUDIO2_LOOP_INFINITE;
|
|
|
|
// Queue single buffer
|
|
XAudio2::QueueBuffer(aSource, bufferID, buffer);
|
|
}
|
|
|
|
void AudioBackendXAudio2::Source_GetProcessedBuffersCount(uint32 sourceID, int32& processedBuffersCount)
|
|
{
|
|
processedBuffersCount = 0;
|
|
auto aSource = XAudio2::GetSource(sourceID);
|
|
if (aSource && aSource->Voice)
|
|
{
|
|
processedBuffersCount = aSource->BuffersProcessed;
|
|
}
|
|
}
|
|
|
|
void AudioBackendXAudio2::Source_GetQueuedBuffersCount(uint32 sourceID, int32& queuedBuffersCount)
|
|
{
|
|
queuedBuffersCount = 0;
|
|
auto aSource = XAudio2::GetSource(sourceID);
|
|
if (aSource && aSource->Voice)
|
|
{
|
|
XAUDIO2_VOICE_STATE state;
|
|
aSource->Voice->GetState(&state, XAUDIO2_VOICE_NOSAMPLESPLAYED);
|
|
queuedBuffersCount = state.BuffersQueued;
|
|
}
|
|
}
|
|
|
|
void AudioBackendXAudio2::Source_QueueBuffer(uint32 sourceID, uint32 bufferID)
|
|
{
|
|
auto aSource = XAudio2::GetSource(sourceID);
|
|
if (!aSource)
|
|
return;
|
|
aSource->LastBufferID = bufferID; // Use for looping change
|
|
|
|
XAudio2::Buffer* aBuffer = XAudio2::Buffers[bufferID - 1];
|
|
|
|
XAUDIO2_BUFFER buffer = { 0 };
|
|
buffer.pContext = aBuffer;
|
|
|
|
XAudio2::QueueBuffer(aSource, bufferID, buffer);
|
|
}
|
|
|
|
void AudioBackendXAudio2::Source_DequeueProcessedBuffers(uint32 sourceID)
|
|
{
|
|
auto aSource = XAudio2::GetSource(sourceID);
|
|
if (aSource && aSource->Voice)
|
|
{
|
|
const HRESULT hr = aSource->Voice->FlushSourceBuffers();
|
|
XAUDIO2_CHECK_ERROR(FlushSourceBuffers);
|
|
aSource->BuffersProcessed = 0;
|
|
}
|
|
}
|
|
|
|
uint32 AudioBackendXAudio2::Buffer_Create()
|
|
{
|
|
uint32 bufferID;
|
|
ScopeLock lock(XAudio2::Locker);
|
|
|
|
// Get first free buffer slot
|
|
XAudio2::Buffer* aBuffer = nullptr;
|
|
for (int32 i = 0; i < XAudio2::Buffers.Count(); i++)
|
|
{
|
|
if (XAudio2::Buffers[i] == nullptr)
|
|
{
|
|
aBuffer = New<XAudio2::Buffer>();
|
|
XAudio2::Buffers[i] = aBuffer;
|
|
bufferID = i + 1;
|
|
break;
|
|
}
|
|
}
|
|
if (!aBuffer)
|
|
{
|
|
// Add new slot
|
|
aBuffer = New<XAudio2::Buffer>();
|
|
XAudio2::Buffers.Add(aBuffer);
|
|
bufferID = XAudio2::Buffers.Count();
|
|
}
|
|
|
|
aBuffer->Data.Resize(0);
|
|
return bufferID;
|
|
}
|
|
|
|
void AudioBackendXAudio2::Buffer_Delete(uint32 bufferID)
|
|
{
|
|
ScopeLock lock(XAudio2::Locker);
|
|
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)
|
|
{
|
|
CHECK(info.NumChannels <= MAX_INPUT_CHANNELS);
|
|
|
|
XAudio2::Locker.Lock();
|
|
XAudio2::Buffer* aBuffer = XAudio2::Buffers[bufferID - 1];
|
|
XAudio2::Locker.Unlock();
|
|
|
|
const uint32 samplesLength = info.NumSamples * info.BitDepth / 8;
|
|
|
|
aBuffer->Info = info;
|
|
aBuffer->Data.Set(samples, samplesLength);
|
|
}
|
|
|
|
const Char* AudioBackendXAudio2::Base_Name()
|
|
{
|
|
return TEXT("XAudio2");
|
|
}
|
|
|
|
AudioBackend::FeatureFlags AudioBackendXAudio2::Base_Features()
|
|
{
|
|
return FeatureFlags::None;
|
|
}
|
|
|
|
void AudioBackendXAudio2::Base_OnActiveDeviceChanged()
|
|
{
|
|
}
|
|
|
|
void AudioBackendXAudio2::Base_SetDopplerFactor(float value)
|
|
{
|
|
XAudio2::Settings.DopplerFactor = value;
|
|
XAudio2::MarkAllDirty();
|
|
}
|
|
|
|
void AudioBackendXAudio2::Base_SetVolume(float value)
|
|
{
|
|
if (XAudio2::MasteringVoice)
|
|
{
|
|
XAudio2::Settings.Volume = 1.0f; // Volume is applied via MasteringVoice
|
|
const HRESULT hr = XAudio2::MasteringVoice->SetVolume(value);
|
|
XAUDIO2_CHECK_ERROR(SetVolume);
|
|
}
|
|
}
|
|
|
|
bool AudioBackendXAudio2::Base_Init()
|
|
{
|
|
auto& devices = Audio::Devices;
|
|
|
|
// Initialize XAudio backend
|
|
HRESULT hr = XAudio2Create(&XAudio2::Instance, 0, XAUDIO2_DEFAULT_PROCESSOR);
|
|
if (FAILED(hr))
|
|
{
|
|
LOG(Error, "Failed to initalize XAudio2. Error: 0x{0:x}", hr);
|
|
return true;
|
|
}
|
|
XAudio2::Instance->RegisterForCallbacks(&XAudio2::Callback);
|
|
|
|
// Initialize master voice
|
|
hr = XAudio2::Instance->CreateMasteringVoice(&XAudio2::MasteringVoice);
|
|
if (FAILED(hr))
|
|
{
|
|
LOG(Error, "Failed to initalize XAudio2 mastering voice. Error: 0x{0:x}", hr);
|
|
return true;
|
|
}
|
|
XAUDIO2_VOICE_DETAILS details;
|
|
XAudio2::MasteringVoice->GetVoiceDetails(&details);
|
|
#if MAX_OUTPUT_CHANNELS > 2
|
|
// TODO: implement multi-channel support (eg. 5.1, 7.1)
|
|
XAudio2::Channels = details.InputChannels;
|
|
hr = XAudio2::MasteringVoice->GetChannelMask(&XAudio2::ChannelMask);
|
|
if (FAILED(hr))
|
|
{
|
|
LOG(Error, "Failed to get XAudio2 mastering voice channel mask. Error: 0x{0:x}", hr);
|
|
return true;
|
|
}
|
|
#else
|
|
XAudio2::Channels = 2;
|
|
XAudio2::ChannelMask = SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT;
|
|
#endif
|
|
LOG(Info, "XAudio2: {0} channels at {1} kHz", XAudio2::Channels, details.InputSampleRate / 1000.0f);
|
|
|
|
// Dummy device
|
|
devices.Resize(1);
|
|
devices[0].Name = TEXT("XAudio2 device");
|
|
Audio::SetActiveDeviceIndex(0);
|
|
|
|
return false;
|
|
}
|
|
|
|
void AudioBackendXAudio2::Base_Update()
|
|
{
|
|
// Update dirty voices
|
|
float outputMatrix[MAX_CHANNELS_MATRIX_SIZE];
|
|
for (int32 i = 0; i < XAudio2::Sources.Count(); i++)
|
|
{
|
|
auto& source = XAudio2::Sources[i];
|
|
if (source.IsFree() || !(source.IsDirty || XAudio2::ForceDirty))
|
|
continue;
|
|
|
|
auto mix = AudioBackendTools::CalculateSoundMix(XAudio2::Settings, XAudio2::Listener, source, XAudio2::Channels);
|
|
mix.VolumeIntoChannels();
|
|
AudioBackendTools::MapChannels(source.Channels, XAudio2::Channels, mix.Channels, outputMatrix);
|
|
|
|
source.Voice->SetFrequencyRatio(mix.Pitch);
|
|
source.Voice->SetOutputMatrix(XAudio2::MasteringVoice, source.Channels, XAudio2::Channels, outputMatrix);
|
|
|
|
source.IsDirty = false;
|
|
}
|
|
|
|
// Clear flag
|
|
XAudio2::ForceDirty = false;
|
|
}
|
|
|
|
void AudioBackendXAudio2::Base_Dispose()
|
|
{
|
|
// Cleanup stuff
|
|
if (XAudio2::MasteringVoice)
|
|
{
|
|
XAudio2::MasteringVoice->DestroyVoice();
|
|
XAudio2::MasteringVoice = nullptr;
|
|
}
|
|
if (XAudio2::Instance)
|
|
{
|
|
XAudio2::Instance->StopEngine();
|
|
XAudio2::Instance->Release();
|
|
XAudio2::Instance = nullptr;
|
|
}
|
|
}
|
|
|
|
#endif
|