mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-29 21:12:33 +01:00
561 lines
21 KiB
C#
561 lines
21 KiB
C#
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using SoundIOSharp;
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using System;
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using System.Collections.Concurrent;
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using System.Linq;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.SoundIo
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{
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internal class SoundIoAudioTrack : IDisposable
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{
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/// <summary>
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/// The audio track ring buffer
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/// </summary>
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private SoundIoRingBuffer m_Buffer;
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/// <summary>
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/// A list of buffers currently pending writeback to the audio backend
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/// </summary>
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private ConcurrentQueue<SoundIoBuffer> m_ReservedBuffers;
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/// <summary>
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/// Occurs when a buffer has been released by the audio backend
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/// </summary>
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private event ReleaseCallback BufferReleased;
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/// <summary>
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/// The track ID of this <see cref="SoundIoAudioTrack"/>
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/// </summary>
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public int TrackID { get; private set; }
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/// <summary>
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/// The current playback state
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/// </summary>
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public PlaybackState State { get; private set; }
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/// <summary>
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/// The <see cref="SoundIO"/> audio context this track belongs to
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/// </summary>
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public SoundIO AudioContext { get; private set; }
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/// <summary>
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/// The <see cref="SoundIODevice"/> this track belongs to
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/// </summary>
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public SoundIODevice AudioDevice { get; private set; }
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/// <summary>
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/// The audio output stream of this track
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/// </summary>
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public SoundIOOutStream AudioStream { get; private set; }
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/// <summary>
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/// Released buffers the track is no longer holding
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/// </summary>
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public ConcurrentQueue<long> ReleasedBuffers { get; private set; }
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/// <summary>
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/// Constructs a new instance of a <see cref="SoundIoAudioTrack"/>
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/// </summary>
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/// <param name="trackId">The track ID</param>
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/// <param name="audioContext">The SoundIO audio context</param>
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/// <param name="audioDevice">The SoundIO audio device</param>
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public SoundIoAudioTrack(int trackId, SoundIO audioContext, SoundIODevice audioDevice)
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{
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TrackID = trackId;
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AudioContext = audioContext;
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AudioDevice = audioDevice;
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State = PlaybackState.Stopped;
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ReleasedBuffers = new ConcurrentQueue<long>();
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m_Buffer = new SoundIoRingBuffer();
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m_ReservedBuffers = new ConcurrentQueue<SoundIoBuffer>();
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}
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/// <summary>
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/// Opens the audio track with the specified parameters
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/// </summary>
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/// <param name="sampleRate">The requested sample rate of the track</param>
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/// <param name="channelCount">The requested channel count of the track</param>
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/// <param name="callback">A <see cref="ReleaseCallback" /> that represents the delegate to invoke when a buffer has been released by the audio track</param>
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/// <param name="format">The requested sample format of the track</param>
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public void Open(
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int sampleRate,
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int channelCount,
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ReleaseCallback callback,
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SoundIOFormat format = SoundIOFormat.S16LE)
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{
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// Close any existing audio streams
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if (AudioStream != null)
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{
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Close();
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}
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if (!AudioDevice.SupportsSampleRate(sampleRate))
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{
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throw new InvalidOperationException($"This sound device does not support a sample rate of {sampleRate}Hz");
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}
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if (!AudioDevice.SupportsFormat(format))
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{
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throw new InvalidOperationException($"This sound device does not support SoundIOFormat.{Enum.GetName(typeof(SoundIOFormat), format)}");
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}
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AudioStream = AudioDevice.CreateOutStream();
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AudioStream.Name = $"SwitchAudioTrack_{TrackID}";
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AudioStream.Layout = SoundIOChannelLayout.GetDefault(channelCount);
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AudioStream.Format = format;
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AudioStream.SampleRate = sampleRate;
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AudioStream.WriteCallback = WriteCallback;
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BufferReleased += callback;
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AudioStream.Open();
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}
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/// <summary>
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/// This callback occurs when the sound device is ready to buffer more frames
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/// </summary>
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/// <param name="minFrameCount">The minimum amount of frames expected by the audio backend</param>
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/// <param name="maxFrameCount">The maximum amount of frames that can be written to the audio backend</param>
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private unsafe void WriteCallback(int minFrameCount, int maxFrameCount)
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{
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int bytesPerFrame = AudioStream.BytesPerFrame;
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uint bytesPerSample = (uint)AudioStream.BytesPerSample;
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int bufferedFrames = m_Buffer.Length / bytesPerFrame;
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long bufferedSamples = m_Buffer.Length / bytesPerSample;
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int frameCount = Math.Min(bufferedFrames, maxFrameCount);
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if (frameCount == 0)
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{
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return;
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}
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SoundIOChannelAreas areas = AudioStream.BeginWrite(ref frameCount);
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int channelCount = areas.ChannelCount;
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byte[] samples = new byte[frameCount * bytesPerFrame];
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m_Buffer.Read(samples, 0, samples.Length);
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// This is a huge ugly block of code, but we save
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// a significant amount of time over the generic
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// loop that handles other channel counts.
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// Mono
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if (channelCount == 1)
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{
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SoundIOChannelArea area = areas.GetArea(0);
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fixed (byte* srcptr = samples)
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{
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if (bytesPerSample == 1)
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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((byte*)area.Pointer)[0] = srcptr[frame * bytesPerFrame];
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area.Pointer += area.Step;
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}
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}
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else if (bytesPerSample == 2)
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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((short*)area.Pointer)[0] = ((short*)srcptr)[frame * bytesPerFrame >> 1];
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area.Pointer += area.Step;
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}
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}
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else if (bytesPerSample == 4)
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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((int*)area.Pointer)[0] = ((int*)srcptr)[frame * bytesPerFrame >> 2];
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area.Pointer += area.Step;
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}
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}
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else
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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Unsafe.CopyBlockUnaligned((byte*)area.Pointer, srcptr + (frame * bytesPerFrame), bytesPerSample);
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area.Pointer += area.Step;
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}
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}
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}
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}
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// Stereo
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else if (channelCount == 2)
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{
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SoundIOChannelArea area1 = areas.GetArea(0);
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SoundIOChannelArea area2 = areas.GetArea(1);
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fixed (byte* srcptr = samples)
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{
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if (bytesPerSample == 1)
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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((byte*)area1.Pointer)[0] = srcptr[(frame * bytesPerFrame) + 0];
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// Channel 2
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((byte*)area2.Pointer)[0] = srcptr[(frame * bytesPerFrame) + 1];
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area1.Pointer += area1.Step;
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area2.Pointer += area2.Step;
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}
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}
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else if (bytesPerSample == 2)
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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((short*)area1.Pointer)[0] = ((short*)srcptr)[(frame * bytesPerFrame >> 1) + 0];
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// Channel 2
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((short*)area2.Pointer)[0] = ((short*)srcptr)[(frame * bytesPerFrame >> 1) + 1];
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area1.Pointer += area1.Step;
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area2.Pointer += area2.Step;
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}
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}
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else if (bytesPerSample == 4)
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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((int*)area1.Pointer)[0] = ((int*)srcptr)[(frame * bytesPerFrame >> 2) + 0];
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// Channel 2
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((int*)area2.Pointer)[0] = ((int*)srcptr)[(frame * bytesPerFrame >> 2) + 1];
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area1.Pointer += area1.Step;
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area2.Pointer += area2.Step;
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}
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}
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else
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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Unsafe.CopyBlockUnaligned((byte*)area1.Pointer, srcptr + (frame * bytesPerFrame) + (0 * bytesPerSample), bytesPerSample);
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// Channel 2
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Unsafe.CopyBlockUnaligned((byte*)area2.Pointer, srcptr + (frame * bytesPerFrame) + (1 * bytesPerSample), bytesPerSample);
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area1.Pointer += area1.Step;
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area2.Pointer += area2.Step;
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}
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}
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}
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}
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// Surround
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else if (channelCount == 6)
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{
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SoundIOChannelArea area1 = areas.GetArea(0);
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SoundIOChannelArea area2 = areas.GetArea(1);
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SoundIOChannelArea area3 = areas.GetArea(2);
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SoundIOChannelArea area4 = areas.GetArea(3);
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SoundIOChannelArea area5 = areas.GetArea(4);
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SoundIOChannelArea area6 = areas.GetArea(5);
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fixed (byte* srcptr = samples)
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{
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if (bytesPerSample == 1)
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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((byte*)area1.Pointer)[0] = srcptr[(frame * bytesPerFrame) + 0];
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// Channel 2
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((byte*)area2.Pointer)[0] = srcptr[(frame * bytesPerFrame) + 1];
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// Channel 3
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((byte*)area3.Pointer)[0] = srcptr[(frame * bytesPerFrame) + 2];
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// Channel 4
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((byte*)area4.Pointer)[0] = srcptr[(frame * bytesPerFrame) + 3];
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// Channel 5
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((byte*)area5.Pointer)[0] = srcptr[(frame * bytesPerFrame) + 4];
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// Channel 6
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((byte*)area6.Pointer)[0] = srcptr[(frame * bytesPerFrame) + 5];
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area1.Pointer += area1.Step;
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area2.Pointer += area2.Step;
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area3.Pointer += area3.Step;
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area4.Pointer += area4.Step;
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area5.Pointer += area5.Step;
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area6.Pointer += area6.Step;
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}
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}
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else if (bytesPerSample == 2)
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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((short*)area1.Pointer)[0] = ((short*)srcptr)[(frame * bytesPerFrame >> 1) + 0];
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// Channel 2
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((short*)area2.Pointer)[0] = ((short*)srcptr)[(frame * bytesPerFrame >> 1) + 1];
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// Channel 3
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((short*)area3.Pointer)[0] = ((short*)srcptr)[(frame * bytesPerFrame >> 1) + 2];
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// Channel 4
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((short*)area4.Pointer)[0] = ((short*)srcptr)[(frame * bytesPerFrame >> 1) + 3];
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// Channel 5
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((short*)area5.Pointer)[0] = ((short*)srcptr)[(frame * bytesPerFrame >> 1) + 4];
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// Channel 6
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((short*)area6.Pointer)[0] = ((short*)srcptr)[(frame * bytesPerFrame >> 1) + 5];
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area1.Pointer += area1.Step;
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area2.Pointer += area2.Step;
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area3.Pointer += area3.Step;
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area4.Pointer += area4.Step;
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area5.Pointer += area5.Step;
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area6.Pointer += area6.Step;
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}
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}
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else if (bytesPerSample == 4)
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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((int*)area1.Pointer)[0] = ((int*)srcptr)[(frame * bytesPerFrame >> 2) + 0];
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// Channel 2
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((int*)area2.Pointer)[0] = ((int*)srcptr)[(frame * bytesPerFrame >> 2) + 1];
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// Channel 3
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((int*)area3.Pointer)[0] = ((int*)srcptr)[(frame * bytesPerFrame >> 2) + 2];
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// Channel 4
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((int*)area4.Pointer)[0] = ((int*)srcptr)[(frame * bytesPerFrame >> 2) + 3];
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// Channel 5
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((int*)area5.Pointer)[0] = ((int*)srcptr)[(frame * bytesPerFrame >> 2) + 4];
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// Channel 6
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((int*)area6.Pointer)[0] = ((int*)srcptr)[(frame * bytesPerFrame >> 2) + 5];
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area1.Pointer += area1.Step;
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area2.Pointer += area2.Step;
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area3.Pointer += area3.Step;
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area4.Pointer += area4.Step;
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area5.Pointer += area5.Step;
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area6.Pointer += area6.Step;
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}
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}
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else
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{
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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Unsafe.CopyBlockUnaligned((byte*)area1.Pointer, srcptr + (frame * bytesPerFrame) + (0 * bytesPerSample), bytesPerSample);
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// Channel 2
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Unsafe.CopyBlockUnaligned((byte*)area2.Pointer, srcptr + (frame * bytesPerFrame) + (1 * bytesPerSample), bytesPerSample);
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// Channel 3
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Unsafe.CopyBlockUnaligned((byte*)area3.Pointer, srcptr + (frame * bytesPerFrame) + (2 * bytesPerSample), bytesPerSample);
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// Channel 4
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Unsafe.CopyBlockUnaligned((byte*)area4.Pointer, srcptr + (frame * bytesPerFrame) + (3 * bytesPerSample), bytesPerSample);
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// Channel 5
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Unsafe.CopyBlockUnaligned((byte*)area5.Pointer, srcptr + (frame * bytesPerFrame) + (4 * bytesPerSample), bytesPerSample);
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// Channel 6
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Unsafe.CopyBlockUnaligned((byte*)area6.Pointer, srcptr + (frame * bytesPerFrame) + (5 * bytesPerSample), bytesPerSample);
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area1.Pointer += area1.Step;
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area2.Pointer += area2.Step;
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area3.Pointer += area3.Step;
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area4.Pointer += area4.Step;
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area5.Pointer += area5.Step;
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area6.Pointer += area6.Step;
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}
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}
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}
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}
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// Every other channel count
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else
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{
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SoundIOChannelArea[] channels = new SoundIOChannelArea[channelCount];
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// Obtain the channel area for each channel
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for (int i = 0; i < channelCount; i++)
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{
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channels[i] = areas.GetArea(i);
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}
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fixed (byte* srcptr = samples)
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{
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for (int frame = 0; frame < frameCount; frame++)
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for (int channel = 0; channel < areas.ChannelCount; channel++)
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{
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// Copy channel by channel, frame by frame. This is slow!
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Unsafe.CopyBlockUnaligned((byte*)channels[channel].Pointer, srcptr + (frame * bytesPerFrame) + (channel * bytesPerSample), bytesPerSample);
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channels[channel].Pointer += channels[channel].Step;
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}
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}
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}
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AudioStream.EndWrite();
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UpdateReleasedBuffers(samples.Length);
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}
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|
|
|||
|
/// <summary>
|
|||
|
/// Releases any buffers that have been fully written to the output device
|
|||
|
/// </summary>
|
|||
|
/// <param name="bytesRead">The amount of bytes written in the last device write</param>
|
|||
|
private void UpdateReleasedBuffers(int bytesRead)
|
|||
|
{
|
|||
|
bool bufferReleased = false;
|
|||
|
|
|||
|
while (bytesRead > 0)
|
|||
|
{
|
|||
|
if (m_ReservedBuffers.TryPeek(out SoundIoBuffer buffer))
|
|||
|
{
|
|||
|
if (buffer.Length > bytesRead)
|
|||
|
{
|
|||
|
buffer.Length -= bytesRead;
|
|||
|
bytesRead = 0;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
bufferReleased = true;
|
|||
|
bytesRead -= buffer.Length;
|
|||
|
|
|||
|
m_ReservedBuffers.TryDequeue(out buffer);
|
|||
|
ReleasedBuffers.Enqueue(buffer.Tag);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (bufferReleased)
|
|||
|
{
|
|||
|
OnBufferReleased();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Starts audio playback
|
|||
|
/// </summary>
|
|||
|
public void Start()
|
|||
|
{
|
|||
|
if (AudioStream == null)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
AudioStream.Start();
|
|||
|
AudioStream.Pause(false);
|
|||
|
AudioContext.FlushEvents();
|
|||
|
State = PlaybackState.Playing;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Stops audio playback
|
|||
|
/// </summary>
|
|||
|
public void Stop()
|
|||
|
{
|
|||
|
if (AudioStream == null)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
AudioStream.Pause(true);
|
|||
|
AudioContext.FlushEvents();
|
|||
|
State = PlaybackState.Stopped;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Appends an audio buffer to the tracks internal ring buffer
|
|||
|
/// </summary>
|
|||
|
/// <typeparam name="T">The audio sample type</typeparam>
|
|||
|
/// <param name="bufferTag">The unqiue tag of the buffer being appended</param>
|
|||
|
/// <param name="buffer">The buffer to append</param>
|
|||
|
public void AppendBuffer<T>(long bufferTag, T[] buffer)
|
|||
|
{
|
|||
|
if (AudioStream == null)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
// Calculate the size of the audio samples
|
|||
|
int size = Unsafe.SizeOf<T>();
|
|||
|
|
|||
|
// Calculate the amount of bytes to copy from the buffer
|
|||
|
int bytesToCopy = size * buffer.Length;
|
|||
|
|
|||
|
// Copy the memory to our ring buffer
|
|||
|
m_Buffer.Write(buffer, 0, bytesToCopy);
|
|||
|
|
|||
|
// Keep track of "buffered" buffers
|
|||
|
m_ReservedBuffers.Enqueue(new SoundIoBuffer(bufferTag, bytesToCopy));
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Returns a value indicating whether the specified buffer is currently reserved by the track
|
|||
|
/// </summary>
|
|||
|
/// <param name="bufferTag">The buffer tag to check</param>
|
|||
|
public bool ContainsBuffer(long bufferTag)
|
|||
|
{
|
|||
|
return m_ReservedBuffers.Any(x => x.Tag == bufferTag);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Closes the <see cref="SoundIoAudioTrack"/>
|
|||
|
/// </summary>
|
|||
|
public void Close()
|
|||
|
{
|
|||
|
if (AudioStream != null)
|
|||
|
{
|
|||
|
AudioStream.Pause(true);
|
|||
|
AudioStream.Dispose();
|
|||
|
}
|
|||
|
|
|||
|
m_Buffer.Clear();
|
|||
|
OnBufferReleased();
|
|||
|
ReleasedBuffers.Clear();
|
|||
|
|
|||
|
State = PlaybackState.Stopped;
|
|||
|
AudioStream = null;
|
|||
|
BufferReleased = null;
|
|||
|
}
|
|||
|
|
|||
|
private void OnBufferReleased()
|
|||
|
{
|
|||
|
BufferReleased?.Invoke();
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Releases the unmanaged resources used by the <see cref="SoundIoAudioTrack" />
|
|||
|
/// </summary>
|
|||
|
public void Dispose()
|
|||
|
{
|
|||
|
Close();
|
|||
|
}
|
|||
|
|
|||
|
~SoundIoAudioTrack()
|
|||
|
{
|
|||
|
Dispose();
|
|||
|
}
|
|||
|
}
|
|||
|
}
|