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