433 lines
9.1 KiB
C#
433 lines
9.1 KiB
C#
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using System;
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using System.Runtime.InteropServices;
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using EasingFunction = System.Func<float, float>;
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namespace Nerfed.Runtime.Audio;
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/// <summary>
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/// Handles audio playback from audio buffer data. Can be configured with a variety of parameters.
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/// </summary>
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public abstract unsafe class Voice : AudioResource
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{
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protected IntPtr handle;
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public IntPtr Handle => handle;
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public uint SourceChannelCount { get; }
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public uint DestinationChannelCount { get; }
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protected SubmixVoice OutputVoice;
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private ReverbEffect ReverbEffect;
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protected byte* pMatrixCoefficients;
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public bool Is3D { get; protected set; }
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private float dopplerFactor;
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/// <summary>
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/// The strength of the doppler effect on this voice.
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/// </summary>
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public float DopplerFactor
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{
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get => dopplerFactor;
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set
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{
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if (dopplerFactor != value)
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{
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dopplerFactor = value;
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UpdatePitch();
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}
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}
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}
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private float volume = 1;
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/// <summary>
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/// The overall volume level for the voice.
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/// </summary>
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public float Volume
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{
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get => volume;
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internal set
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{
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value = MathF.Max(0f, value);
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if (volume != value)
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{
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volume = value;
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FAudio.FAudioVoice_SetVolume(Handle, volume, 0);
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}
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}
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}
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private float pitch = 0;
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/// <summary>
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/// The pitch of the voice.
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/// </summary>
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public float Pitch
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{
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get => pitch;
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internal set
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{
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value = Math.Clamp(value, -1f, 1f);
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if (pitch != value)
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{
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pitch = value;
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UpdatePitch();
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}
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}
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}
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private const float MAX_FILTER_FREQUENCY = 1f;
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private const float MAX_FILTER_ONEOVERQ = 1.5f;
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private FAudio.FAudioFilterParameters filterParameters = new FAudio.FAudioFilterParameters
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{
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Type = FAudio.FAudioFilterType.FAudioLowPassFilter,
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Frequency = 1f,
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OneOverQ = 1f
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};
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/// <summary>
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/// The frequency cutoff on the voice filter.
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/// </summary>
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public float FilterFrequency
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{
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get => filterParameters.Frequency;
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internal set
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{
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value = System.Math.Clamp(value, 0.01f, MAX_FILTER_FREQUENCY);
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if (filterParameters.Frequency != value)
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{
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filterParameters.Frequency = value;
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FAudio.FAudioVoice_SetFilterParameters(
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Handle,
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ref filterParameters,
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0
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);
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}
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}
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}
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/// <summary>
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/// Reciprocal of Q factor.
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/// Controls how quickly frequencies beyond the filter frequency are dampened.
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/// </summary>
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public float FilterOneOverQ
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{
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get => filterParameters.OneOverQ;
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internal set
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{
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value = System.Math.Clamp(value, 0.01f, MAX_FILTER_ONEOVERQ);
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if (filterParameters.OneOverQ != value)
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{
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filterParameters.OneOverQ = value;
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FAudio.FAudioVoice_SetFilterParameters(
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Handle,
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ref filterParameters,
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0
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);
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}
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}
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}
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private FilterType filterType;
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/// <summary>
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/// The frequency filter that is applied to the voice.
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/// </summary>
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public FilterType FilterType
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{
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get => filterType;
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set
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{
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if (filterType != value)
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{
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filterType = value;
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switch (filterType)
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{
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case FilterType.None:
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filterParameters = new FAudio.FAudioFilterParameters
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{
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Type = FAudio.FAudioFilterType.FAudioLowPassFilter,
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Frequency = 1f,
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OneOverQ = 1f
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};
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break;
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case FilterType.LowPass:
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filterParameters.Type = FAudio.FAudioFilterType.FAudioLowPassFilter;
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filterParameters.Frequency = 1f;
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break;
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case FilterType.BandPass:
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filterParameters.Type = FAudio.FAudioFilterType.FAudioBandPassFilter;
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break;
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case FilterType.HighPass:
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filterParameters.Type = FAudio.FAudioFilterType.FAudioHighPassFilter;
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filterParameters.Frequency = 0f;
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break;
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}
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FAudio.FAudioVoice_SetFilterParameters(
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Handle,
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ref filterParameters,
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0
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);
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}
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}
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}
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protected float pan = 0;
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/// <summary>
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/// Left-right panning. -1 is hard left pan, 1 is hard right pan.
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/// </summary>
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public float Pan
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{
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get => pan;
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internal set
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{
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value = Math.Clamp(value, -1f, 1f);
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if (pan != value)
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{
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pan = value;
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if (pan < -1f)
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{
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pan = -1f;
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}
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if (pan > 1f)
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{
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pan = 1f;
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}
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if (Is3D) { return; }
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SetPanMatrixCoefficients();
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FAudio.FAudioVoice_SetOutputMatrix(
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Handle,
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OutputVoice.Handle,
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SourceChannelCount,
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DestinationChannelCount,
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(nint) pMatrixCoefficients,
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0
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);
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}
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}
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}
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private float reverb;
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/// <summary>
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/// The wet-dry mix of the reverb effect.
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/// Has no effect if SetReverbEffectChain has not been called.
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/// </summary>
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public unsafe float Reverb
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{
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get => reverb;
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internal set
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{
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if (ReverbEffect != null)
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{
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value = MathF.Max(0, value);
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if (reverb != value)
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{
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reverb = value;
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float* outputMatrix = (float*) pMatrixCoefficients;
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outputMatrix[0] = reverb;
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if (SourceChannelCount == 2)
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{
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outputMatrix[1] = reverb;
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}
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FAudio.FAudioVoice_SetOutputMatrix(
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Handle,
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ReverbEffect.Handle,
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SourceChannelCount,
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1,
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(nint) pMatrixCoefficients,
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0
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);
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}
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}
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#if DEBUG
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if (ReverbEffect == null)
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{
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Log.Warning("Tried to set reverb value before applying a reverb effect");
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}
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#endif
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}
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}
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public Voice(AudioDevice device, uint sourceChannelCount, uint destinationChannelCount) : base(device)
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{
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SourceChannelCount = sourceChannelCount;
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DestinationChannelCount = destinationChannelCount;
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nuint memsize = 4 * sourceChannelCount * destinationChannelCount;
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pMatrixCoefficients = (byte*) NativeMemory.AllocZeroed(memsize);
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SetPanMatrixCoefficients();
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}
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/// <summary>
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/// Sets the output voice for this voice.
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/// </summary>
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/// <param name="send">Where the output should be sent.</param>
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public unsafe void SetOutputVoice(SubmixVoice send)
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{
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OutputVoice = send;
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if (ReverbEffect != null)
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{
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SetReverbEffectChain(ReverbEffect);
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}
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else
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{
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FAudio.FAudioSendDescriptor* sendDesc = stackalloc FAudio.FAudioSendDescriptor[1];
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sendDesc[0].Flags = 0;
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sendDesc[0].pOutputVoice = send.Handle;
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FAudio.FAudioVoiceSends sends = new FAudio.FAudioVoiceSends();
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sends.SendCount = 1;
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sends.pSends = (nint) sendDesc;
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FAudio.FAudioVoice_SetOutputVoices(
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Handle,
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ref sends
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);
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}
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}
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/// <summary>
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/// Applies a reverb effect chain to this voice.
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/// </summary>
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public unsafe void SetReverbEffectChain(ReverbEffect reverbEffect)
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{
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FAudio.FAudioSendDescriptor* sendDesc = stackalloc FAudio.FAudioSendDescriptor[2];
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sendDesc[0].Flags = 0;
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sendDesc[0].pOutputVoice = OutputVoice.Handle;
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sendDesc[1].Flags = 0;
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sendDesc[1].pOutputVoice = reverbEffect.Handle;
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FAudio.FAudioVoiceSends sends = new FAudio.FAudioVoiceSends();
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sends.SendCount = 2;
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sends.pSends = (nint) sendDesc;
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FAudio.FAudioVoice_SetOutputVoices(
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Handle,
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ref sends
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);
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ReverbEffect = reverbEffect;
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}
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/// <summary>
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/// Removes the reverb effect chain from this voice.
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/// </summary>
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public void RemoveReverbEffectChain()
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{
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if (ReverbEffect != null)
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{
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ReverbEffect = null;
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reverb = 0;
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SetOutputVoice(OutputVoice);
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}
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}
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/// <summary>
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/// Resets all voice parameters to defaults.
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/// </summary>
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public virtual void Reset()
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{
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RemoveReverbEffectChain();
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Volume = 1;
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Pan = 0;
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Pitch = 0;
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FilterType = FilterType.None;
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SetOutputVoice(Device.MasteringVoice);
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}
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// Taken from https://github.com/FNA-XNA/FNA/blob/master/src/Audio/SoundEffectInstance.cs
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private unsafe void SetPanMatrixCoefficients()
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{
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/* Two major things to notice:
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* 1. The spec assumes any speaker count >= 2 has Front Left/Right.
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* 2. Stereo panning is WAY more complicated than you think.
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* The main thing is that hard panning does NOT eliminate an
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* entire channel; the two channels are blended on each side.
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* -flibit
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*/
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float* outputMatrix = (float*) pMatrixCoefficients;
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if (SourceChannelCount == 1)
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{
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if (DestinationChannelCount == 1)
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{
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outputMatrix[0] = 1.0f;
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}
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else
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{
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outputMatrix[0] = (pan > 0.0f) ? (1.0f - pan) : 1.0f;
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outputMatrix[1] = (pan < 0.0f) ? (1.0f + pan) : 1.0f;
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}
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}
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else
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{
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if (DestinationChannelCount == 1)
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{
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outputMatrix[0] = 1.0f;
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outputMatrix[1] = 1.0f;
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}
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else
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{
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if (pan <= 0.0f)
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{
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// Left speaker blends left/right channels
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outputMatrix[0] = 0.5f * pan + 1.0f;
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outputMatrix[1] = 0.5f * -pan;
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// Right speaker gets less of the right channel
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outputMatrix[2] = 0.0f;
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outputMatrix[3] = pan + 1.0f;
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}
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else
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{
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// Left speaker gets less of the left channel
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outputMatrix[0] = -pan + 1.0f;
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outputMatrix[1] = 0.0f;
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// Right speaker blends right/left channels
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outputMatrix[2] = 0.5f * pan;
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outputMatrix[3] = 0.5f * -pan + 1.0f;
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}
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}
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}
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}
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protected void UpdatePitch()
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{
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float doppler;
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float dopplerScale = Device.DopplerScale;
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if (!Is3D || dopplerScale == 0.0f)
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{
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doppler = 1.0f;
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}
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else
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{
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doppler = DopplerFactor * dopplerScale;
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}
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FAudio.FAudioSourceVoice_SetFrequencyRatio(
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Handle,
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(float) System.Math.Pow(2.0, pitch) * doppler,
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0
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);
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}
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protected override unsafe void Dispose(bool disposing)
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{
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if (!IsDisposed)
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{
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NativeMemory.Free(pMatrixCoefficients);
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FAudio.FAudioVoice_DestroyVoice(Handle);
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}
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base.Dispose(disposing);
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}
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}
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