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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
#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
}
}