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SimpleSpatialPlaySoundUWP.h
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SimpleSpatialPlaySoundUWP.h
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//--------------------------------------------------------------------------------------
// SimpleSpatialPlaySoundUWP.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "ISACRenderer.h"
#include "StepTimer.h"
#include "SpriteFont.h"
// A basic sample implementation that creates a D3D11 device and
// provides a render loop.
class Sample final : public DX::IDeviceNotify
{
public:
#define MAX_CHANNELS 12 //up to 7.1.4 channels
struct Audiochannel
{
char * wavBuffer;
UINT32 buffersize;
UINT32 curBufferLoc;
float volume;
Microsoft::WRL::ComPtr<ISpatialAudioObject> object;
AudioObjectType objType;
};
Sample() noexcept(false);
~Sample() = default;
Sample(Sample&&) = default;
Sample& operator= (Sample&&) = default;
Sample(Sample const&) = delete;
Sample& operator= (Sample const&) = delete;
// Initialization and management
void Initialize(IUnknown* window, int width, int height, DXGI_MODE_ROTATION rotation);
// Basic render loop
void Tick();
void Render();
// Rendering helpers
void Clear();
// IDeviceNotify
virtual void OnDeviceLost() override;
virtual void OnDeviceRestored() override;
// Messages
void OnActivated();
void OnDeactivated();
void OnSuspending();
void OnResuming();
void OnWindowSizeChanged(int width, int height, DXGI_MODE_ROTATION rotation);
void ValidateDevice();
// Properties
void GetDefaultSize(int& width, int& height) const;
Microsoft::WRL::ComPtr<ISACRenderer> m_Renderer;
int m_numChannels;
Audiochannel m_WavChannels[MAX_CHANNELS];
bool m_bThreadActive;
bool m_bPlayingSound;
private:
void Update(DX::StepTimer const& timer);
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
bool LoadFile(LPCWSTR inFile);
void SetChannelTypesVolumes(void);
HRESULT InitializeSpatialStream(void);
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Rendering loop timer.
DX::StepTimer m_timer;
std::unique_ptr<DirectX::SpriteBatch> m_spriteBatch;
std::unique_ptr<DirectX::SpriteFont> m_font;
std::unique_ptr<DirectX::SpriteFont> m_ctrlFont;
// Input devices.
std::unique_ptr<DirectX::Keyboard> m_keyboard;
std::unique_ptr<DirectX::GamePad> m_gamePad;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
DirectX::Keyboard::KeyboardStateTracker m_keyboardButtons;
bool m_ctrlConnected;
uint32_t m_bufferSize;
bool m_fileLoaded;
int m_curFile;
//worker thread for spatial system
PTP_WORK m_workThread;
};