Files
FlaxEngine/Source/Engine/Audio/XAudio2/AudioBackendXAudio2.cpp
Wojtek Figat bffb175a9b Code fixes
2025-06-07 01:25:22 +02:00

753 lines
22 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#if AUDIO_API_XAUDIO2
#include "AudioBackendXAudio2.h"
#include "Engine/Audio/AudioBackendTools.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Core/Collections/ChunkedArray.h"
#include "Engine/Core/Log.h"
#include "Engine/Audio/Audio.h"
#include "Engine/Threading/Threading.h"
#include "Engine/Profiler/ProfilerMemory.h"
#if PLATFORM_WINDOWS
// Tweak Win ver
#define _WIN32_WINNT 0x0602
//#include "Engine/Platform/Windows/IncludeWindowsHeaders.h"
#endif
// Include XAudio library
// Documentation: https://docs.microsoft.com/en-us/windows/desktop/xaudio2/xaudio2-apis-portal
#include <xaudio2.h>
// TODO: implement multi-channel support (eg. 5.1, 7.1)
#define MAX_INPUT_CHANNELS 6
#define MAX_OUTPUT_CHANNELS 2
#define MAX_CHANNELS_MATRIX_SIZE (MAX_INPUT_CHANNELS*MAX_OUTPUT_CHANNELS)
#if ENABLE_ASSERTION
#define XAUDIO2_CHECK_ERROR(method) \
if (hr != 0) \
{ \
LOG(Error, "XAudio2 method {0} failed with error 0x{1:X} (at line {2})", TEXT(#method), (uint32)hr, __LINE__ - 1); \
}
#else
#define XAUDIO2_CHECK_ERROR(method)
#endif
namespace XAudio2
{
struct Listener : AudioBackendTools::Listener
{
};
class VoiceCallback : public IXAudio2VoiceCallback
{
COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnVoiceProcessingPassStart(THIS_ UINT32 BytesRequired) override
{
}
COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnVoiceProcessingPassEnd(THIS) override
{
}
COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnStreamEnd(THIS_) override
{
}
COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnBufferStart(THIS_ void* pBufferContext) override
{
PeekSamples();
}
COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnBufferEnd(THIS_ void* pBufferContext) override;
COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnLoopEnd(THIS_ void* pBufferContext) override
{
}
COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnVoiceError(THIS_ void* pBufferContext, HRESULT Error) override
{
#if ENABLE_ASSERTION
LOG(Warning, "IXAudio2VoiceCallback::OnVoiceError! Error: 0x{0:x}", Error);
#endif
}
public:
uint32 SourceID;
void PeekSamples();
};
struct Source : AudioBackendTools::Source
{
IXAudio2SourceVoice* Voice;
WAVEFORMATEX Format;
AudioDataInfo Info;
XAUDIO2_SEND_DESCRIPTOR Destination;
float StartTimeForQueueBuffer;
float LastBufferStartTime;
uint64 LastBufferStartSamplesPlayed;
int32 BuffersProcessed;
int32 Channels;
bool IsDirty;
bool IsPlaying;
bool IsLoop;
uint32 LastBufferID;
VoiceCallback Callback;
Source()
{
Init();
}
void Init()
{
Voice = nullptr;
Destination.Flags = 0;
Destination.pOutputVoice = nullptr;
Pitch = 1.0f;
Pan = 0.0f;
StartTimeForQueueBuffer = 0.0f;
LastBufferStartTime = 0.0f;
IsDirty = false;
Is3D = false;
IsPlaying = false;
IsLoop = false;
LastBufferID = 0;
LastBufferStartSamplesPlayed = 0;
BuffersProcessed = 0;
}
bool IsFree() const
{
return Voice == nullptr;
}
};
struct Buffer
{
AudioDataInfo Info;
Array<byte> Data;
};
class EngineCallback : public IXAudio2EngineCallback
{
COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnProcessingPassEnd() override
{
}
COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnProcessingPassStart() override
{
}
COM_DECLSPEC_NOTHROW void STDMETHODCALLTYPE OnCriticalError(HRESULT error) override
{
LOG(Warning, "IXAudio2EngineCallback::OnCriticalError! Error: 0x{0:x}", error);
}
};
IXAudio2* Instance = nullptr;
IXAudio2MasteringVoice* MasteringVoice = nullptr;
int32 Channels;
DWORD ChannelMask;
bool ForceDirty = true;
AudioBackendTools::Settings Settings;
Listener Listener;
CriticalSection Locker;
ChunkedArray<Source, 32> Sources;
ChunkedArray<Buffer*, 64> Buffers; // TODO: use ChunkedArray for better performance or use buffers pool?
EngineCallback Callback;
Source* GetSource(uint32 sourceID)
{
if (sourceID == 0)
return nullptr;
return &Sources[sourceID - 1]; // 0 is invalid ID so shift them
}
void MarkAllDirty()
{
ForceDirty = true;
}
void QueueBuffer(Source* aSource, const int32 bufferID, XAUDIO2_BUFFER& buffer)
{
Buffer* aBuffer = Buffers[bufferID - 1];
buffer.pAudioData = aBuffer->Data.Get();
buffer.AudioBytes = aBuffer->Data.Count();
if (aSource->StartTimeForQueueBuffer > ZeroTolerance)
{
// Offset start position when playing buffer with a custom time offset
const uint32 bytesPerSample = aBuffer->Info.BitDepth / 8 * aBuffer->Info.NumChannels;
buffer.PlayBegin = (UINT32)(aSource->StartTimeForQueueBuffer * aBuffer->Info.SampleRate);
buffer.PlayLength = (buffer.AudioBytes / bytesPerSample) - buffer.PlayBegin;
aSource->LastBufferStartTime = aSource->StartTimeForQueueBuffer;
aSource->StartTimeForQueueBuffer = 0;
}
const HRESULT hr = aSource->Voice->SubmitSourceBuffer(&buffer);
XAUDIO2_CHECK_ERROR(SubmitSourceBuffer);
}
void VoiceCallback::OnBufferEnd(void* pBufferContext)
{
auto aSource = GetSource(SourceID);
if (aSource->IsPlaying)
aSource->BuffersProcessed++;
}
void VoiceCallback::PeekSamples()
{
auto aSource = GetSource(SourceID);
XAUDIO2_VOICE_STATE state;
aSource->Voice->GetState(&state);
aSource->LastBufferStartSamplesPlayed = state.SamplesPlayed;
}
}
void AudioBackendXAudio2::Listener_Reset()
{
XAudio2::Listener.Reset();
XAudio2::MarkAllDirty();
}
void AudioBackendXAudio2::Listener_VelocityChanged(const Vector3& velocity)
{
XAudio2::Listener.Velocity = velocity;
XAudio2::MarkAllDirty();
}
void AudioBackendXAudio2::Listener_TransformChanged(const Vector3& position, const Quaternion& orientation)
{
XAudio2::Listener.Position = position;
XAudio2::Listener.Orientation = orientation;
XAudio2::MarkAllDirty();
}
void AudioBackendXAudio2::Listener_ReinitializeAll()
{
// TODO: Implement XAudio2 reinitialization; read HRTF audio value from Audio class
}
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)
{
PROFILE_MEM(Audio);
ScopeLock lock(XAudio2::Locker);
// Get first free source
XAudio2::Source* aSource = nullptr;
uint32 sourceID = 0;
for (int32 i = 0; i < XAudio2::Sources.Count(); i++)
{
if (XAudio2::Sources[i].IsFree())
{
sourceID = i;
aSource = &XAudio2::Sources[i];
break;
}
}
if (aSource == nullptr)
{
// Add new
const XAudio2::Source src;
sourceID = XAudio2::Sources.Count();
XAudio2::Sources.Add(src);
aSource = &XAudio2::Sources[sourceID];
}
sourceID++; // 0 is invalid ID so shift them
// Initialize audio data format information (from clip)
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 };
HRESULT hr = XAudio2::Instance->CreateSourceVoice(&aSource->Voice, &aSource->Format, 0, 2.0f, &aSource->Callback, &sendList);
XAUDIO2_CHECK_ERROR(CreateSourceVoice);
if (FAILED(hr))
return 0;
// Prepare source state
aSource->Callback.SourceID = sourceID;
aSource->IsDirty = true;
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);
return sourceID;
}
void AudioBackendXAudio2::Source_Remove(uint32 sourceID)
{
ScopeLock lock(XAudio2::Locker);
auto aSource = XAudio2::GetSource(sourceID);
if (!aSource)
return;
// Free source
if (aSource->Voice)
{
aSource->Voice->DestroyVoice();
}
aSource->Init();
}
void AudioBackendXAudio2::Source_VelocityChanged(uint32 sourceID, const Vector3& velocity)
{
auto aSource = XAudio2::GetSource(sourceID);
if (aSource)
{
aSource->Velocity = velocity;
aSource->IsDirty = true;
}
}
void AudioBackendXAudio2::Source_TransformChanged(uint32 sourceID, const Vector3& position, const Quaternion& orientation)
{
auto aSource = XAudio2::GetSource(sourceID);
if (aSource)
{
aSource->Position = position;
aSource->Orientation = orientation;
aSource->IsDirty = true;
}
}
void AudioBackendXAudio2::Source_VolumeChanged(uint32 sourceID, float volume)
{
auto aSource = XAudio2::GetSource(sourceID);
if (aSource && aSource->Voice)
{
aSource->Volume = volume;
const HRESULT hr = aSource->Voice->SetVolume(volume);
XAUDIO2_CHECK_ERROR(SetVolume);
}
}
void AudioBackendXAudio2::Source_PitchChanged(uint32 sourceID, float pitch)
{
auto aSource = XAudio2::GetSource(sourceID);
if (aSource)
{
aSource->Pitch = pitch;
aSource->IsDirty = true;
}
}
void AudioBackendXAudio2::Source_PanChanged(uint32 sourceID, float pan)
{
auto aSource = XAudio2::GetSource(sourceID);
if (aSource)
{
aSource->Pan = pan;
aSource->IsDirty = true;
}
}
void AudioBackendXAudio2::Source_IsLoopingChanged(uint32 sourceID, bool loop)
{
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;
aSource->Voice->GetState(&state);
if (state.BuffersQueued == 0)
return;
// 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 = aSource->IsPlaying;
if (isPlaying)
{
hr = aSource->Voice->Stop();
XAUDIO2_CHECK_ERROR(Stop);
}
hr = aSource->Voice->FlushSourceBuffers();
XAUDIO2_CHECK_ERROR(FlushSourceBuffers);
aSource->LastBufferStartSamplesPlayed = 0;
aSource->LastBufferStartTime = 0;
aSource->BuffersProcessed = 0;
XAUDIO2_BUFFER buffer = { 0 };
buffer.pContext = aBuffer;
buffer.Flags = XAUDIO2_END_OF_STREAM;
if (loop)
buffer.LoopCount = XAUDIO2_LOOP_INFINITE;
// Restore play position
const UINT32 totalSamples = aBuffer->Info.NumSamples / aBuffer->Info.NumChannels;
buffer.PlayBegin = state.SamplesPlayed % totalSamples;
buffer.PlayLength = totalSamples - buffer.PlayBegin;
aSource->StartTimeForQueueBuffer = 0;
XAudio2::QueueBuffer(aSource, bufferID, buffer);
if (isPlaying)
{
hr = aSource->Voice->Start();
XAUDIO2_CHECK_ERROR(Start);
}
}
void AudioBackendXAudio2::Source_SpatialSetupChanged(uint32 sourceID, bool spatial, float attenuation, float minDistance, float doppler)
{
auto aSource = XAudio2::GetSource(sourceID);
if (aSource)
{
aSource->Is3D = spatial;
aSource->MinDistance = minDistance;
aSource->Attenuation = attenuation;
aSource->DopplerFactor = doppler;
aSource->IsDirty = true;
}
}
void AudioBackendXAudio2::Source_Play(uint32 sourceID)
{
auto aSource = XAudio2::GetSource(sourceID);
if (aSource && aSource->Voice && !aSource->IsPlaying)
{
// Play
const HRESULT hr = aSource->Voice->Start();
XAUDIO2_CHECK_ERROR(Start);
aSource->IsPlaying = true;
}
}
void AudioBackendXAudio2::Source_Pause(uint32 sourceID)
{
auto aSource = XAudio2::GetSource(sourceID);
if (aSource && aSource->Voice && aSource->IsPlaying)
{
// Pause
const HRESULT hr = aSource->Voice->Stop();
XAUDIO2_CHECK_ERROR(Stop);
aSource->IsPlaying = false;
}
}
void AudioBackendXAudio2::Source_Stop(uint32 sourceID)
{
auto aSource = XAudio2::GetSource(sourceID);
if (aSource && aSource->Voice)
{
aSource->StartTimeForQueueBuffer = 0.0f;
aSource->LastBufferStartTime = 0.0f;
// Pause
HRESULT hr = aSource->Voice->Stop();
XAUDIO2_CHECK_ERROR(Stop);
aSource->IsPlaying = false;
// Unset streaming buffers to rewind
hr = aSource->Voice->FlushSourceBuffers();
XAUDIO2_CHECK_ERROR(FlushSourceBuffers);
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
aSource->BuffersProcessed = 0;
aSource->Callback.PeekSamples();
}
}
void AudioBackendXAudio2::Source_SetCurrentBufferTime(uint32 sourceID, float value)
{
const auto aSource = XAudio2::GetSource(sourceID);
if (aSource)
{
// Store start time so next buffer submitted will start from here (assumes audio is stopped)
aSource->StartTimeForQueueBuffer = value;
}
}
float AudioBackendXAudio2::Source_GetCurrentBufferTime(uint32 sourceID)
{
float time = 0;
auto aSource = XAudio2::GetSource(sourceID);
if (aSource)
{
const auto& clipInfo = aSource->Info;
XAUDIO2_VOICE_STATE state;
aSource->Voice->GetState(&state);
const uint32 totalSamples = clipInfo.NumSamples / clipInfo.NumChannels;
const uint32 sampleRate = clipInfo.SampleRate; // / clipInfo.NumChannels;
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(uint32 sourceID, uint32 bufferID)
{
auto aSource = XAudio2::GetSource(sourceID);
if (!aSource)
return;
aSource->LastBufferID = bufferID; // Use for looping change
XAudio2::Locker.Lock();
XAudio2::Buffer* aBuffer = XAudio2::Buffers[bufferID - 1];
XAudio2::Locker.Unlock();
XAUDIO2_BUFFER buffer = { 0 };
buffer.pContext = aBuffer;
buffer.Flags = XAUDIO2_END_OF_STREAM;
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()
{
PROFILE_MEM(Audio);
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)
{
PROFILE_MEM(Audio);
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