Magic_Game/Easy2D/audio/audio.cpp

115 lines
2.6 KiB
C++

// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "../easy2d-audio.h"
#include "audio.h"
#include "audio-modules.h"
namespace easy2d
{
Audio::Audio()
: x_audio2_(nullptr)
, mastering_voice_(nullptr)
{
}
Audio::~Audio()
{
}
void Audio::SetupComponent(Application*)
{
E2D_LOG(L"Creating audio resources");
HRESULT hr = modules::MediaFoundation::Get().MFStartup(MF_VERSION, MFSTARTUP_FULL);
if (SUCCEEDED(hr))
{
hr = modules::XAudio2::Get().XAudio2Create(&x_audio2_, 0, XAUDIO2_DEFAULT_PROCESSOR);
}
if (SUCCEEDED(hr))
{
hr = x_audio2_->CreateMasteringVoice(&mastering_voice_);
}
ThrowIfFailed(hr);
}
void Audio::DestroyComponent()
{
E2D_LOG(L"Destroying audio resources");
ClearVoiceCache();
if (mastering_voice_)
{
mastering_voice_->DestroyVoice();
mastering_voice_ = nullptr;
}
if (x_audio2_)
{
x_audio2_->Release();
x_audio2_ = nullptr;
}
modules::MediaFoundation::Get().MFShutdown();
}
HRESULT Audio::CreateVoice(Voice& voice, const WAVEFORMATEX* wfx)
{
HRESULT hr;
IXAudio2SourceVoice* source_voice;
hr = x_audio2_->CreateSourceVoice(&source_voice, wfx, 0, XAUDIO2_DEFAULT_FREQ_RATIO);
if (SUCCEEDED(hr))
{
voice.SetSourceVoice(source_voice);
voice_cache_.insert(&voice);
}
return hr;
}
void Audio::DeleteVoice(Voice* voice)
{
voice_cache_.erase(voice);
}
void Audio::ClearVoiceCache()
{
for (auto voice : voice_cache_)
{
voice->Destroy();
}
voice_cache_.clear();
}
void Audio::Open()
{
x_audio2_->StartEngine();
}
void Audio::Close()
{
x_audio2_->StopEngine();
}
}