mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
126 lines
3.8 KiB
C++
126 lines
3.8 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "sfx/xaudio/sfxXAudioBuffer.h"
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#include "sfx/xaudio/sfxXAudioVoice.h"
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//#define DEBUG_SPEW
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SFXXAudioBuffer* SFXXAudioBuffer::create( const ThreadSafeRef< SFXStream >& stream, SFXDescription* description )
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{
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SFXXAudioBuffer *buffer = new SFXXAudioBuffer( stream, description );
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return buffer;
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}
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SFXXAudioBuffer::SFXXAudioBuffer( const ThreadSafeRef< SFXStream >& stream, SFXDescription* description )
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: Parent( stream, description )
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{
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VECTOR_SET_ASSOCIATION( mBufferQueue );
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}
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SFXXAudioBuffer::~SFXXAudioBuffer()
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{
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_flush();
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}
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void SFXXAudioBuffer::write( SFXInternal::SFXStreamPacket* const* packets, U32 num )
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{
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AssertFatal( SFXInternal::isSFXThread(), "SFXXAudioBuffer::write() - not on SFX thread" );
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using namespace SFXInternal;
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// Unqueue processed packets.
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if( isStreaming() )
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{
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EnterCriticalSection( &_getUniqueVoice()->mLock );
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XAUDIO2_VOICE_STATE state;
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_getUniqueVoice()->mXAudioVoice->GetState( &state );
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U32 numProcessed = mBufferQueue.size() - state.BuffersQueued;
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for( U32 i = 0; i < numProcessed; ++ i )
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{
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destructSingle< SFXStreamPacket* >( mBufferQueue.first().mPacket );
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mBufferQueue.pop_front();
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#ifdef DEBUG_SPEW
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Platform::outputDebugString( "[SFXXAudioBuffer] Unqueued packet" );
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#endif
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}
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LeaveCriticalSection( &_getUniqueVoice()->mLock );
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}
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// Queue new packets.
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for( U32 i = 0; i < num; ++ i )
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{
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SFXStreamPacket* packet = packets[ i ];
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Buffer buffer;
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if( packet->mIsLast )
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buffer.mData.Flags = XAUDIO2_END_OF_STREAM;
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buffer.mPacket = packet;
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buffer.mData.AudioBytes = packet->mSizeActual;
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buffer.mData.pAudioData = packet->data;
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mBufferQueue.push_back( buffer );
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#ifdef DEBUG_SPEW
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Platform::outputDebugString( "[SFXXAudioBuffer] Queued packet" );
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#endif
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// If this is a streaming buffer, submit the packet to the
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// voice queue right away.
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if( isStreaming() )
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{
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EnterCriticalSection( &_getUniqueVoice()->mLock );
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IXAudio2SourceVoice* voice = _getUniqueVoice()->mXAudioVoice;
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voice->SubmitSourceBuffer( &buffer.mData );
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LeaveCriticalSection( &_getUniqueVoice()->mLock );
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}
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}
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}
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void SFXXAudioBuffer::_flush()
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{
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#ifdef DEBUG_SPEW
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Platform::outputDebugString( "[SFXXAudioBuffer] Flushing buffer" );
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#endif
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if( _getUniqueVoice() )
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_getUniqueVoice()->_stop();
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while( !mBufferQueue.empty() )
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{
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destructSingle( mBufferQueue.last().mPacket );
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mBufferQueue.pop_back();
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}
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}
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