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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/DynamicSoundEffectInstance.cs
312 lines | 6.3 KiB | text/x-csharp | CSharpLexer
312 lines | 6.3 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.Collections.Generic; | ||||
using System.Runtime.InteropServices; | ||||
#endregion | ||||
namespace Microsoft.Xna.Framework.Audio | ||||
{ | ||||
// http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.audio.dynamicsoundeffectinstance.aspx | ||||
public sealed class DynamicSoundEffectInstance : SoundEffectInstance | ||||
{ | ||||
#region Public Properties | ||||
public int PendingBufferCount | ||||
{ | ||||
get | ||||
{ | ||||
return queuedBuffers.Count; | ||||
} | ||||
} | ||||
public override bool IsLooped | ||||
{ | ||||
get | ||||
{ | ||||
return false; | ||||
} | ||||
set | ||||
{ | ||||
// No-op, DynamicSoundEffectInstance cannot be looped! | ||||
} | ||||
} | ||||
#endregion | ||||
#region Internal Variables | ||||
internal FAudio.FAudioWaveFormatEx format; | ||||
#endregion | ||||
#region Private Variables | ||||
private int sampleRate; | ||||
private AudioChannels channels; | ||||
private List<IntPtr> queuedBuffers; | ||||
private List<uint> queuedSizes; | ||||
#endregion | ||||
#region Private Constants | ||||
private const int MINIMUM_BUFFER_CHECK = 3; | ||||
#endregion | ||||
#region BufferNeeded Event | ||||
public event EventHandler<EventArgs> BufferNeeded; | ||||
#endregion | ||||
#region Public Constructor | ||||
public DynamicSoundEffectInstance( | ||||
int sampleRate, | ||||
AudioChannels channels | ||||
) : base() { | ||||
this.sampleRate = sampleRate; | ||||
this.channels = channels; | ||||
isDynamic = true; | ||||
format = new FAudio.FAudioWaveFormatEx(); | ||||
format.wFormatTag = 1; | ||||
format.nChannels = (ushort) channels; | ||||
format.nSamplesPerSec = (uint) sampleRate; | ||||
format.wBitsPerSample = 16; | ||||
format.nBlockAlign = (ushort) (2 * format.nChannels); | ||||
format.nAvgBytesPerSec = format.nBlockAlign * format.nSamplesPerSec; | ||||
format.cbSize = 0; | ||||
queuedBuffers = new List<IntPtr>(); | ||||
queuedSizes = new List<uint>(); | ||||
InitDSPSettings(format.nChannels); | ||||
} | ||||
#endregion | ||||
#region Destructor | ||||
~DynamicSoundEffectInstance() | ||||
{ | ||||
// FIXME: ReRegisterForFinalize? -flibit | ||||
Dispose(); | ||||
} | ||||
#endregion | ||||
#region Public Methods | ||||
public TimeSpan GetSampleDuration(int sizeInBytes) | ||||
{ | ||||
return SoundEffect.GetSampleDuration( | ||||
sizeInBytes, | ||||
sampleRate, | ||||
channels | ||||
); | ||||
} | ||||
public int GetSampleSizeInBytes(TimeSpan duration) | ||||
{ | ||||
return SoundEffect.GetSampleSizeInBytes( | ||||
duration, | ||||
sampleRate, | ||||
channels | ||||
); | ||||
} | ||||
public override void Play() | ||||
{ | ||||
// Wait! What if we need moar buffers? | ||||
Update(); | ||||
// Okay we're good | ||||
base.Play(); | ||||
FrameworkDispatcher.Streams.Add(this); | ||||
} | ||||
public void SubmitBuffer(byte[] buffer) | ||||
{ | ||||
this.SubmitBuffer(buffer, 0, buffer.Length); | ||||
} | ||||
public void SubmitBuffer(byte[] buffer, int offset, int count) | ||||
{ | ||||
IntPtr next = Marshal.AllocHGlobal(count); | ||||
Marshal.Copy(buffer, offset, next, count); | ||||
lock (queuedBuffers) | ||||
{ | ||||
queuedBuffers.Add(next); | ||||
if (State != SoundState.Stopped) | ||||
{ | ||||
FAudio.FAudioBuffer buf = new FAudio.FAudioBuffer(); | ||||
buf.AudioBytes = (uint) count; | ||||
buf.pAudioData = next; | ||||
buf.PlayLength = ( | ||||
buf.AudioBytes / | ||||
(uint) channels / | ||||
(uint) (format.wBitsPerSample / 8) | ||||
); | ||||
FAudio.FAudioSourceVoice_SubmitSourceBuffer( | ||||
handle, | ||||
ref buf, | ||||
IntPtr.Zero | ||||
); | ||||
} | ||||
else | ||||
{ | ||||
queuedSizes.Add((uint) count); | ||||
} | ||||
} | ||||
} | ||||
public void SubmitFloatBufferEXT(float[] buffer) | ||||
{ | ||||
SubmitFloatBufferEXT(buffer, 0, buffer.Length); | ||||
} | ||||
public void SubmitFloatBufferEXT(float[] buffer, int offset, int count) | ||||
{ | ||||
/* Float samples are the typical format received from decoders. | ||||
* We currently use this for the VideoPlayer. | ||||
* -flibit | ||||
*/ | ||||
if (State != SoundState.Stopped && format.wFormatTag == 1) | ||||
{ | ||||
throw new InvalidOperationException( | ||||
"Submit a float buffer before Playing!" | ||||
); | ||||
} | ||||
format.wFormatTag = 3; | ||||
format.wBitsPerSample = 32; | ||||
format.nBlockAlign = (ushort) (4 * format.nChannels); | ||||
format.nAvgBytesPerSec = format.nBlockAlign * format.nSamplesPerSec; | ||||
IntPtr next = Marshal.AllocHGlobal(count * sizeof(float)); | ||||
Marshal.Copy(buffer, offset, next, count); | ||||
lock (queuedBuffers) | ||||
{ | ||||
queuedBuffers.Add(next); | ||||
if (State != SoundState.Stopped) | ||||
{ | ||||
FAudio.FAudioBuffer buf = new FAudio.FAudioBuffer(); | ||||
buf.AudioBytes = (uint) count * sizeof(float); | ||||
buf.pAudioData = next; | ||||
buf.PlayLength = ( | ||||
buf.AudioBytes / | ||||
(uint) channels / | ||||
(uint) (format.wBitsPerSample / 8) | ||||
); | ||||
FAudio.FAudioSourceVoice_SubmitSourceBuffer( | ||||
handle, | ||||
ref buf, | ||||
IntPtr.Zero | ||||
); | ||||
} | ||||
else | ||||
{ | ||||
queuedSizes.Add((uint) count * sizeof(float)); | ||||
} | ||||
} | ||||
} | ||||
#endregion | ||||
#region Protected Methods | ||||
protected override void Dispose(bool disposing) | ||||
{ | ||||
// Not much to see here... | ||||
base.Dispose(disposing); | ||||
} | ||||
#endregion | ||||
#region Internal Methods | ||||
internal void QueueInitialBuffers() | ||||
{ | ||||
FAudio.FAudioBuffer buffer = new FAudio.FAudioBuffer(); | ||||
lock (queuedBuffers) | ||||
{ | ||||
for (int i = 0; i < queuedBuffers.Count; i += 1) | ||||
{ | ||||
buffer.AudioBytes = queuedSizes[i]; | ||||
buffer.pAudioData = queuedBuffers[i]; | ||||
buffer.PlayLength = ( | ||||
buffer.AudioBytes / | ||||
(uint) channels / | ||||
(uint) (format.wBitsPerSample / 8) | ||||
); | ||||
FAudio.FAudioSourceVoice_SubmitSourceBuffer( | ||||
handle, | ||||
ref buffer, | ||||
IntPtr.Zero | ||||
); | ||||
} | ||||
queuedSizes.Clear(); | ||||
} | ||||
} | ||||
internal void ClearBuffers() | ||||
{ | ||||
lock (queuedBuffers) | ||||
{ | ||||
foreach (IntPtr buf in queuedBuffers) | ||||
{ | ||||
Marshal.FreeHGlobal(buf); | ||||
} | ||||
queuedBuffers.Clear(); | ||||
queuedSizes.Clear(); | ||||
} | ||||
} | ||||
internal void Update() | ||||
{ | ||||
if (State != SoundState.Playing) | ||||
{ | ||||
// Shh, we don't need you right now... | ||||
return; | ||||
} | ||||
if (handle != IntPtr.Zero) | ||||
{ | ||||
FAudio.FAudioVoiceState state; | ||||
FAudio.FAudioSourceVoice_GetState( | ||||
handle, | ||||
out state, | ||||
FAudio.FAUDIO_VOICE_NOSAMPLESPLAYED | ||||
); | ||||
while (PendingBufferCount > state.BuffersQueued) | ||||
lock (queuedBuffers) | ||||
{ | ||||
Marshal.FreeHGlobal(queuedBuffers[0]); | ||||
queuedBuffers.RemoveAt(0); | ||||
} | ||||
} | ||||
// Do we need even moar buffers? | ||||
for ( | ||||
int i = MINIMUM_BUFFER_CHECK - PendingBufferCount; | ||||
(i > 0) && BufferNeeded != null; | ||||
i -= 1 | ||||
) { | ||||
BufferNeeded(this, null); | ||||
} | ||||
} | ||||
#endregion | ||||
} | ||||
} | ||||