axmol/cocos/audio/winrt/Audio.h

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