Torque3D/Engine/source/sfx/xaudio/sfxXAudioVoice.cpp
2012-09-19 11:15:01 -04:00

446 lines
13 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "sfx/xaudio/sfxXAudioVoice.h"
#include "sfx/xaudio/sfxXAudioDevice.h"
#include "sfx/xaudio/sfxXAudioBuffer.h"
#include "core/util/safeDelete.h"
#include "math/mMathFn.h"
//#define DEBUG_SPEW
static void sfxFormatToWAVEFORMATEX( const SFXFormat& format, WAVEFORMATEX *wfx )
{
dMemset( wfx, 0, sizeof( WAVEFORMATEX ) );
wfx->wFormatTag = WAVE_FORMAT_PCM;
wfx->nChannels = format.getChannels();
wfx->nSamplesPerSec = format.getSamplesPerSecond();
wfx->wBitsPerSample = format.getBitsPerChannel();
wfx->nBlockAlign = wfx->nChannels * wfx->wBitsPerSample / 8;
wfx->nAvgBytesPerSec = wfx->nSamplesPerSec * wfx->nBlockAlign;
}
SFXXAudioVoice* SFXXAudioVoice::create( IXAudio2 *xaudio,
bool is3D,
SFXXAudioBuffer *buffer,
SFXXAudioVoice* inVoice )
{
AssertFatal( xaudio, "SFXXAudioVoice::create() - Got null XAudio!" );
AssertFatal( buffer, "SFXXAudioVoice::create() - Got null buffer!" );
// Create the voice object first as it also the callback object.
SFXXAudioVoice* voice = inVoice;
if( !voice )
voice = new SFXXAudioVoice( buffer );
// Get the buffer format.
WAVEFORMATEX wfx;
sfxFormatToWAVEFORMATEX( buffer->getFormat(), &wfx );
// We don't support multi-channel 3d sounds!
if ( is3D && wfx.nChannels > 1 )
return NULL;
// Create the voice.
IXAudio2SourceVoice *xaVoice;
HRESULT hr = xaudio->CreateSourceVoice( &xaVoice,
(WAVEFORMATEX*)&wfx,
0,
XAUDIO2_DEFAULT_FREQ_RATIO,
voice,
NULL,
NULL );
if( FAILED( hr ) || !voice )
{
if( !inVoice )
delete voice;
return NULL;
}
voice->mIs3D = is3D;
voice->mEmitter.ChannelCount = wfx.nChannels;
voice->mXAudioVoice = xaVoice;
return voice;
}
SFXXAudioVoice::SFXXAudioVoice( SFXXAudioBuffer* buffer )
: Parent( buffer ),
mXAudioDevice( NULL ),
mXAudioVoice( NULL ),
mIs3D( false ),
mPitch( 1.0f ),
mHasStopped( false ),
mHasStarted( false ),
mIsLooping( false ),
mIsPlaying( false ),
mNonStreamSampleStartPos( 0 ),
mNonStreamBufferLoaded( false ),
mSamplesPlayedOffset( 0 )
{
dMemset( &mEmitter, 0, sizeof( mEmitter ) );
mEmitter.DopplerScaler = 1.0f;
InitializeCriticalSection( &mLock );
}
SFXXAudioVoice::~SFXXAudioVoice()
{
if ( mEmitter.pVolumeCurve )
{
SAFE_DELETE_ARRAY( mEmitter.pVolumeCurve->pPoints );
SAFE_DELETE( mEmitter.pVolumeCurve );
}
SAFE_DELETE( mEmitter.pCone );
if ( mXAudioVoice )
mXAudioVoice->DestroyVoice();
DeleteCriticalSection( &mLock );
}
SFXStatus SFXXAudioVoice::_status() const
{
if( mHasStopped )
return SFXStatusStopped;
else if( mHasStarted )
{
if( !mIsPlaying )
return SFXStatusPaused;
else
return SFXStatusPlaying;
}
else
return SFXStatusStopped;
}
void SFXXAudioVoice::_flush()
{
AssertFatal( mXAudioVoice != NULL,
"SFXXAudioVoice::_flush() - invalid voice" );
EnterCriticalSection( &mLock );
mXAudioVoice->Stop( 0 );
mXAudioVoice->FlushSourceBuffers();
mNonStreamBufferLoaded = false;
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SFXXAudioVoice] Flushed state" );
#endif
mIsPlaying = false;
mHasStarted = false;
mHasStopped = true;
//WORKAROUND: According to the docs, SamplesPlayed reported by the
// voice should get reset as soon as we submit a new buffer to the voice.
// Alas it won't. So, save the current value here and offset our future
// play cursors.
XAUDIO2_VOICE_STATE state;
mXAudioVoice->GetState( &state );
mSamplesPlayedOffset = - S32( state.SamplesPlayed );
LeaveCriticalSection( &mLock );
}
void SFXXAudioVoice::_play()
{
AssertFatal( mXAudioVoice != NULL,
"SFXXAudioVoice::_play() - invalid voice" );
// For non-streaming voices queue the data if we haven't yet.
if( !mBuffer->isStreaming() && !mNonStreamBufferLoaded )
_loadNonStreamed();
// Start playback.
mXAudioVoice->Start( 0, 0 );
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SFXXAudioVoice] Started playback" );
#endif
mIsPlaying = true;
mHasStarted = true;
mHasStopped = false;
}
void SFXXAudioVoice::_pause()
{
AssertFatal( mXAudioVoice != NULL,
"SFXXAudioVoice::_pause() - invalid voice" );
mXAudioVoice->Stop( 0 );
mIsPlaying = false;
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SFXXAudioVoice] Paused playback" );
#endif
}
void SFXXAudioVoice::_stop()
{
AssertFatal( mXAudioVoice != NULL,
"SFXXAudioVoice::_stop() - invalid voice" );
_flush();
mIsPlaying = false;
mHasStarted = false;
mHasStopped = true;
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SFXXAudioVoice] Stopped playback" );
#endif
}
void SFXXAudioVoice::_seek( U32 sample )
{
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SFXXAudioVoice] Seeking to %i", sample );
#endif
mNonStreamSampleStartPos = sample;
bool wasPlaying = mIsPlaying;
_stop();
if( wasPlaying )
_play();
}
void SFXXAudioVoice::_loadNonStreamed()
{
AssertFatal( !mBuffer->isStreaming(), "SFXXAudioVoice::_loadNonStreamed - must not be called on streaming voices" );
AssertFatal( mXAudioVoice != NULL, "SFXXAudioVoice::_loadNonStreamed - invalid voice" );
AssertWarn( !mNonStreamBufferLoaded, "SFXXAudioVoice::_nonStreamNonstreamed - Data already loaded" );
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SFXXAudioVoice] Loading non-stream buffer at %i", mNonStreamSampleStartPos );
#endif
EnterCriticalSection( &mLock );
const XAUDIO2_BUFFER& orgBuffer = _getBuffer()->mBufferQueue.front().mData;
mNonStreamBuffer = orgBuffer;
if( mNonStreamSampleStartPos )
{
mNonStreamBuffer.PlayBegin = mNonStreamSampleStartPos;
mNonStreamBuffer.PlayLength = _getBuffer()->getNumSamples() - mNonStreamSampleStartPos;
mSamplesPlayedOffset += mNonStreamSampleStartPos; // Add samples that we are skipping.
mNonStreamSampleStartPos = 0;
}
if( mIsLooping )
{
mNonStreamBuffer.LoopCount = XAUDIO2_LOOP_INFINITE;
mNonStreamBuffer.LoopLength = _getBuffer()->getNumSamples();
}
// Submit buffer.
mXAudioVoice->SubmitSourceBuffer( &mNonStreamBuffer );
mNonStreamBufferLoaded = true;
LeaveCriticalSection( &mLock );
}
U32 SFXXAudioVoice::_tell() const
{
XAUDIO2_VOICE_STATE state;
mXAudioVoice->GetState( &state );
// Workaround SamplesPlayed not getting reset.
return ( state.SamplesPlayed + mSamplesPlayedOffset );
}
void SFXXAudioVoice::setMinMaxDistance( F32 min, F32 max )
{
// Set the overall volume curve scale.
mEmitter.CurveDistanceScaler = max;
// The curve uses normalized distances, so
// figure out the normalized min distance.
F32 normMin = 0.0f;
if ( min > 0.0f )
normMin = min / max;
// See what type of curve we are supposed to generate.
const bool linear = ( mXAudioDevice->mDistanceModel == SFXDistanceModelLinear );
// Have we setup the curve yet?
if( !mEmitter.pVolumeCurve
|| ( linear && mEmitter.pVolumeCurve->PointCount != 2 )
|| ( !linear && mEmitter.pVolumeCurve->PointCount != 6 ) )
{
if( !mEmitter.pVolumeCurve )
mEmitter.pVolumeCurve = new X3DAUDIO_DISTANCE_CURVE;
else
SAFE_DELETE_ARRAY( mEmitter.pVolumeCurve->pPoints );
// We use 6 points for logarithmic volume curves and 2 for linear volume curves.
if( linear )
{
mEmitter.pVolumeCurve->pPoints = new X3DAUDIO_DISTANCE_CURVE_POINT[ 2 ];
mEmitter.pVolumeCurve->PointCount = 2;
}
else
{
mEmitter.pVolumeCurve->pPoints = new X3DAUDIO_DISTANCE_CURVE_POINT[ 6 ];
mEmitter.pVolumeCurve->PointCount = 6;
}
// The first and last points are known
// and will not change.
mEmitter.pVolumeCurve->pPoints[ 0 ].Distance = 0.0f;
mEmitter.pVolumeCurve->pPoints[ 0 ].DSPSetting = 1.0f;
mEmitter.pVolumeCurve->pPoints[ linear ? 1 : 5 ].Distance = 1.0f;
mEmitter.pVolumeCurve->pPoints[ linear ? 1 : 5 ].DSPSetting = 0.0f;
}
if( !linear )
{
// Set the second point of the curve.
mEmitter.pVolumeCurve->pPoints[1].Distance = normMin;
mEmitter.pVolumeCurve->pPoints[1].DSPSetting = 1.0f;
// The next three points are calculated to
// give the sound a rough logarithmic falloff.
F32 distStep = ( 1.0f - normMin ) / 4.0f;
for ( U32 i=0; i < 3; i++ )
{
U32 index = 2 + i;
F32 dist = normMin + ( distStep * (F32)( i + 1 ) );
mEmitter.pVolumeCurve->pPoints[index].Distance = dist;
mEmitter.pVolumeCurve->pPoints[index].DSPSetting = 1.0f - log10( dist * 10.0f );
}
}
}
void SFXXAudioVoice::OnBufferEnd( void* bufferContext )
{
if( mBuffer->isStreaming() )
SFXInternal::TriggerUpdate();
}
void SFXXAudioVoice::OnStreamEnd()
{
// Warning: This is being called within the XAudio
// thread, so be sure you're thread safe!
mHasStopped = true;
if( mBuffer->isStreaming() )
SFXInternal::TriggerUpdate();
else
_stop();
}
void SFXXAudioVoice::play( bool looping )
{
// Give the device a chance to calculate our positional
// audio settings before we start playback... this is
// important else we get glitches.
if( mIs3D )
mXAudioDevice->_setOutputMatrix( this );
mIsLooping = looping;
Parent::play( looping );
}
void SFXXAudioVoice::setVelocity( const VectorF& velocity )
{
mEmitter.Velocity.x = velocity.x;
mEmitter.Velocity.y = velocity.y;
// XAudio and Torque use opposite handedness, so
// flip the z coord to account for that.
mEmitter.Velocity.z = -velocity.z;
}
void SFXXAudioVoice::setTransform( const MatrixF& transform )
{
transform.getColumn( 3, (Point3F*)&mEmitter.Position );
transform.getColumn( 1, (Point3F*)&mEmitter.OrientFront );
transform.getColumn( 2, (Point3F*)&mEmitter.OrientTop );
// XAudio and Torque use opposite handedness, so
// flip the z coord to account for that.
mEmitter.Position.z *= -1.0f;
mEmitter.OrientFront.z *= -1.0f;
mEmitter.OrientTop.z *= -1.0f;
}
void SFXXAudioVoice::setVolume( F32 volume )
{
mXAudioVoice->SetVolume( volume );
}
void SFXXAudioVoice::setPitch( F32 pitch )
{
mPitch = mClampF( pitch, XAUDIO2_MIN_FREQ_RATIO, XAUDIO2_DEFAULT_FREQ_RATIO );
mXAudioVoice->SetFrequencyRatio( mPitch );
}
void SFXXAudioVoice::setCone( F32 innerAngle, F32 outerAngle, F32 outerVolume )
{
// If the cone is set to 360 then the
// cone is null and doesn't need to be
// set on the voice.
if ( mIsEqual( innerAngle, 360 ) )
{
SAFE_DELETE( mEmitter.pCone );
return;
}
if ( !mEmitter.pCone )
{
mEmitter.pCone = new X3DAUDIO_CONE;
// The inner volume is always 1... the overall
// volume is what scales it.
mEmitter.pCone->InnerVolume = 1.0f;
// We don't use these yet.
mEmitter.pCone->InnerLPF = 0.0f;
mEmitter.pCone->OuterLPF = 0.0f;
mEmitter.pCone->InnerReverb = 0.0f;
mEmitter.pCone->OuterReverb = 0.0f;
}
mEmitter.pCone->InnerAngle = mDegToRad( innerAngle );
mEmitter.pCone->OuterAngle = mDegToRad( outerAngle );
mEmitter.pCone->OuterVolume = outerVolume;
}