mirror of https://github.com/axmolengine/axmol.git
165 lines
4.9 KiB
C
165 lines
4.9 KiB
C
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//// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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//// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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//// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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//// PARTICULAR PURPOSE.
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////
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//// Copyright (c) Microsoft Corporation. All rights reserved
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// For licensing information relating to this distribution please see Third Party Notices file.
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#pragma once
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#include <wrl.h>
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#include <d3d11_1.h>
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#include <agile.h>
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#include <DirectXMath.h>
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#include <memory>
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#define XAUDIO2_HELPER_FUNCTIONS 1
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#include <xaudio2.h>
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#include <map>
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static const int STREAMING_BUFFER_SIZE = 65536;
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static const int MAX_BUFFER_COUNT = 3;
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#define UNUSED_PARAM(unusedparam) (void)unusedparam
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struct SoundEffectData
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{
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unsigned int m_soundID;
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IXAudio2SourceVoice* m_soundEffectSourceVoice;
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XAUDIO2_BUFFER m_audioBuffer;
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byte* m_soundEffectBufferData;
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uint32 m_soundEffectBufferLength;
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uint32 m_soundEffectSampleRate;
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bool m_soundEffectStarted;
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};
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class Audio;
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class AudioEngineCallbacks: public IXAudio2EngineCallback
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{
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private:
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Audio *m_audio;
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public :
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AudioEngineCallbacks(){};
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void Initialize(Audio* audio);
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// Called by XAudio2 just before an audio processing pass begins.
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void _stdcall OnProcessingPassStart(){};
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// Called just after an audio processing pass ends.
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void _stdcall OnProcessingPassEnd(){};
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// Called in the event of a critical system error which requires XAudio2
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// to be closed down and restarted. The error code is given in Error.
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void _stdcall OnCriticalError(HRESULT Error);
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};
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struct StreamingVoiceContext : public IXAudio2VoiceCallback
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{
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STDMETHOD_(void, OnVoiceProcessingPassStart)(UINT32){}
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STDMETHOD_(void, OnVoiceProcessingPassEnd)(){}
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STDMETHOD_(void, OnStreamEnd)(){}
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STDMETHOD_(void, OnBufferStart)(void*)
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{
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ResetEvent(hBufferEndEvent);
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}
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STDMETHOD_(void, OnBufferEnd)(void* pContext)
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{
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//Trigger the event for the music stream.
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if (pContext == 0) {
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SetEvent(hBufferEndEvent);
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}
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}
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STDMETHOD_(void, OnLoopEnd)(void*){}
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STDMETHOD_(void, OnVoiceError)(void*, HRESULT){}
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HANDLE hBufferEndEvent;
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StreamingVoiceContext() : hBufferEndEvent(CreateEventEx(NULL, FALSE, FALSE, NULL))
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{
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}
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virtual ~StreamingVoiceContext()
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{
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CloseHandle(hBufferEndEvent);
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}
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};
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class Audio
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{
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private:
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IXAudio2* m_musicEngine;
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IXAudio2* m_soundEffectEngine;
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IXAudio2MasteringVoice* m_musicMasteringVoice;
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IXAudio2MasteringVoice* m_soundEffectMasteringVoice;
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StreamingVoiceContext m_voiceContext;
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typedef std::map<unsigned int, SoundEffectData> EffectList;
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typedef std::pair<unsigned int, SoundEffectData> Effect;
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EffectList m_soundEffects;
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unsigned int m_backgroundID;
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std::string m_backgroundFile;
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bool m_backgroundLoop;
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float m_soundEffctVolume;
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float m_backgroundMusicVolume;
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bool m_engineExperiencedCriticalError;
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AudioEngineCallbacks m_musicEngineCallback;
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AudioEngineCallbacks m_soundEffectEngineCallback;
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unsigned int Hash(const char* key);
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public:
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Audio();
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void Initialize();
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void CreateResources();
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void ReleaseResources();
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void Start();
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void Render();
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// This flag can be used to tell when the audio system is experiencing critial errors.
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// XAudio2 gives a critical error when the user unplugs their headphones, and a new
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// speaker configuration is generated.
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void SetEngineExperiencedCriticalError()
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{
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m_engineExperiencedCriticalError = true;
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}
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bool HasEngineExperiencedCriticalError()
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{
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return m_engineExperiencedCriticalError;
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}
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void PlayBackgroundMusic(const char* pszFilePath, bool bLoop);
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void StopBackgroundMusic(bool bReleaseData);
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void PauseBackgroundMusic();
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void ResumeBackgroundMusic();
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void RewindBackgroundMusic();
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bool IsBackgroundMusicPlaying();
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void SetBackgroundVolume(float volume);
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float GetBackgroundVolume();
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void SetSoundEffectVolume(float volume);
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float GetSoundEffectVolume();
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void PlaySoundEffect(const char* pszFilePath, bool bLoop, unsigned int& sound, bool isMusic = false);
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void PlaySoundEffect(unsigned int sound);
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bool IsSoundEffectStarted(unsigned int sound);
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void StopSoundEffect(unsigned int sound);
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void PauseSoundEffect(unsigned int sound);
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void ResumeSoundEffect(unsigned int sound);
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void RewindSoundEffect(unsigned int sound);
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void PauseAllSoundEffects();
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void ResumeAllSoundEffects();
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void StopAllSoundEffects();
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void PreloadSoundEffect(const char* pszFilePath, bool isMusic = false);
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void UnloadSoundEffect(const char* pszFilePath);
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void UnloadSoundEffect(unsigned int sound);
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};
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