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xn65/sources/framework-dx/soundeffect.cpp

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#include "xna-dx/framework.hpp"
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#include "csharp/io/stream.hpp"
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using DxSoundEffect = DirectX::SoundEffect;
namespace xna {
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SoundEffectInstance::SoundEffectInstance() {
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impl = unew<PlatformImplementation>();
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}
SoundEffectInstance::~SoundEffectInstance() {
impl = nullptr;
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}
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SoundEffect::SoundEffect(String const& fileName) {
if (!AudioEngine::impl || !AudioEngine::impl->_dxAudioEngine)
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return;
const auto file = misc::ToWString(fileName);
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impl->_dxSoundEffect = unew<DxSoundEffect>(AudioEngine::impl->_dxAudioEngine.get(), file.c_str());
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}
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SoundEffect::~SoundEffect() {
impl = nullptr;
}
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SoundEffect::SoundEffect(
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std::vector<Byte> const& format,
std::vector<Byte> const& data,
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Int loopStart,
Int loopLength,
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//We must evaluate how to use the time duration
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csharp::TimeSpan const& duration) {
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if (!AudioEngine::impl || !AudioEngine::impl->_dxAudioEngine)
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return;
//We expect 'format' to always be 16 bytes
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csharp::MemoryStream stream(format);
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WORD word = 0;
DWORD dword = 0;
auto bWord = reinterpret_cast<Byte*>(&word);
auto bDword = reinterpret_cast<Byte*>(&dword);
stream.Read(bWord, 2, 0, 2);
auto tag = word;
stream.Read(bWord, 2, 0, 2);
auto channels = word;
stream.Read(bDword, 4, 0, 4);
auto samplesPerSec = dword;
stream.Read(bDword, 4, 0, 4);
auto bytesPerSec = dword;
stream.Read(bWord, 2, 0, 2);
auto blockAlign = word;
stream.Read(bWord, 2, 0, 2);
auto bitsPerSample = word;
stream.Read(bWord, 2, 0, 2);
auto cbSize = word;
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auto wavData = unew<Byte[]>(data.size());
for (size_t i = 0; i < data.size(); ++i)
wavData[i] = data[i];
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auto wfx = reinterpret_cast<WAVEFORMATEX*>(wavData.get());
wfx->wFormatTag = tag;
wfx->nChannels = channels;
wfx->nSamplesPerSec = samplesPerSec;
wfx->nAvgBytesPerSec = bytesPerSec;
wfx->nBlockAlign = blockAlign;
wfx->wBitsPerSample = bitsPerSample;
wfx->cbSize = cbSize;
auto startAudio = wavData.get();
auto se = unew<DxSoundEffect>(
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AudioEngine::impl->_dxAudioEngine.get(),
wavData,
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wfx,
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startAudio,
data.size(),
loopStart,
loopLength);
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impl = unew<PlatformImplementation>();
impl->_dxSoundEffect = std::move(se);
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}
void SoundEffect::Play() {
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if (!impl->_dxSoundEffect)
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return;
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impl->_dxSoundEffect->Play();
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}
void SoundEffect::Play(float volume, float pitch, float pan) {
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if (!impl->_dxSoundEffect)
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return;
impl->_dxSoundEffect->Play(volume, pitch, pan);
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}
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uptr<SoundEffectInstance> SoundEffect::CreateInstance() {
if (!impl->_dxSoundEffect)
return unew<SoundEffectInstance>();
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auto instance = unew<SoundEffectInstance>();
instance->impl->_dxInstance = impl->_dxSoundEffect->CreateInstance();
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return instance;
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}
void SoundEffectInstance::Play(bool loop) {
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if (!impl->_dxInstance)
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return;
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impl->_dxInstance->Play(loop);
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}
void SoundEffectInstance::Stop(bool immediate) {
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if (!impl->_dxInstance)
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return;
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impl->_dxInstance->Stop(immediate);
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}
void SoundEffectInstance::Pause() {
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if (!impl->_dxInstance)
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return;
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impl->_dxInstance->Pause();
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}
void SoundEffectInstance::Resume() {
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if (!impl->_dxInstance)
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return;
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impl->_dxInstance->Resume();
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}
void SoundEffectInstance::Volume(float volume) {
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if (!impl->_dxInstance)
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return;
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impl->_dxInstance->SetVolume(volume);
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}
void SoundEffectInstance::Pitch(float pitch) {
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if (!impl->_dxInstance)
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return;
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impl->_dxInstance->SetPitch(pitch);
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}
void SoundEffectInstance::Pan(float pan) {
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if (!impl->_dxInstance)
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return;
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impl->_dxInstance->SetPan(pan);
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}
bool SoundEffectInstance::IsLooped() {
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if (!impl->_dxInstance)
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return false;
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return impl->_dxInstance->IsLooped();
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}
}