void SoundManager::update(Camera* p_gameCamera)
{
	m_masterVoice->SetVolume(m_masterVolume,0);
	updateListener(p_gameCamera);

	X3DAudioCalculate(m_X3DAudioInstance, &m_listener, &m_music->getEmitter(),
		X3DAUDIO_CALCULATE_MATRIX, &m_music->getDSPSettings());

	IXAudio2SourceVoice* voice = m_music->getSource();
	m_left = m_matrixCoefficients[0];
	m_right = m_matrixCoefficients[1];
	voice->SetOutputMatrix( m_masterVoice, 1, m_destChannels, m_matrixCoefficients);

	if(!m_music->isPlaying())
		m_music->play();
}
Пример #2
0
bool XAudio2_Output::init(long sampleRate)
{
	if( failed || initialized ) return false;

	HRESULT hr;

	// Initialize XAudio2
	UINT32 flags = 0;
//#ifdef _DEBUG
//	flags = XAUDIO2_DEBUG_ENGINE;
//#endif

	hr = XAudio2Create( &xaud, flags );
	if( hr != S_OK ) {
		systemMessage( IDS_XAUDIO2_FAILURE, NULL );
		failed = true;
		return false;
	}


	freq = sampleRate;

	// calculate the number of samples per frame first
	// then multiply it with the size of a sample frame (16 bit * stereo)
	soundBufferLen = ( freq / 60 ) * 4;

	// create own buffers to store sound data because it must not be
	// manipulated while the voice plays from it
	buffers = (BYTE *)malloc( ( bufferCount + 1 ) * soundBufferLen );
	// + 1 because we need one temporary buffer when all others are in use

	WAVEFORMATEX wfx;
	ZeroMemory( &wfx, sizeof( wfx ) );
	wfx.wFormatTag = WAVE_FORMAT_PCM;
	wfx.nChannels = 2;
	wfx.nSamplesPerSec = freq;
	wfx.wBitsPerSample = 16;
	wfx.nBlockAlign = wfx.nChannels * ( wfx.wBitsPerSample / 8 );
	wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign;


	// create sound receiver
	hr = xaud->CreateMasteringVoice(
		&mVoice,
		XAUDIO2_DEFAULT_CHANNELS,
		XAUDIO2_DEFAULT_SAMPLERATE,
		0,
		theApp.xa2Device,
		NULL );
	if( hr != S_OK ) {
		systemMessage( IDS_XAUDIO2_CANNOT_CREATE_MASTERINGVOICE, NULL );
		failed = true;
		return false;
	}


	// create sound emitter
	hr = xaud->CreateSourceVoice( &sVoice, &wfx, 0, 4.0f, &notify );
	if( hr != S_OK ) {
		systemMessage( IDS_XAUDIO2_CANNOT_CREATE_SOURCEVOICE, NULL );
		failed = true;
		return false;
	}


	if( theApp.xa2Upmixing ) {
		// set up stereo upmixing
		XAUDIO2_DEVICE_DETAILS dd;
		ZeroMemory( &dd, sizeof( dd ) );
		hr = xaud->GetDeviceDetails( 0, &dd );
		ASSERT( hr == S_OK );
		float *matrix = NULL;
		matrix = (float*)malloc( sizeof( float ) * 2 * dd.OutputFormat.Format.nChannels );
        if( matrix == NULL ) return false;
		bool matrixAvailable = true;
		switch( dd.OutputFormat.Format.nChannels ) {
			case 4: // 4.0
	//Speaker \ Left Source           Right Source
	/*Front L*/	matrix[0] = 1.0000f;  matrix[1] = 0.0000f;
	/*Front R*/	matrix[2] = 0.0000f;  matrix[3] = 1.0000f;
	/*Back  L*/	matrix[4] = 1.0000f;  matrix[5] = 0.0000f;
	/*Back  R*/	matrix[6] = 0.0000f;  matrix[7] = 1.0000f;
				break;
			case 5: // 5.0
	//Speaker \ Left Source           Right Source
	/*Front L*/	matrix[0] = 1.0000f;  matrix[1] = 0.0000f;
	/*Front R*/	matrix[2] = 0.0000f;  matrix[3] = 1.0000f;
	/*Front C*/	matrix[4] = 0.7071f;  matrix[5] = 0.7071f;
	/*Side  L*/	matrix[6] = 1.0000f;  matrix[7] = 0.0000f;
	/*Side  R*/	matrix[8] = 0.0000f;  matrix[9] = 1.0000f;
				break;
			case 6: // 5.1
	//Speaker \ Left Source           Right Source
	/*Front L*/	matrix[0] = 1.0000f;  matrix[1] = 0.0000f;
	/*Front R*/	matrix[2] = 0.0000f;  matrix[3] = 1.0000f;
	/*Front C*/	matrix[4] = 0.7071f;  matrix[5] = 0.7071f;
	/*LFE    */	matrix[6] = 0.0000f;  matrix[7] = 0.0000f;
	/*Side  L*/	matrix[8] = 1.0000f;  matrix[9] = 0.0000f;
	/*Side  R*/	matrix[10] = 0.0000f;  matrix[11] = 1.0000f;
				break;
			case 7: // 6.1
	//Speaker \ Left Source           Right Source
	/*Front L*/	matrix[0] = 1.0000f;  matrix[1] = 0.0000f;
	/*Front R*/	matrix[2] = 0.0000f;  matrix[3] = 1.0000f;
	/*Front C*/	matrix[4] = 0.7071f;  matrix[5] = 0.7071f;
	/*LFE    */	matrix[6] = 0.0000f;  matrix[7] = 0.0000f;
	/*Side  L*/	matrix[8] = 1.0000f;  matrix[9] = 0.0000f;
	/*Side  R*/	matrix[10] = 0.0000f;  matrix[11] = 1.0000f;
	/*Back  C*/	matrix[12] = 0.7071f;  matrix[13] = 0.7071f;
				break;
			case 8: // 7.1
	//Speaker \ Left Source           Right Source
	/*Front L*/	matrix[0] = 1.0000f;  matrix[1] = 0.0000f;
	/*Front R*/	matrix[2] = 0.0000f;  matrix[3] = 1.0000f;
	/*Front C*/	matrix[4] = 0.7071f;  matrix[5] = 0.7071f;
	/*LFE    */	matrix[6] = 0.0000f;  matrix[7] = 0.0000f;
	/*Back  L*/	matrix[8] = 1.0000f;  matrix[9] = 0.0000f;
	/*Back  R*/	matrix[10] = 0.0000f;  matrix[11] = 1.0000f;
	/*Side  L*/	matrix[12] = 1.0000f;  matrix[13] = 0.0000f;
	/*Side  R*/	matrix[14] = 0.0000f;  matrix[15] = 1.0000f;
				break;
			default:
				matrixAvailable = false;
				break;
		}
		if( matrixAvailable ) {
			hr = sVoice->SetOutputMatrix( NULL, 2, dd.OutputFormat.Format.nChannels, matrix );
			ASSERT( hr == S_OK );
		}
		free( matrix );
		matrix = NULL;
	}


	hr = sVoice->Start( 0 );
	ASSERT( hr == S_OK );
	playing = true;

	currentBuffer = 0;
	device_changed = false;

	initialized = true;
	return true;
}
Пример #3
0
//-----------------------------------------------------------------------------
// Perform per-frame update of audio
//-----------------------------------------------------------------------------
HRESULT UpdateAudio( float fElapsedTime )
{
    if( !g_audioState.bInitialized )
        return S_FALSE;

    if( g_audioState.nFrameToApply3DAudio == 0 )
    {
        // Calculate listener orientation in x-z plane
        if( g_audioState.vListenerPos.x != g_audioState.listener.Position.x
            || g_audioState.vListenerPos.z != g_audioState.listener.Position.z )
        {
            XMVECTOR v1 = XMLoadFloat3( &g_audioState.vListenerPos );
            XMVECTOR v2 = XMVectorSet( g_audioState.listener.Position.x, g_audioState.listener.Position.y, g_audioState.listener.Position.z, 0.f  );

            XMVECTOR vDelta = v1 - v2;

            g_audioState.fListenerAngle = float( atan2( XMVectorGetX( vDelta ), XMVectorGetZ( vDelta ) ) );

            vDelta = XMVectorSetY( vDelta, 0.f );
            vDelta = XMVector3Normalize( vDelta );

            XMFLOAT3 tmp;
            XMStoreFloat3( &tmp, vDelta );

            g_audioState.listener.OrientFront.x = tmp.x;
            g_audioState.listener.OrientFront.y = 0.f;
            g_audioState.listener.OrientFront.z = tmp.z;
        }

        if (g_audioState.fUseListenerCone)
        {
            g_audioState.listener.pCone = (X3DAUDIO_CONE*)&Listener_DirectionalCone;
        }
        else
        {
            g_audioState.listener.pCone = nullptr;
        }
        if (g_audioState.fUseInnerRadius)
        {
            g_audioState.emitter.InnerRadius = 2.0f;
            g_audioState.emitter.InnerRadiusAngle = X3DAUDIO_PI/4.0f;
        }
        else
        {
            g_audioState.emitter.InnerRadius = 0.0f;
            g_audioState.emitter.InnerRadiusAngle = 0.0f;
        }

        if( fElapsedTime > 0 )
        {
            XMVECTOR v1 = XMLoadFloat3( &g_audioState.vListenerPos );
            XMVECTOR v2 = XMVectorSet( g_audioState.listener.Position.x, g_audioState.listener.Position.y, g_audioState.listener.Position.z, 0 );

            XMVECTOR lVelocity = ( v1 - v2 ) / fElapsedTime;
            g_audioState.listener.Position.x = g_audioState.vListenerPos.x;
            g_audioState.listener.Position.y = g_audioState.vListenerPos.y;
            g_audioState.listener.Position.z = g_audioState.vListenerPos.z;

            XMFLOAT3 tmp;
            XMStoreFloat3( &tmp, lVelocity );
            g_audioState.listener.Velocity.x = tmp.x;
            g_audioState.listener.Velocity.y = tmp.y;
            g_audioState.listener.Velocity.z = tmp.z;

            v1 = XMLoadFloat3( &g_audioState.vEmitterPos );
            v2 = XMVectorSet( g_audioState.emitter.Position.x, g_audioState.emitter.Position.y, g_audioState.emitter.Position.z, 0.f );

            XMVECTOR eVelocity = ( v1 - v2 ) / fElapsedTime;
            g_audioState.emitter.Position.x = g_audioState.vEmitterPos.x;
            g_audioState.emitter.Position.y = g_audioState.vEmitterPos.y;
            g_audioState.emitter.Position.z = g_audioState.vEmitterPos.z;

            XMStoreFloat3( &tmp, eVelocity );
            g_audioState.emitter.Velocity.x = tmp.x;
            g_audioState.emitter.Velocity.y = tmp.y;
            g_audioState.emitter.Velocity.z = tmp.z;
        }

        DWORD dwCalcFlags = X3DAUDIO_CALCULATE_MATRIX | X3DAUDIO_CALCULATE_DOPPLER
            | X3DAUDIO_CALCULATE_LPF_DIRECT | X3DAUDIO_CALCULATE_LPF_REVERB
            | X3DAUDIO_CALCULATE_REVERB;
        if (g_audioState.fUseRedirectToLFE)
        {
            // On devices with an LFE channel, allow the mono source data
            // to be routed to the LFE destination channel.
            dwCalcFlags |= X3DAUDIO_CALCULATE_REDIRECT_TO_LFE;
        }

        X3DAudioCalculate( g_audioState.x3DInstance, &g_audioState.listener, &g_audioState.emitter, dwCalcFlags,
                           &g_audioState.dspSettings );

        IXAudio2SourceVoice* voice = g_audioState.pSourceVoice;
        if( voice )
        {
            // Apply X3DAudio generated DSP settings to XAudio2
            voice->SetFrequencyRatio( g_audioState.dspSettings.DopplerFactor );
            voice->SetOutputMatrix( g_audioState.pMasteringVoice, INPUTCHANNELS, g_audioState.nChannels,
                                    g_audioState.matrixCoefficients );

            voice->SetOutputMatrix(g_audioState.pSubmixVoice, 1, 1, &g_audioState.dspSettings.ReverbLevel);

            XAUDIO2_FILTER_PARAMETERS FilterParametersDirect = { LowPassFilter, 2.0f * sinf(X3DAUDIO_PI/6.0f * g_audioState.dspSettings.LPFDirectCoefficient), 1.0f }; // see XAudio2CutoffFrequencyToRadians() in XAudio2.h for more information on the formula used here
            voice->SetOutputFilterParameters(g_audioState.pMasteringVoice, &FilterParametersDirect);
            XAUDIO2_FILTER_PARAMETERS FilterParametersReverb = { LowPassFilter, 2.0f * sinf(X3DAUDIO_PI/6.0f * g_audioState.dspSettings.LPFReverbCoefficient), 1.0f }; // see XAudio2CutoffFrequencyToRadians() in XAudio2.h for more information on the formula used here
            voice->SetOutputFilterParameters(g_audioState.pSubmixVoice, &FilterParametersReverb);
        }
    }

    g_audioState.nFrameToApply3DAudio++;
    g_audioState.nFrameToApply3DAudio &= 1;

    return S_OK;
}
void Sound::playSoundEffect(SoundEffect effect, X3DAUDIO_EMITTER* emit)
{
	IXAudio2SourceVoice* voice = getSFXVoice();

	voice->FlushSourceBuffers();
	
	switch (effect) {
	case SFX_LASER:
		{
			voice->SubmitSourceBuffer(laserBufferDetails, laserWMABuffer);
			break;
		}
	case SFX_CRASH:
		{
			voice->SubmitSourceBuffer(crashBufferDetails, crashWMABuffer);
			break;
		}
	case SFX_BOOST:
		{
			voice->SubmitSourceBuffer(boostBufferDetails, boostWMABuffer);
			break;
		}
	case SFX_DROPMINE:
		{
			voice->SubmitSourceBuffer(dropmineBufferDetails, dropmineWMABuffer);
			break;
		}
	case SFX_SCREAM:
		{
			// Now pick one of the three screams randomly
			int choice = std::rand() % 3;


			voice->SetVolume(2.0f);
			switch (choice) {
				case 0:	voice->SubmitSourceBuffer(scream1BufferDetails, scream1WMABuffer);
					break;
				case 1:	voice->SubmitSourceBuffer(scream2BufferDetails, scream2WMABuffer);
					break;
				case 2:	voice->SubmitSourceBuffer(scream3BufferDetails, scream3WMABuffer);
					break;
				default:
					voice->SubmitSourceBuffer(scream1BufferDetails, scream1WMABuffer);
			}

			break;
		}
	case SFX_CAREXPLODE:
		{
			voice->SetVolume(2.0f);
			voice->SubmitSourceBuffer(carexplodeBufferDetails, carexplodeWMABuffer);
			break;
		}
	case SFX_EXPLOSION:
		{
			voice->SubmitSourceBuffer(explosionBufferDetails, explosionWMABuffer);
			break;
		}
	case SFX_BEEP:
		{
			voice->SubmitSourceBuffer(beepBufferDetails, beepWMABuffer);
			break;
		}
	case SFX_ROCKETLAUNCH:
		{
			voice->SubmitSourceBuffer(rocketlaunchBufferDetails, rocketlaunchWMABuffer);
			break;
		}
	case SFX_PICKUP:
		{
			voice->SetVolume(2.0f);
			voice->SubmitSourceBuffer(pickupBufferDetails, pickupWMABuffer);
			break;
		}
	case SFX_SELECT:
		{
			voice->SubmitSourceBuffer(selectBufferDetails, selectWMABuffer);
			break;
		}
	case SFX_SHOTGUN:
		{
			voice->SetVolume(2.5f);
			voice->SubmitSourceBuffer(shotgunBufferDetails, shotgunWMABuffer);
			break;
		}
	case SFX_TAKENLEAD:
		{
			voice->SubmitSourceBuffer(takenleadBufferDetails, takenleadWMABuffer);
			break;
		}
	case SFX_LOSTLEAD:
		{
			voice->SubmitSourceBuffer(lostleadBufferDetails, lostleadWMABuffer);
			break;
		}
	case SFX_NOAMMO:
		{
			voice->SubmitSourceBuffer(noammoBufferDetails, noammoWMABuffer);
			break;
		}
	case SFX_ONE:
		{
			voice->SubmitSourceBuffer(oneBufferDetails, oneWMABuffer);
			break;
		}
	case SFX_TWO:
		{
			voice->SubmitSourceBuffer(twoBufferDetails, twoWMABuffer);
			break;
		}
	case SFX_THREE:
		{
			voice->SubmitSourceBuffer(threeBufferDetails, threeWMABuffer);
			break;
		}
	default:
		break;
	}




	X3DAudioCalculate(audio3DHandle, &listener, emit,
		X3DAUDIO_CALCULATE_MATRIX | X3DAUDIO_CALCULATE_DOPPLER | X3DAUDIO_CALCULATE_LPF_DIRECT,
		&dspSettings);
	
	voice->SetOutputMatrix(smSFX, 1, details.OutputFormat.Format.nChannels, dspSettings.pMatrixCoefficients);
	voice->SetFrequencyRatio(dspSettings.DopplerFactor);

	XAUDIO2_FILTER_PARAMETERS filterParameters = { LowPassFilter, 2.0f * sinf(X3DAUDIO_PI/6.0f * dspSettings.LPFDirectCoefficient), 1.0f };
	voice->SetFilterParameters(&filterParameters);
	
	voice->Start();
}
Пример #5
0
void WaveBank::Impl::Play( int index, float volume, float pitch, float pan )
{
    assert( volume >= -XAUDIO2_MAX_VOLUME_LEVEL && volume <= XAUDIO2_MAX_VOLUME_LEVEL );
    assert( pitch >= -1.f && pitch <= 1.f );
    assert( pan >= -1.f && pan <= 1.f );

    if ( mStreaming )
    {
        DebugTrace( "ERROR: One-shots can only be created from an in-memory wave bank\n");
        throw std::exception( "WaveBank::Play" );
    }

    if ( index < 0 || uint32_t(index) >= mReader.Count() )
    {
        DebugTrace( "WARNING: Index %d not found in wave bank with only %u entries, one-shot not triggered\n", index, mReader.Count() );
        return;
    }

    if ( !mPrepared )
    {
        mReader.WaitOnPrepare();
        mPrepared = true;
    }

    char wfxbuff[64];
    auto wfx = reinterpret_cast<WAVEFORMATEX*>( wfxbuff );
    HRESULT hr = mReader.GetFormat( index, wfx, 64 );
    ThrowIfFailed( hr );

    IXAudio2SourceVoice* voice = nullptr;
    mEngine->AllocateVoice( wfx, SoundEffectInstance_Default, true, &voice );

    if ( !voice )
        return;

    if ( volume != 1.f )
    {
        hr = voice->SetVolume( volume );
        ThrowIfFailed( hr );
    }

    if ( pitch != 0.f )
    {
        float fr = XAudio2SemitonesToFrequencyRatio( pitch * 12.f );

        hr = voice->SetFrequencyRatio( fr );
        ThrowIfFailed( hr );
    }

    if ( pan != 0.f )
    {
        float matrix[16];
        if ( ComputePan( pan, wfx->nChannels, matrix ) )
        {
            hr = voice->SetOutputMatrix( nullptr, wfx->nChannels, mEngine->GetOutputChannels(), matrix );
            ThrowIfFailed( hr );
        }
    }

    hr = voice->Start( 0 );
    ThrowIfFailed( hr );

    XAUDIO2_BUFFER buffer;
    memset( &buffer, 0, sizeof(buffer) );

    hr = mReader.GetWaveData( index, &buffer.pAudioData, buffer.AudioBytes );
    ThrowIfFailed( hr );

    WaveBankReader::Metadata metadata;
    hr = mReader.GetMetadata( index, metadata );
    ThrowIfFailed( hr );

    buffer.Flags = XAUDIO2_END_OF_STREAM;
    buffer.pContext = this;

#if defined(_XBOX_ONE) || (_WIN32_WINNT < _WIN32_WINNT_WIN8) || (_WIN32_WINNT >= _WIN32_WINNT_WIN10)

    XAUDIO2_BUFFER_WMA wmaBuffer;
    memset( &wmaBuffer, 0, sizeof(wmaBuffer) );

    uint32_t tag;
    hr = mReader.GetSeekTable( index, &wmaBuffer.pDecodedPacketCumulativeBytes, wmaBuffer.PacketCount, tag );
    ThrowIfFailed( hr );

    if ( tag == WAVE_FORMAT_WMAUDIO2 || tag == WAVE_FORMAT_WMAUDIO3 )
    {
        hr = voice->SubmitSourceBuffer( &buffer, &wmaBuffer );
    }
    else
#endif
    {
        hr = voice->SubmitSourceBuffer( &buffer, nullptr );
    }
    if ( FAILED(hr) )
    {
        DebugTrace( "ERROR: WaveBank failed (%08X) when submitting buffer:\n", hr );
        DebugTrace( "\tFormat Tag %u, %u channels, %u-bit, %u Hz, %u bytes\n", wfx->wFormatTag, 
                    wfx->nChannels, wfx->wBitsPerSample, wfx->nSamplesPerSec, metadata.lengthBytes );
        throw std::exception( "SubmitSourceBuffer" );
    }

    InterlockedIncrement( &mOneShots );
}