//// 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 // For licensing information relating to this distribution please see Third Party Notices file. #pragma once #include #include #include #include #include #define XAUDIO2_HELPER_FUNCTIONS 1 #include #include static const int STREAMING_BUFFER_SIZE = 65536; static const int MAX_BUFFER_COUNT = 3; #define UNUSED_PARAM(unusedparam) (void)unusedparam struct SoundEffectData { unsigned int m_soundID; IXAudio2SourceVoice* m_soundEffectSourceVoice; XAUDIO2_BUFFER m_audioBuffer; byte* m_soundEffectBufferData; size_t m_soundEffectBufferLength; uint32 m_soundEffectSampleRate; 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 EffectList; typedef std::pair Effect; EffectList m_soundEffects; 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 critical 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); 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(); void StopAllSoundEffects(bool bReleaseData); void PreloadSoundEffect(const char* pszFilePath, bool isMusic = false); void UnloadSoundEffect(const char* pszFilePath); void UnloadSoundEffect(unsigned int sound); private: void RemoveFromList(unsigned int sound); };