示例#1
0
static void
XAUDIO2_CloseDevice(_THIS)
{
    if (_this->hidden != NULL) {
        IXAudio2 *ixa2 = _this->hidden->ixa2;
        IXAudio2SourceVoice *source = _this->hidden->source;
        IXAudio2MasteringVoice *mastering = _this->hidden->mastering;

        if (source != NULL) {
			source->Stop();
            source->FlushSourceBuffers();
            source->DestroyVoice();
        }
        if (ixa2 != NULL) {
            ixa2->StopEngine();
        }
        if (mastering != NULL) {
            mastering->DestroyVoice();
        }
        if (ixa2 != NULL) {
            ixa2->Release();
        }
        SDL_free(_this->hidden->mixbuf);
        if (_this->hidden->semaphore != NULL) {
            CloseHandle(_this->hidden->semaphore);
        }

        SDL_free(_this->hidden);
        _this->hidden = NULL;
    }
}
void GameAudio::stopMusic(MusicTypes musicType)
{
	if (musicRegistrationMap[musicType] == true)
	{
		IXAudio2SourceVoice *sourceVoice = musicMap[musicType];
		sourceVoice->Stop();
		sourceVoice->FlushSourceBuffers();
	}
}
示例#3
0
void XAudio2_Output::reset()
{
	if( !initialized || failed ) return;

	if( playing ) {
		HRESULT hr = sVoice->Stop( 0 );
		ASSERT( hr == S_OK );
	}

	sVoice->FlushSourceBuffers();
	sVoice->Start( 0 );
	playing = true;
}
示例#4
0
static void
XAUDIO2_PlayDevice(_THIS)
{
    XAUDIO2_BUFFER buffer;
    Uint8 *mixbuf = _this->hidden->mixbuf;
    Uint8 *nextbuf = _this->hidden->nextbuf;
    const int mixlen = _this->hidden->mixlen;
    IXAudio2SourceVoice *source = _this->hidden->source;
    HRESULT result = S_OK;

    if (!_this->enabled) { /* shutting down? */
        return;
    }

    /* Submit the next filled buffer */
    SDL_zero(buffer);
    buffer.AudioBytes = mixlen;
    buffer.pAudioData = nextbuf;
    buffer.pContext = _this;
	buffer.LoopCount = 1;

    if (nextbuf == mixbuf) {
        nextbuf += mixlen;
    } else {
        nextbuf = mixbuf;
    }
    _this->hidden->nextbuf = nextbuf;

    result = source->SubmitSourceBuffer(&buffer);
    if (result == XAUDIO2_E_DEVICE_INVALIDATED) {
        /* !!! FIXME: possibly disconnected or temporary lost. Recover? */
    }

    if (result != S_OK) {  /* uhoh, panic! */
         source->FlushSourceBuffers();
         _this->enabled = 0;
    }
}
示例#5
0
文件: XAudio.cpp 项目: ppeschke/sf2
//the streaming thread procedure
DWORD WINAPI StreamProc(LPVOID pContext)
{
	//required by XAudio2
	CoInitializeEx(NULL, COINIT_MULTITHREADED);

	if(pContext == NULL)
	{
		CoUninitialize();
		return -1;
	}

	StreamContext* sc = (StreamContext*)pContext;

	//instantiate the voice's callback class
	StreamingVoiceCallback callback;

	//load a file for streaming, non-buffered disk reads (no system cacheing)
	StreamingWave inFile;
	if(!inFile.load(sc->filename))
	{
		SetEvent(sc->VoiceLoadEvent);
		CoUninitialize();
		return -3;
	}

	//create the voice
	IXAudio2SourceVoice* source = NULL;
	if(FAILED(XAudio2->CreateSourceVoice(&source, &inFile.waveFormat.Format, 0, 2.0f, &callback)))
	{
		SetEvent(sc->VoiceLoadEvent);
		CoUninitialize();
		return -5;
	}

	//fill and queue the maximum number of buffers (except the one needed for reading new wave data)
	bool somethingsWrong = false;
	XAUDIO2_VOICE_STATE voiceState = {0};
	source->GetState(&voiceState);
	while(voiceState.BuffersQueued < STREAMINGWAVE_BUFFER_COUNT - 1 && !somethingsWrong)
	{
		//read and fill the next buffer to present
		switch(inFile.prepare())
		{
		case StreamingWave::PR_EOF:
			//if end of file, loop the file read
			inFile.resetFile(); //intentionally fall-through to loop sound
		case StreamingWave::PR_SUCCESS:
			//present the next available buffer
			inFile.swap();
			//submit another buffer
			source->SubmitSourceBuffer(inFile.buffer());
			source->GetState(&voiceState);
			break;
		case StreamingWave::PR_FAILURE:
			somethingsWrong = true;
			break;
		}
	}

	//return the created voice through the context pointer
	sc->pVoice = &source;

	//signal that the voice has prepared for streaming, and ready to start
	SetEvent(sc->VoiceLoadEvent);

	//group the events for the Wait function
	HANDLE Events[2] = {callback.BufferEndEvent, QuitEvent};

	bool quitting = false;
	while(!quitting)
	{
		//wait until either the source voice is ready for another buffer, or the abort signal is set
		DWORD eventFired = WaitForMultipleObjects(2, Events, FALSE, INFINITE);
		switch(eventFired)
		{
		case 0: //buffer ended event for source voice
			//reset the event manually
			ResetEvent(Events[0]);

			//make sure there's a full number of buffers
			source->GetState(&voiceState);
			while(voiceState.BuffersQueued < STREAMINGWAVE_BUFFER_COUNT - 1 && !somethingsWrong)
			{
				//read and fill the next buffer to present
				switch(inFile.prepare())
				{
				case StreamingWave::PR_EOF:
					//if end of file, loop the file read
					inFile.resetFile();	//intentionally fall-through to loop sound
				case StreamingWave::PR_SUCCESS:
					//present the next available buffer
					inFile.swap();
					//submit another buffer
					source->SubmitSourceBuffer(inFile.buffer());
					source->GetState(&voiceState);
					break;
				case StreamingWave::PR_FAILURE:
					somethingsWrong = true;
					break;
				}
			}
			break;
		default: //something's wrong...
			quitting = true;
		}
	}

	//stop and destroy the voice
	source->Stop();
	source->FlushSourceBuffers();
	source->DestroyVoice();

	//close the streaming wave file;
	//this is done automatically in the class destructor,
	//so this is redundant
	inFile.close();

	//cleanup
	CoUninitialize();
	return 0;
}
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();
}