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SimpleSpatialPlaySoundUWP.cpp
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//--------------------------------------------------------------------------------------
// SimpleSpatialPlaySoundUWP.cpp
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "SimpleSpatialPlaySoundUWP.h"
#include "ATGColors.h"
#include "ControllerFont.h"
#include "WAVFileReader.h"
extern void ExitSample();
namespace
{
wchar_t g_File[256] = { 0 };
UINT32 g_curBufferLoc;
}
using namespace DirectX;
using namespace Windows::System::Threading;
using namespace Windows::Media::Devices;
using Microsoft::WRL::ComPtr;
using namespace concurrency;
using namespace Platform;
using namespace Windows::Storage;
using namespace Windows::Storage::Streams;
using namespace Windows::Storage::Pickers;
using namespace Windows::Storage::AccessCache;
namespace
{
VOID CALLBACK SpatialWorkCallback(_Inout_ PTP_CALLBACK_INSTANCE Instance, _Inout_opt_ PVOID Context, _Inout_ PTP_WORK Work)
{
HRESULT hr = CoInitializeEx(nullptr, COINIT_MULTITHREADED);
Sample * Sink = (Sample *)Context;
Work;
Instance;
while (Sink->m_bThreadActive)
{
while (Sink->m_bPlayingSound && Sink->m_Renderer->IsActive())
{
// Wait for a signal from the audio-engine to start the next processing pass
if (WaitForSingleObject(Sink->m_Renderer->m_bufferCompletionEvent, 100) != WAIT_OBJECT_0)
{
//make a call to stream to see why we didn't get a signal after 100ms
hr = Sink->m_Renderer->m_SpatialAudioStream->Reset();
//if we have an error, tell the renderer to reset
if (hr != S_OK)
{
Sink->m_Renderer->Reset();
}
continue;
}
UINT32 frameCount;
UINT32 availableObjectCount;
// Begin the process of sending object data and metadata
// Get the number of active object that can be used to send object-data
// Get the number of frame count that each buffer be filled with
hr = Sink->m_Renderer->m_SpatialAudioStream->BeginUpdatingAudioObjects(
&availableObjectCount,
&frameCount);
//if we have an error, tell the renderer to reset
if (hr != S_OK)
{
Sink->m_Renderer->Reset();
}
for (int chan = 0; chan < MAX_CHANNELS; chan++)
{
//Activate the object if not yet done
if (Sink->m_WavChannels[chan].object == nullptr)
{
// If this method called more than activeObjectCount times
// It will fail with this error HRESULT_FROM_WIN32(ERROR_NO_MORE_ITEMS)
hr = Sink->m_Renderer->m_SpatialAudioStream->ActivateSpatialAudioObject(
Sink->m_WavChannels[chan].objType,
&Sink->m_WavChannels[chan].object);
if (FAILED(hr))
{
continue;
}
}
//Get the object buffer
BYTE* buffer = nullptr;
UINT32 bytecount;
hr = Sink->m_WavChannels[chan].object->GetBuffer(&buffer, &bytecount);
if (FAILED(hr))
{
continue;
}
Sink->m_WavChannels[chan].object->SetVolume(Sink->m_WavChannels[chan].volume);
UINT32 readsize = bytecount;
for (UINT32 i = 0; i < readsize; i++)
{
UINT32 fileLoc = Sink->m_WavChannels[chan].curBufferLoc;
if (chan < Sink->m_numChannels)
{
buffer[i] = Sink->m_WavChannels[chan].wavBuffer[fileLoc];
}
else
{
buffer[i] = 0;
}
Sink->m_WavChannels[chan].curBufferLoc++;
if (Sink->m_WavChannels[chan].curBufferLoc == Sink->m_WavChannels[chan].buffersize)
{
Sink->m_WavChannels[chan].curBufferLoc = 0;
}
}
}
g_curBufferLoc = Sink->m_WavChannels[0].curBufferLoc;
// Let the audio-engine know that the object data are available for processing now
hr = Sink->m_Renderer->m_SpatialAudioStream->EndUpdatingAudioObjects();
if (FAILED(hr))
{
//if we have an error, tell the renderer to reset
Sink->m_Renderer->Reset();
continue;
}
}
}
}
}
Sample::Sample() :
m_numChannels(0),
m_bThreadActive(false),
m_bPlayingSound(false),
m_ctrlConnected(false),
m_bufferSize(0),
m_fileLoaded(false)
{
m_deviceResources = std::make_unique<DX::DeviceResources>();
m_deviceResources->RegisterDeviceNotify(this);
}
// Initialize the Direct3D resources required to run.
void Sample::Initialize(IUnknown* window, int width, int height, DXGI_MODE_ROTATION rotation)
{
m_gamePad = std::make_unique<GamePad>();
m_keyboard = std::make_unique<Keyboard>();
m_keyboard->SetWindow(reinterpret_cast<ABI::Windows::UI::Core::ICoreWindow*>(window));
m_deviceResources->SetWindow(window, width, height, rotation);
m_deviceResources->CreateDeviceResources();
CreateDeviceDependentResources();
m_deviceResources->CreateWindowSizeDependentResources();
CreateWindowSizeDependentResources();
InitializeSpatialStream();
SetChannelTypesVolumes();
}
#pragma region Frame Update
// Executes basic render loop.
void Sample::Tick()
{
m_timer.Tick([&]()
{
Update(m_timer);
});
Render();
}
// Updates the world.
void Sample::Update(DX::StepTimer const&)
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Update");
//Are we resetting the renderer? This will happen if we get an invalid stream
// which can happen when render mode changes or device changes
if (m_Renderer->IsResetting())
{
//clear out renderer
m_Renderer.Reset();
// Create a new ISAC instance
m_Renderer = Microsoft::WRL::Make<ISACRenderer>();
// Initialize Default Audio Device
m_Renderer->InitializeAudioDeviceAsync();
//Reset all the Objects that were being used
for (int chan = 0; chan < MAX_CHANNELS; chan++)
{
m_WavChannels[chan].object = nullptr;
}
}
auto pad = m_gamePad->GetState(0);
if (pad.IsConnected())
{
m_ctrlConnected = true;
m_gamePadButtons.Update(pad);
}
else
{
m_ctrlConnected = false;
m_gamePadButtons.Reset();
}
auto kb = m_keyboard->GetState();
m_keyboardButtons.Update(kb);
if (kb.Escape || m_gamePadButtons.view == GamePad::ButtonStateTracker::PRESSED)
{
if (m_bThreadActive)
{
m_bThreadActive = false;
m_bPlayingSound = false;
WaitForThreadpoolWorkCallbacks(m_workThread, FALSE);
CloseThreadpoolWork(m_workThread);
}
m_Renderer->m_SpatialAudioStream->Stop();
ExitSample();
}
if (m_keyboardButtons.IsKeyReleased(DirectX::Keyboard::Keys::Space) || m_gamePadButtons.a == m_gamePadButtons.RELEASED)
{
if (m_fileLoaded && m_Renderer && m_Renderer->IsActive())
{
//Start spatial worker thread
if (!m_bThreadActive)
{
//start again
for (UINT32 i = 0; i < MAX_CHANNELS; i++)
{
m_WavChannels[i].curBufferLoc = 0;
}
//startup spatial thread
m_bThreadActive = true;
m_bPlayingSound = true;
m_workThread = CreateThreadpoolWork(SpatialWorkCallback, this, nullptr);
SubmitThreadpoolWork(m_workThread);
}
else
{
//stop and shutdown spatial worker thread
m_bThreadActive = false;
m_bPlayingSound = false;
WaitForThreadpoolWorkCallbacks(m_workThread, FALSE);
CloseThreadpoolWork(m_workThread);
}
}
}
if (m_keyboardButtons.IsKeyReleased(DirectX::Keyboard::Keys::P))
{
//change playingsound state (pause/unpause)
m_bPlayingSound = !m_bPlayingSound;
}
if (m_keyboardButtons.IsKeyReleased(DirectX::Keyboard::Keys::Up) || m_gamePadButtons.b == m_gamePadButtons.RELEASED)
{
if (m_bThreadActive)
{
m_bThreadActive = false;
m_bPlayingSound = false;
WaitForThreadpoolWorkCallbacks(m_workThread, FALSE);
CloseThreadpoolWork(m_workThread);
}
FileOpenPicker^ openPicker = ref new FileOpenPicker();
openPicker->SuggestedStartLocation = PickerLocationId::MusicLibrary;
openPicker->FileTypeFilter->Append(".wav");
create_task(openPicker->PickSingleFileAsync()).then([/*this*/=](StorageFile^ file)
{
if (file)
{
create_task(FileIO::ReadBufferAsync(file)).then([this, file](task<IBuffer^> task)
{
try
{
IBuffer^ buffer = task.get();
DataReader^ dataReader = DataReader::FromBuffer(buffer);
auto bytes = ref new Array<byte>(buffer->Length);
dataReader->ReadBytes(bytes);
delete dataReader; // As a best practice, explicitly close the dataReader resource as soon as it is no longer needed.
wchar_t text_buffer[256] = { 0 }; swprintf(text_buffer, _countof(text_buffer), L"%d bytes were read\n", bytes->Length); OutputDebugString(text_buffer);
m_fileLoaded = LoadFile(bytes->Data, buffer->Length);
}
catch (COMException^ ex)
{
wchar_t text_buffer[256] = { 0 }; swprintf(text_buffer, _countof(text_buffer), L"COMException!\n"); OutputDebugString(text_buffer);
}
});
swprintf(g_File, _countof(g_File), file->Path->Data());
wchar_t text_buffer[256] = { 0 }; swprintf(text_buffer, _countof(text_buffer), L"g_File=%s\n", g_File); OutputDebugString(text_buffer);
}
else
{
}
});
}
PIXEndEvent();
}
#pragma endregion
#pragma region Frame Render
// Draws the scene.
void Sample::Render()
{
// Don't try to render anything before the first Update.
if (m_timer.GetFrameCount() == 0)
{
return;
}
Clear();
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Render");
auto rect = m_deviceResources->GetOutputSize();
auto safeRect = SimpleMath::Viewport::ComputeTitleSafeArea(rect.right, rect.bottom);
XMFLOAT2 pos(float(safeRect.left), float(safeRect.top));
m_spriteBatch->Begin();
float spacing = m_font->GetLineSpacing();
m_font->DrawString(m_spriteBatch.get(), L"Sample rate of file must be 48 KHz!", pos, ATG::Colors::White);
pos.y += spacing * 1.5f;
wchar_t str[128] = {};
swprintf_s(str, L"file: %ls", g_File);
m_font->DrawString(m_spriteBatch.get(), str, pos, ATG::Colors::White);
pos.y += spacing;
swprintf_s(str, L"state: %ls @ %d", (m_bThreadActive) ? ((m_bPlayingSound) ? L"Playing" : L"Paused") : L"Stopped", g_curBufferLoc);
m_font->DrawString(m_spriteBatch.get(), str, pos, ATG::Colors::White);
pos.y += spacing * 1.5f;
const wchar_t* str1 = m_ctrlConnected
? L"Use [A] to start/stop playback"
: L"Use Spacebar to start/stop playback and 'p' to pause/unpause";
DX::DrawControllerString(m_spriteBatch.get(), m_font.get(), m_ctrlFont.get(), str1, pos, ATG::Colors::White);
pos.y += spacing;
const wchar_t* str2 = m_ctrlConnected
? L"Use [B] to choose file"
: L"Use UP key to choose file";
DX::DrawControllerString(m_spriteBatch.get(), m_font.get(), m_ctrlFont.get(), str2, pos, ATG::Colors::White);
pos.y += spacing;
const wchar_t* str3 = m_ctrlConnected
? L"Use [View] to exit"
: L"Use Esc to exit";
DX::DrawControllerString(m_spriteBatch.get(), m_font.get(), m_ctrlFont.get(), str3, pos, ATG::Colors::White);
m_spriteBatch->End();
PIXEndEvent(context);
// Show the new frame.
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Present");
m_deviceResources->Present();
PIXEndEvent();
}
// Helper method to clear the back buffers.
void Sample::Clear()
{
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Clear");
// Clear the views.
auto renderTarget = m_deviceResources->GetRenderTargetView();
auto depthStencil = m_deviceResources->GetDepthStencilView();
context->ClearRenderTargetView(renderTarget, ATG::Colors::Background);
context->ClearDepthStencilView(depthStencil, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
context->OMSetRenderTargets(1, &renderTarget, depthStencil);
// Set the viewport.
auto viewport = m_deviceResources->GetScreenViewport();
context->RSSetViewports(1, &viewport);
PIXEndEvent(context);
}
#pragma endregion
#pragma region Message Handlers
// Message handlers
void Sample::OnActivated()
{
}
void Sample::OnDeactivated()
{
}
void Sample::OnSuspending()
{
auto context = m_deviceResources->GetD3DDeviceContext();
context->ClearState();
m_deviceResources->Trim();
}
void Sample::OnResuming()
{
m_timer.ResetElapsedTime();
m_gamePadButtons.Reset();
m_keyboardButtons.Reset();
}
void Sample::OnWindowSizeChanged(int width, int height, DXGI_MODE_ROTATION rotation)
{
if (!m_deviceResources->WindowSizeChanged(width, height, rotation))
return;
CreateWindowSizeDependentResources();
}
void Sample::ValidateDevice()
{
m_deviceResources->ValidateDevice();
}
// Properties
void Sample::GetDefaultSize(int& width, int& height) const
{
width = 1280;
height = 720;
}
#pragma endregion
#pragma region Direct3D Resources
// These are the resources that depend on the device.
void Sample::CreateDeviceDependentResources()
{
auto device = m_deviceResources->GetD3DDevice();
auto context = m_deviceResources->GetD3DDeviceContext();
m_spriteBatch = std::make_unique<SpriteBatch>(context);
m_font = std::make_unique<SpriteFont>(device, L"SegoeUI_18.spritefont");
m_ctrlFont = std::make_unique<SpriteFont>(device, L"XboxOneControllerSmall.spritefont");
}
// Allocate all memory resources that change on a window SizeChanged event.
void Sample::CreateWindowSizeDependentResources()
{
m_spriteBatch->SetRotation(m_deviceResources->GetRotation());
}
void Sample::OnDeviceLost()
{
m_spriteBatch.reset();
m_font.reset();
m_ctrlFont.reset();
}
void Sample::OnDeviceRestored()
{
CreateDeviceDependentResources();
CreateWindowSizeDependentResources();
}
#pragma endregion
HRESULT Sample::InitializeSpatialStream(void)
{
HRESULT hr = S_OK;
if (!m_Renderer)
{
// Create a new ISAC instance
m_Renderer = Microsoft::WRL::Make<ISACRenderer>();
// Selects the Default Audio Device
hr = m_Renderer->InitializeAudioDeviceAsync();
}
return hr;
}
bool Sample::LoadFile(uint8_t* wavData, size_t wavDataSize)
{
//clear and reset m_WavChannels
for (UINT32 i = 0; i < MAX_CHANNELS; i++)
{
if (m_WavChannels[i].buffersize)
{
delete[] m_WavChannels[i].wavBuffer;
}
m_WavChannels[i].buffersize = 0;
m_WavChannels[i].curBufferLoc = 0;
m_WavChannels[i].object = nullptr;
}
HRESULT hr = S_OK;
std::unique_ptr<uint8_t[]> m_waveFile;
DirectX::WAVData WavData;
hr = DirectX::LoadWAVAudioInMemoryEx(wavData, wavDataSize, WavData);
if (FAILED(hr))
{
wchar_t text_buffer[256] = { 0 }; swprintf(text_buffer, _countof(text_buffer), L"LoadFile.hr=%d\n", hr); OutputDebugString(text_buffer);
if (hr == E_ACCESSDENIED) {
wchar_t text_buffer[256] = { 0 }; swprintf(text_buffer, _countof(text_buffer), L"LoadFile.hr=E_ACCESSDENIED\n"); OutputDebugString(text_buffer);
}
return false;
}
if ((WavData.wfx->wFormatTag == 1 || WavData.wfx->wFormatTag == 65534) && WavData.wfx->nSamplesPerSec == 48000)
{
m_numChannels = WavData.wfx->nChannels;
int numSamples = WavData.audioBytes / (2 * m_numChannels);
for (int i = 0; i < m_numChannels; i++)
{
m_WavChannels[i].wavBuffer = new char[numSamples * 4];
m_WavChannels[i].buffersize = numSamples * 4;
}
float * tempnew;
short * tempdata = (short *)WavData.startAudio;
for (int i = 0; i < numSamples; i++)
{
for (int j = 0; j < m_numChannels; j++)
{
int chan = j;
tempnew = (float *)m_WavChannels[chan].wavBuffer;
int sample = (i * m_numChannels) + chan;
tempnew[i] = (float)tempdata[sample] / 32768;
}
}
}
else if ((WavData.wfx->wFormatTag == 3) && WavData.wfx->nSamplesPerSec == 48000)
{
m_numChannels = WavData.wfx->nChannels;
int numSamples = WavData.audioBytes / (4 * m_numChannels);
for (int i = 0; i < m_numChannels; i++)
{
m_WavChannels[i].wavBuffer = new char[numSamples * 4];
m_WavChannels[i].buffersize = numSamples * 4;
}
float * tempnew;
float * tempdata = (float *)WavData.startAudio;
for (int i = 0; i < numSamples; i++)
{
for (int j = 0; j < m_numChannels; j++)
{
int chan = j;
tempnew = (float *)m_WavChannels[chan].wavBuffer;
int sample = (i * m_numChannels) + chan;
tempnew[i] = (float)tempdata[sample];
}
}
}
else
{
return false;
}
return true;
}
//These positions are set to Atmo equivalent positions if using dynamic objects
void Sample::SetChannelTypesVolumes(void)
{
m_WavChannels[0].volume = 1.f;
// m_WavChannels[0].objType = AudioObjectType_FrontLeft;
m_WavChannels[0].objType = AudioObjectType_TopFrontLeft;
m_WavChannels[1].volume = 1.f;
// m_WavChannels[1].objType = AudioObjectType_FrontRight;
m_WavChannels[1].objType = AudioObjectType_TopFrontRight;
m_WavChannels[2].volume = 1.f;
m_WavChannels[2].objType = AudioObjectType_FrontCenter;
m_WavChannels[3].volume = 1.f;
m_WavChannels[3].objType = AudioObjectType_LowFrequency;
m_WavChannels[4].volume = 1.f;
m_WavChannels[4].objType = AudioObjectType_BackLeft;
m_WavChannels[5].volume = 1.f;
m_WavChannels[5].objType = AudioObjectType_BackRight;
m_WavChannels[6].volume = 1.f;
m_WavChannels[6].objType = AudioObjectType_SideLeft;
m_WavChannels[7].volume = 1.f;
m_WavChannels[7].objType = AudioObjectType_SideRight;
m_WavChannels[8].volume = 1.f;
// m_WavChannels[8].objType = AudioObjectType_TopFrontLeft;
m_WavChannels[8].objType = AudioObjectType_FrontLeft;
m_WavChannels[9].volume = 1.f;
// m_WavChannels[9].objType = AudioObjectType_TopFrontRight;
m_WavChannels[9].objType = AudioObjectType_FrontRight;
m_WavChannels[10].volume = 1.f;
m_WavChannels[10].objType = AudioObjectType_TopBackLeft;
m_WavChannels[11].volume = 1.f;
m_WavChannels[11].objType = AudioObjectType_TopBackRight;
}