/* * cocos2d-x http://www.cocos2d-x.org * * Copyright (c) 2010-2011 - cocos2d-x community * * Portions Copyright (c) Microsoft Open Technologies, Inc. * All Rights Reserved * * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and limitations under the License. */ #include "Audio.h" #include "MediaStreamer.h" //#include "CCCommon.h" inline void ThrowIfFailed(HRESULT hr) { if (FAILED(hr)) { // Set a breakpoint on this line to catch DX API errors. throw Platform::Exception::CreateException(hr); } } void AudioEngineCallbacks::Initialize(Audio *audio) { m_audio = audio; } // 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 AudioEngineCallbacks::OnCriticalError(HRESULT Error) { UNUSED_PARAM(Error); m_audio->SetEngineExperiencedCriticalError(); }; Audio::Audio() : m_backgroundID(0), m_soundEffctVolume(1.0f), m_backgroundMusicVolume(1.0f) { } void Audio::Initialize() { m_engineExperiencedCriticalError = false; m_musicEngine = nullptr; m_soundEffectEngine = nullptr; m_musicMasteringVoice = nullptr; m_soundEffectMasteringVoice = nullptr; } void Audio::CreateResources() { try { ThrowIfFailed( XAudio2Create(&m_musicEngine) ); #if defined(_DEBUG) XAUDIO2_DEBUG_CONFIGURATION debugConfig = {0}; debugConfig.BreakMask = XAUDIO2_LOG_ERRORS; debugConfig.TraceMask = XAUDIO2_LOG_ERRORS; m_musicEngine->SetDebugConfiguration(&debugConfig); #endif m_musicEngineCallback.Initialize(this); m_musicEngine->RegisterForCallbacks(&m_musicEngineCallback); // This sample plays the equivalent of background music, which we tag on the mastering voice as AudioCategory_GameMedia. // In ordinary usage, if we were playing the music track with no effects, we could route it entirely through // Media Foundation. Here we are using XAudio2 to apply a reverb effect to the music, so we use Media Foundation to // decode the data then we feed it through the XAudio2 pipeline as a separate Mastering Voice, so that we can tag it // as Game Media. // We default the mastering voice to 2 channels to simplify the reverb logic. ThrowIfFailed( m_musicEngine->CreateMasteringVoice(&m_musicMasteringVoice, XAUDIO2_DEFAULT_CHANNELS, XAUDIO2_DEFAULT_SAMPLERATE, 0, nullptr, nullptr, AudioCategory_GameMedia) ); // Create a separate engine and mastering voice for sound effects in the sample // Games will use many voices in a complex graph for audio, mixing all effects down to a // single mastering voice. // We are creating an entirely new engine instance and mastering voice in order to tag // our sound effects with the audio category AudioCategory_GameEffects. ThrowIfFailed( XAudio2Create(&m_soundEffectEngine) ); m_soundEffectEngineCallback.Initialize(this); m_soundEffectEngine->RegisterForCallbacks(&m_soundEffectEngineCallback); // We default the mastering voice to 2 channels to simplify the reverb logic. ThrowIfFailed( m_soundEffectEngine->CreateMasteringVoice(&m_soundEffectMasteringVoice, XAUDIO2_DEFAULT_CHANNELS, XAUDIO2_DEFAULT_SAMPLERATE, 0, nullptr, nullptr, AudioCategory_GameEffects) ); } catch (...) { m_engineExperiencedCriticalError = true; } } unsigned int Audio::Hash(const char *key) { unsigned int len = strlen(key); const char *end=key+len; unsigned int hash; for (hash = 0; key < end; key++) { hash *= 16777619; hash ^= (unsigned int) (unsigned char) toupper(*key); } return (hash); } void Audio::ReleaseResources() { if (m_musicMasteringVoice != nullptr) { m_musicMasteringVoice->DestroyVoice(); m_musicMasteringVoice = nullptr; } if (m_soundEffectMasteringVoice != nullptr) { m_soundEffectMasteringVoice->DestroyVoice(); m_soundEffectMasteringVoice = nullptr; } EffectList::iterator EffectIter = m_soundEffects.begin(); for (; EffectIter != m_soundEffects.end(); EffectIter++) { if (EffectIter->second.m_soundEffectSourceVoice != nullptr) { EffectIter->second.m_soundEffectSourceVoice->DestroyVoice(); EffectIter->second.m_soundEffectSourceVoice = nullptr; } } m_soundEffects.clear(); m_musicEngine = nullptr; m_soundEffectEngine = nullptr; } void Audio::Start() { if (m_engineExperiencedCriticalError) { return; } if (! m_backgroundFile.empty()) PlayBackgroundMusic(m_backgroundFile.c_str(), m_backgroundLoop); } // This sample processes audio buffers during the render cycle of the application. // As long as the sample maintains a high-enough frame rate, this approach should // not glitch audio. In game code, it is best for audio buffers to be processed // on a separate thread that is not synced to the main render loop of the game. void Audio::Render() { if (m_engineExperiencedCriticalError) { ReleaseResources(); Initialize(); CreateResources(); Start(); if (m_engineExperiencedCriticalError) { return; } } } void Audio::PlayBackgroundMusic(const char* pszFilePath, bool bLoop) { m_backgroundFile = pszFilePath; m_backgroundLoop = bLoop; if (m_engineExperiencedCriticalError) { return; } StopBackgroundMusic(true); PlaySoundEffect(pszFilePath, bLoop, m_backgroundID, true); } void Audio::StopBackgroundMusic(bool bReleaseData) { if (m_engineExperiencedCriticalError) { return; } StopSoundEffect(m_backgroundID); if (bReleaseData) UnloadSoundEffect(m_backgroundID); } void Audio::PauseBackgroundMusic() { if (m_engineExperiencedCriticalError) { return; } PauseSoundEffect(m_backgroundID); } void Audio::ResumeBackgroundMusic() { if (m_engineExperiencedCriticalError) { return; } ResumeSoundEffect(m_backgroundID); } void Audio::RewindBackgroundMusic() { if (m_engineExperiencedCriticalError) { return; } RewindSoundEffect(m_backgroundID); } bool Audio::IsBackgroundMusicPlaying() { return IsSoundEffectStarted(m_backgroundID); } void Audio::SetBackgroundVolume(float volume) { m_backgroundMusicVolume = volume; if (m_engineExperiencedCriticalError) { return; } if (m_soundEffects.end() != m_soundEffects.find(m_backgroundID)) { m_soundEffects[m_backgroundID].m_soundEffectSourceVoice->SetVolume(volume); } } float Audio::GetBackgroundVolume() { return m_backgroundMusicVolume; } void Audio::SetSoundEffectVolume(float volume) { m_soundEffctVolume = volume; if (m_engineExperiencedCriticalError) { return; } EffectList::iterator iter; for (iter = m_soundEffects.begin(); iter != m_soundEffects.end(); iter++) { if (iter->first != m_backgroundID) iter->second.m_soundEffectSourceVoice->SetVolume(m_soundEffctVolume); } } float Audio::GetSoundEffectVolume() { return m_soundEffctVolume; } void Audio::PlaySoundEffect(const char* pszFilePath, bool bLoop, unsigned int& sound, bool isMusic) { sound = Hash(pszFilePath); if (m_soundEffects.end() == m_soundEffects.find(sound)) { PreloadSoundEffect(pszFilePath, isMusic); } if (m_soundEffects.end() == m_soundEffects.find(sound)) return; m_soundEffects[sound].m_audioBuffer.LoopCount = bLoop ? XAUDIO2_LOOP_INFINITE : 0; PlaySoundEffect(sound); } void Audio::PlaySoundEffect(unsigned int sound) { if (m_engineExperiencedCriticalError) { return; } if (m_soundEffects.end() == m_soundEffects.find(sound)) return; StopSoundEffect(sound); ThrowIfFailed( m_soundEffects[sound].m_soundEffectSourceVoice->SubmitSourceBuffer(&m_soundEffects[sound].m_audioBuffer) ); if (m_engineExperiencedCriticalError) { // If there's an error, then we'll recreate the engine on the next render pass return; } SoundEffectData* soundEffect = &m_soundEffects[sound]; HRESULT hr = soundEffect->m_soundEffectSourceVoice->Start(); if FAILED(hr) { m_engineExperiencedCriticalError = true; return; } m_soundEffects[sound].m_soundEffectStarted = true; } void Audio::StopSoundEffect(unsigned int sound) { if (m_engineExperiencedCriticalError) { return; } if (m_soundEffects.end() == m_soundEffects.find(sound)) return; HRESULT hr = m_soundEffects[sound].m_soundEffectSourceVoice->Stop(); HRESULT hr1 = m_soundEffects[sound].m_soundEffectSourceVoice->FlushSourceBuffers(); if (FAILED(hr) || FAILED(hr1)) { // If there's an error, then we'll recreate the engine on the next render pass m_engineExperiencedCriticalError = true; return; } m_soundEffects[sound].m_soundEffectStarted = false; } void Audio::PauseSoundEffect(unsigned int sound) { if (m_engineExperiencedCriticalError) { return; } if (m_soundEffects.end() == m_soundEffects.find(sound)) return; HRESULT hr = m_soundEffects[sound].m_soundEffectSourceVoice->Stop(); if FAILED(hr) { // If there's an error, then we'll recreate the engine on the next render pass m_engineExperiencedCriticalError = true; return; } } void Audio::ResumeSoundEffect(unsigned int sound) { if (m_engineExperiencedCriticalError) { return; } if (m_soundEffects.end() == m_soundEffects.find(sound)) return; HRESULT hr = m_soundEffects[sound].m_soundEffectSourceVoice->Start(); if FAILED(hr) { // If there's an error, then we'll recreate the engine on the next render pass m_engineExperiencedCriticalError = true; return; } } void Audio::RewindSoundEffect(unsigned int sound) { if (m_engineExperiencedCriticalError) { return; } if (m_soundEffects.end() == m_soundEffects.find(sound)) return; StopSoundEffect(sound); PlaySoundEffect(sound); } void Audio::PauseAllSoundEffects() { if (m_engineExperiencedCriticalError) { return; } EffectList::iterator iter; for (iter = m_soundEffects.begin(); iter != m_soundEffects.end(); iter++) { PauseSoundEffect(iter->first); } } void Audio::ResumeAllSoundEffects() { if (m_engineExperiencedCriticalError) { return; } EffectList::iterator iter; for (iter = m_soundEffects.begin(); iter != m_soundEffects.end(); iter++) { ResumeSoundEffect(iter->first); } } void Audio::StopAllSoundEffects() { if (m_engineExperiencedCriticalError) { return; } EffectList::iterator iter; for (iter = m_soundEffects.begin(); iter != m_soundEffects.end(); iter++) { StopSoundEffect(iter->first); } } bool Audio::IsSoundEffectStarted(unsigned int sound) { if (m_soundEffects.end() == m_soundEffects.find(sound)) return false; return m_soundEffects[sound].m_soundEffectStarted; } std::wstring CCUtf8ToUnicode(const char * pszUtf8Str) { std::wstring ret; do { if (! pszUtf8Str) break; size_t len = strlen(pszUtf8Str); if (len <= 0) break; ++len; wchar_t * pwszStr = new wchar_t[len]; if (! pwszStr) break; pwszStr[len - 1] = 0; MultiByteToWideChar(CP_UTF8, 0, pszUtf8Str, len, pwszStr, len); ret = pwszStr; if(pwszStr) { delete[] (pwszStr); (pwszStr) = 0; } } while (0); return ret; } std::string CCUnicodeToUtf8(const wchar_t* pwszStr) { std::string ret; do { if(! pwszStr) break; size_t len = wcslen(pwszStr); if (len <= 0) break; char * pszUtf8Str = new char[len*3 + 1]; WideCharToMultiByte(CP_UTF8, 0, pwszStr, len+1, pszUtf8Str, len*3 + 1, 0, 0); ret = pszUtf8Str; if(pszUtf8Str) { delete[] (pszUtf8Str); (pszUtf8Str) = 0; } }while(0); return ret; } void Audio::PreloadSoundEffect(const char* pszFilePath, bool isMusic) { if (m_engineExperiencedCriticalError) { return; } int sound = Hash(pszFilePath); MediaStreamer mediaStreamer; mediaStreamer.Initialize(CCUtf8ToUnicode(pszFilePath).c_str()); m_soundEffects[sound].m_soundID = sound; uint32 bufferLength = mediaStreamer.GetMaxStreamLengthInBytes(); m_soundEffects[sound].m_soundEffectBufferData = new byte[bufferLength]; mediaStreamer.ReadAll(m_soundEffects[sound].m_soundEffectBufferData, bufferLength, &m_soundEffects[sound].m_soundEffectBufferLength); if (isMusic) { XAUDIO2_SEND_DESCRIPTOR descriptors[1]; descriptors[0].pOutputVoice = m_musicMasteringVoice; descriptors[0].Flags = 0; XAUDIO2_VOICE_SENDS sends = {0}; sends.SendCount = 1; sends.pSends = descriptors; ThrowIfFailed( m_musicEngine->CreateSourceVoice(&m_soundEffects[sound].m_soundEffectSourceVoice, &(mediaStreamer.GetOutputWaveFormatEx()), 0, 1.0f, &m_voiceContext, &sends) ); //fix bug: set a initial volume m_soundEffects[sound].m_soundEffectSourceVoice->SetVolume(m_backgroundMusicVolume); } else { XAUDIO2_SEND_DESCRIPTOR descriptors[1]; descriptors[0].pOutputVoice = m_soundEffectMasteringVoice; descriptors[0].Flags = 0; XAUDIO2_VOICE_SENDS sends = {0}; sends.SendCount = 1; sends.pSends = descriptors; ThrowIfFailed( m_soundEffectEngine->CreateSourceVoice(&m_soundEffects[sound].m_soundEffectSourceVoice, &(mediaStreamer.GetOutputWaveFormatEx()), 0, 1.0f, &m_voiceContext, &sends, nullptr) ); //fix bug: set a initial volume m_soundEffects[sound].m_soundEffectSourceVoice->SetVolume(m_soundEffctVolume); } m_soundEffects[sound].m_soundEffectSampleRate = mediaStreamer.GetOutputWaveFormatEx().nSamplesPerSec; // Queue in-memory buffer for playback ZeroMemory(&m_soundEffects[sound].m_audioBuffer, sizeof(m_soundEffects[sound].m_audioBuffer)); m_soundEffects[sound].m_audioBuffer.AudioBytes = m_soundEffects[sound].m_soundEffectBufferLength; m_soundEffects[sound].m_audioBuffer.pAudioData = m_soundEffects[sound].m_soundEffectBufferData; m_soundEffects[sound].m_audioBuffer.pContext = &m_soundEffects[sound]; m_soundEffects[sound].m_audioBuffer.Flags = XAUDIO2_END_OF_STREAM; m_soundEffects[sound].m_audioBuffer.LoopCount = 0; } void Audio::UnloadSoundEffect(const char* pszFilePath) { int sound = Hash(pszFilePath); UnloadSoundEffect(sound); } void Audio::UnloadSoundEffect(unsigned int sound) { if (m_engineExperiencedCriticalError) { return; } if (m_soundEffects.end() == m_soundEffects.find(sound)) return; m_soundEffects[sound].m_soundEffectSourceVoice->DestroyVoice(); if(m_soundEffects[sound].m_soundEffectBufferData) delete [] m_soundEffects[sound].m_soundEffectBufferData; m_soundEffects[sound].m_soundEffectBufferData = nullptr; m_soundEffects[sound].m_soundEffectSourceVoice = nullptr; m_soundEffects[sound].m_soundEffectStarted = false; ZeroMemory(&m_soundEffects[sound].m_audioBuffer, sizeof(m_soundEffects[sound].m_audioBuffer)); m_soundEffects.erase(sound); }