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Commit Description:
Add timers for Simulation and various engines...
Commit Description:
Add timers for Simulation and various engines
Starting to add additional timers for different stages of the process of
updating in order to get more insight into what is slowing it down.
The update takes 9ms, which is much longer than it used to.
Engine-specific timers are coming later.
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FNA/src/Audio/Cue.cs
306 lines | 5.1 KiB | text/x-csharp | CSharpLexer
306 lines | 5.1 KiB | text/x-csharp | CSharpLexer
r0 | #region License | |||
/* FNA - XNA4 Reimplementation for Desktop Platforms | ||||
* Copyright 2009-2020 Ethan Lee and the MonoGame Team | ||||
* | ||||
* Released under the Microsoft Public License. | ||||
* See LICENSE for details. | ||||
*/ | ||||
#endregion | ||||
#region Using Statements | ||||
using System; | ||||
using System.Runtime.InteropServices; | ||||
#endregion | ||||
namespace Microsoft.Xna.Framework.Audio | ||||
{ | ||||
// http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.audio.cue.aspx | ||||
public sealed class Cue : IDisposable | ||||
{ | ||||
#region Public Properties | ||||
public bool IsCreated | ||||
{ | ||||
get | ||||
{ | ||||
uint state; | ||||
FAudio.FACTCue_GetState(handle, out state); | ||||
return (state & FAudio.FACT_STATE_CREATED) != 0; | ||||
} | ||||
} | ||||
public bool IsDisposed | ||||
{ | ||||
get; | ||||
private set; | ||||
} | ||||
public bool IsPaused | ||||
{ | ||||
get | ||||
{ | ||||
uint state; | ||||
FAudio.FACTCue_GetState(handle, out state); | ||||
return (state & FAudio.FACT_STATE_PAUSED) != 0; | ||||
} | ||||
} | ||||
public bool IsPlaying | ||||
{ | ||||
get | ||||
{ | ||||
uint state; | ||||
FAudio.FACTCue_GetState(handle, out state); | ||||
return (state & FAudio.FACT_STATE_PLAYING) != 0; | ||||
} | ||||
} | ||||
public bool IsPrepared | ||||
{ | ||||
get | ||||
{ | ||||
uint state; | ||||
FAudio.FACTCue_GetState(handle, out state); | ||||
return (state & FAudio.FACT_STATE_PREPARED) != 0; | ||||
} | ||||
} | ||||
public bool IsPreparing | ||||
{ | ||||
get | ||||
{ | ||||
uint state; | ||||
FAudio.FACTCue_GetState(handle, out state); | ||||
return (state & FAudio.FACT_STATE_PREPARING) != 0; | ||||
} | ||||
} | ||||
public bool IsStopped | ||||
{ | ||||
get | ||||
{ | ||||
uint state; | ||||
FAudio.FACTCue_GetState(handle, out state); | ||||
return (state & FAudio.FACT_STATE_STOPPED) != 0; | ||||
} | ||||
} | ||||
public bool IsStopping | ||||
{ | ||||
get | ||||
{ | ||||
uint state; | ||||
FAudio.FACTCue_GetState(handle, out state); | ||||
return (state & FAudio.FACT_STATE_STOPPING) != 0; | ||||
} | ||||
} | ||||
public string Name | ||||
{ | ||||
get; | ||||
private set; | ||||
} | ||||
#endregion | ||||
#region Private Variables | ||||
private IntPtr handle; | ||||
private SoundBank bank; | ||||
private WeakReference selfReference; | ||||
#endregion | ||||
#region Disposing Event | ||||
public event EventHandler<EventArgs> Disposing; | ||||
#endregion | ||||
#region Internal Constructor | ||||
internal Cue(IntPtr cue, string name, SoundBank soundBank) | ||||
{ | ||||
handle = cue; | ||||
Name = name; | ||||
bank = soundBank; | ||||
selfReference = new WeakReference(this, true); | ||||
bank.engine.RegisterCue(handle, selfReference); | ||||
} | ||||
#endregion | ||||
#region Destructor | ||||
~Cue() | ||||
{ | ||||
if (AudioEngine.ProgramExiting) | ||||
{ | ||||
return; | ||||
} | ||||
if (!IsDisposed && IsPlaying) | ||||
{ | ||||
// STOP LEAKING YOUR CUES, ARGH | ||||
GC.ReRegisterForFinalize(this); | ||||
return; | ||||
} | ||||
Dispose(false); | ||||
} | ||||
#endregion | ||||
#region Public Dispose Method | ||||
public void Dispose() | ||||
{ | ||||
Dispose(true); | ||||
GC.SuppressFinalize(this); | ||||
} | ||||
#endregion | ||||
#region Public Methods | ||||
public void Apply3D(AudioListener listener, AudioEmitter emitter) | ||||
{ | ||||
if (listener == null) | ||||
{ | ||||
throw new ArgumentNullException("listener"); | ||||
} | ||||
if (emitter == null) | ||||
{ | ||||
throw new ArgumentNullException("emitter"); | ||||
} | ||||
emitter.emitterData.ChannelCount = bank.dspSettings.SrcChannelCount; | ||||
emitter.emitterData.CurveDistanceScaler = float.MaxValue; | ||||
FAudio.FACT3DCalculate( | ||||
bank.engine.handle3D, | ||||
ref listener.listenerData, | ||||
ref emitter.emitterData, | ||||
ref bank.dspSettings | ||||
); | ||||
FAudio.FACT3DApply(ref bank.dspSettings, handle); | ||||
} | ||||
public float GetVariable(string name) | ||||
{ | ||||
if (String.IsNullOrEmpty(name)) | ||||
{ | ||||
throw new ArgumentNullException("name"); | ||||
} | ||||
ushort variable = FAudio.FACTCue_GetVariableIndex( | ||||
handle, | ||||
name | ||||
); | ||||
if (variable == FAudio.FACTVARIABLEINDEX_INVALID) | ||||
{ | ||||
throw new InvalidOperationException( | ||||
"Invalid variable name!" | ||||
); | ||||
} | ||||
float result; | ||||
FAudio.FACTCue_GetVariable( | ||||
handle, | ||||
variable, | ||||
out result | ||||
); | ||||
return result; | ||||
} | ||||
public void Pause() | ||||
{ | ||||
FAudio.FACTCue_Pause(handle, 1); | ||||
} | ||||
public void Play() | ||||
{ | ||||
FAudio.FACTCue_Play(handle); | ||||
} | ||||
public void Resume() | ||||
{ | ||||
FAudio.FACTCue_Pause(handle, 0); | ||||
} | ||||
public void SetVariable(string name, float value) | ||||
{ | ||||
if (String.IsNullOrEmpty(name)) | ||||
{ | ||||
throw new ArgumentNullException("name"); | ||||
} | ||||
ushort variable = FAudio.FACTCue_GetVariableIndex( | ||||
handle, | ||||
name | ||||
); | ||||
if (variable == FAudio.FACTVARIABLEINDEX_INVALID) | ||||
{ | ||||
throw new InvalidOperationException( | ||||
"Invalid variable name!" | ||||
); | ||||
} | ||||
FAudio.FACTCue_SetVariable( | ||||
handle, | ||||
variable, | ||||
value | ||||
); | ||||
} | ||||
public void Stop(AudioStopOptions options) | ||||
{ | ||||
FAudio.FACTCue_Stop( | ||||
handle, | ||||
(options == AudioStopOptions.Immediate) ? | ||||
FAudio.FACT_FLAG_STOP_IMMEDIATE : | ||||
FAudio.FACT_FLAG_STOP_RELEASE | ||||
); | ||||
} | ||||
#endregion | ||||
#region Internal Methods | ||||
internal void OnCueDestroyed() | ||||
{ | ||||
IsDisposed = true; | ||||
handle = IntPtr.Zero; | ||||
selfReference = null; | ||||
} | ||||
#endregion | ||||
#region Private Methods | ||||
private void Dispose(bool disposing) | ||||
{ | ||||
lock (bank.engine.gcSync) | ||||
{ | ||||
if (!IsDisposed) | ||||
{ | ||||
if (Disposing != null) | ||||
{ | ||||
Disposing.Invoke(this, null); | ||||
} | ||||
// If this is Disposed, stop leaking memory! | ||||
if (!bank.engine.IsDisposed) | ||||
{ | ||||
bank.engine.UnregisterCue(handle); | ||||
FAudio.FACTCue_Destroy(handle); | ||||
} | ||||
OnCueDestroyed(); | ||||
} | ||||
} | ||||
} | ||||
#endregion | ||||
} | ||||
} | ||||