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https://github.com/Ale32bit/Capy64.git
synced 2025-01-18 18:46:43 +00:00
Add multiple audio channels (WIP)
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parent
9907232af7
commit
32d5299a3f
2 changed files with 157 additions and 33 deletions
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@ -30,24 +30,78 @@ public class Audio : IDisposable
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}
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}
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public const int SampleRate = 48000;
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public const int SampleRate = 48000;
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public const AudioChannels Channels = AudioChannels.Mono;
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public const AudioChannels AudioChannel = AudioChannels.Mono;
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public readonly DynamicSoundEffectInstance Sound;
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public const int ChannelsCount = 5;
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public readonly DynamicSoundEffectInstance[] Channels = new DynamicSoundEffectInstance[ChannelsCount];
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private bool[] freeChannels = new bool[ChannelsCount];
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private static readonly Random rng = new();
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private static readonly Random rng = new();
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public Audio()
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public Audio()
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{
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{
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Sound = new DynamicSoundEffectInstance(SampleRate, Channels);
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for (int i = 0; i < ChannelsCount; i++)
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{
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Channels[i] = new DynamicSoundEffectInstance(SampleRate, AudioChannel);
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freeChannels[i] = true;
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Channels[i].BufferNeeded += Audio_BufferNeeded;
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}
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}
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}
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public TimeSpan Submit(byte[] buffer)
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private void Audio_BufferNeeded(object sender, EventArgs e)
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{
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{
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Sound.SubmitBuffer(buffer);
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for (int i = 0; i < ChannelsCount; i++)
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return Sound.GetSampleDuration(buffer.Length);
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{
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if (Channels[i] == sender)
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{
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freeChannels[i] = true;
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}
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}
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}
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}
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public byte[] GenerateWave(Waveform form, double frequency, TimeSpan time, float volume = 1f)
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public int GetChannelId(int inp)
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{
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{
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var size = Sound.GetSampleSizeInBytes(time);
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if (inp >= 0)
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return inp;
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if (inp == -1)
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{
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for (int i = 0; i < ChannelsCount; i++)
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{
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if (freeChannels[i])
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return i;
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}
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}
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// -2 is all?
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return -3;
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}
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public bool TryGetChannel(int id, out DynamicSoundEffectInstance channel, out int resolvedId)
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{
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resolvedId = GetChannelId(id);
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if (resolvedId >= 0)
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channel = Channels[resolvedId];
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else
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channel = null;
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return channel != null;
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}
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public TimeSpan Submit(int id, byte[] buffer)
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{
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if (!TryGetChannel(id, out var channel, out var rId))
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return TimeSpan.Zero;
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channel.SubmitBuffer(buffer);
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freeChannels[rId] = false;
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return channel.GetSampleDuration(buffer.Length);
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}
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public byte[] GenerateWave(DynamicSoundEffectInstance channel, Waveform form, double frequency, TimeSpan time, float volume = 1f)
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{
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var size = channel.GetSampleSizeInBytes(time);
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var buffer = new byte[size];
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var buffer = new byte[size];
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var step = 1d / SampleRate;
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var step = 1d / SampleRate;
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@ -63,7 +117,7 @@ public class Audio : IDisposable
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Waveform.Noise => rng.NextDouble() * 2 - 1,
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Waveform.Noise => rng.NextDouble() * 2 - 1,
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_ => throw new NotImplementedException(),
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_ => throw new NotImplementedException(),
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};
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};
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value = Math.Clamp(value, -1, 1);
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value = Math.Clamp(value, -1, 1);
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var sample = (short)((value >= 0.0f ? value * short.MaxValue : value * short.MinValue * -1) * volume);
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var sample = (short)((value >= 0.0f ? value * short.MaxValue : value * short.MinValue * -1) * volume);
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if (!BitConverter.IsLittleEndian)
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if (!BitConverter.IsLittleEndian)
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@ -117,6 +171,9 @@ public class Audio : IDisposable
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public void Dispose()
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public void Dispose()
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{
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{
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GC.SuppressFinalize(this);
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GC.SuppressFinalize(this);
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Sound.Dispose();
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for (int i = 0; i < ChannelsCount; i++)
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{
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Channels[i]?.Dispose();
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}
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}
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}
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}
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}
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@ -90,7 +90,7 @@ public class Audio : IComponent
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return 1;
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return 1;
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}
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}
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private static async Task DelayEmit(TimeSpan time)
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private static async Task DelayEmit(TimeSpan time, DynamicSoundEffectInstance channel)
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{
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{
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var waitTime = time - TimeSpan.FromMilliseconds(1000 / 60);
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var waitTime = time - TimeSpan.FromMilliseconds(1000 / 60);
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if (waitTime.TotalMilliseconds < 0)
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if (waitTime.TotalMilliseconds < 0)
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@ -98,7 +98,7 @@ public class Audio : IComponent
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await Task.Delay(waitTime);
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await Task.Delay(waitTime);
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_game.LuaRuntime.QueueEvent("audio_end", LK =>
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_game.LuaRuntime.QueueEvent("audio_end", LK =>
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{
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{
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LK.PushInteger(_game.Audio.Sound.PendingBufferCount);
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LK.PushInteger(channel.PendingBufferCount);
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return 1;
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return 1;
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});
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});
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}
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}
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@ -127,7 +127,16 @@ public class Audio : IComponent
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}
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}
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}
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}
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if (_game.Audio.Sound.PendingBufferCount > queueLimit)
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var id = (int)L.OptInteger(2, -1);
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if (!_game.Audio.TryGetChannel(id, out var channel, out var rid))
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{
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L.PushBoolean(false);
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L.PushString("Channel not available");
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return 2;
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}
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if (channel.PendingBufferCount > queueLimit)
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{
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{
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L.PushBoolean(false);
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L.PushBoolean(false);
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L.PushString("queue is full");
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L.PushString("queue is full");
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@ -137,11 +146,11 @@ public class Audio : IComponent
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try
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try
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{
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{
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var ts = _game.Audio.Submit(buffer);
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var ts = _game.Audio.Submit(rid, buffer);
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DelayEmit(ts);
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DelayEmit(ts, channel);
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if (_game.Audio.Sound.State != SoundState.Playing)
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if (channel.State != SoundState.Playing)
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_game.Audio.Sound.Play();
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channel.Play();
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}
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}
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catch (Exception ex)
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catch (Exception ex)
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{
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{
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@ -157,11 +166,11 @@ public class Audio : IComponent
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var freq = L.OptNumber(1, 440);
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var freq = L.OptNumber(1, 440);
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var time = L.OptNumber(2, 1);
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var time = L.OptNumber(2, 1);
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var timespan = TimeSpan.FromSeconds(time);
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var volume = (float)L.OptNumber(3, 1);
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var volume = (float)L.OptNumber(3, 1);
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volume = Math.Clamp(volume, 0, 1);
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volume = Math.Clamp(volume, 0, 1);
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var timespan = TimeSpan.FromSeconds(time);
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var form = L.CheckOption(4, "sine", new string[]
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var form = L.CheckOption(4, "sine", new string[]
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{
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{
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"sine",
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"sine",
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@ -172,37 +181,71 @@ public class Audio : IComponent
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null,
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null,
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});
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});
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var buffer = _game.Audio.GenerateWave((Waveform)form, freq, timespan, volume);
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var id = (int)L.OptInteger(5, -1);
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if (!_game.Audio.TryGetChannel(id, out var channel, out var rid))
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{
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L.PushBoolean(false);
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return 1;
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}
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var buffer = _game.Audio.GenerateWave(channel, (Waveform)form, freq, timespan, volume);
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try
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try
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{
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{
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var ts = _game.Audio.Submit(buffer);
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var ts = _game.Audio.Submit(rid, buffer);
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DelayEmit(ts);
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DelayEmit(ts, channel);
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if (_game.Audio.Sound.State != SoundState.Playing)
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if (channel.State != SoundState.Playing)
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_game.Audio.Sound.Play();
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channel.Play();
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L.PushBoolean(true);
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}
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}
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catch (Exception ex)
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catch (Exception ex)
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{
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{
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L.Error(ex.Message);
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L.Error(ex.Message);
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}
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}
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return 0;
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return 1;
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}
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}
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private static int L_Resume(IntPtr state)
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private static int L_Resume(IntPtr state)
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{
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{
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_game.Audio.Sound.Resume();
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var L = Lua.FromIntPtr(state);
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var id = (int)L.CheckInteger(1);
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if (!_game.Audio.TryGetChannel(id, out var channel, out var rid))
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{
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L.PushBoolean(false);
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return 1;
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}
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channel.Resume();
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return 0;
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return 0;
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}
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}
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private static int L_Pause(IntPtr state)
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private static int L_Pause(IntPtr state)
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{
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{
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_game.Audio.Sound.Pause();
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var L = Lua.FromIntPtr(state);
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var id = (int)L.CheckInteger(1);
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if (!_game.Audio.TryGetChannel(id, out var channel, out var rid))
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{
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L.PushBoolean(false);
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return 1;
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}
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channel.Pause();
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return 0;
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return 0;
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}
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}
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private static int L_Stop(IntPtr state)
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private static int L_Stop(IntPtr state)
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{
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{
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_game.Audio.Sound.Stop();
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var L = Lua.FromIntPtr(state);
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var id = (int)L.CheckInteger(1);
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if (!_game.Audio.TryGetChannel(id, out var channel, out var rid))
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{
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L.PushBoolean(false);
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return 1;
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}
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channel.Stop();
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return 0;
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return 0;
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}
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}
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@ -211,7 +254,14 @@ public class Audio : IComponent
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{
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{
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var L = Lua.FromIntPtr(state);
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var L = Lua.FromIntPtr(state);
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L.PushNumber(_game.Audio.Sound.Volume);
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var id = (int)L.CheckInteger(1);
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if (!_game.Audio.TryGetChannel(id, out var channel, out var rid))
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{
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L.PushNil();
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return 1;
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}
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L.PushNumber(channel.Volume);
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return 1;
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return 1;
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}
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}
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@ -219,10 +269,17 @@ public class Audio : IComponent
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{
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{
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var L = Lua.FromIntPtr(state);
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var L = Lua.FromIntPtr(state);
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var volume = (float)L.CheckNumber(1);
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var id = (int)L.CheckInteger(1);
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if (!_game.Audio.TryGetChannel(id, out var channel, out var rid))
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{
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L.PushNil();
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return 1;
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}
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var volume = (float)L.CheckNumber(2);
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volume = Math.Clamp(volume, 0, 1);
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volume = Math.Clamp(volume, 0, 1);
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_game.Audio.Sound.Volume = volume;
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channel.Volume = volume;
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return 0;
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return 0;
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}
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}
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@ -231,7 +288,14 @@ public class Audio : IComponent
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{
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{
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var L = Lua.FromIntPtr(state);
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var L = Lua.FromIntPtr(state);
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var status = _game.Audio.Sound.State switch
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var id = (int)L.CheckInteger(1);
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if (!_game.Audio.TryGetChannel(id, out var channel, out var rid))
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{
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L.PushNil();
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return 1;
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}
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var status = channel.State switch
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{
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{
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SoundState.Playing => "playing",
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SoundState.Playing => "playing",
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SoundState.Paused => "paused",
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SoundState.Paused => "paused",
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@ -246,6 +310,9 @@ public class Audio : IComponent
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private void OnClose(object sender, EventArgs e)
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private void OnClose(object sender, EventArgs e)
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{
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{
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_game.Audio.Sound.Stop(true);
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foreach (var channel in _game.Audio.Channels)
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{
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channel.Stop();
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}
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}
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}
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}
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}
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