SHA256
377 lines
15 KiB
C#
377 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Threading;
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using ADOFAIRenderer.Util.Audio.Clip;
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namespace ADOFAIRenderer.Util.Audio.Mixer;
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/// <summary>
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/// Mixes every <see cref="Voice"/> into interleaved double samples at the output sample rate and channel count.
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///
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/// Time: output sample n is at n / OutputRate seconds relative to the render start (the same time base as the times passed
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/// to <see cref="Play"/> and the Voice Set methods). A time t maps to sample floor(t * OutputRate) (<see cref="ToSample"/>).
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///
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/// Threads:
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/// - Main thread: <see cref="Play"/> and the Voice Set methods queue commands under a lock. Commands must be queued in
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/// non-decreasing time order per voice.
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/// - Render thread: <see cref="Mix"/> takes the queued commands and mixes a block of samples. A command takes effect at its sample;
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/// a command whose sample is before the block being mixed takes effect at the start of that block.
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/// Chunks are read through <see cref="AudioClipStore.Acquire"/>, which waits for the decoder thread.
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///
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/// Sample reading: clip positions are in frames of the source at the output rate (sources are resampled when loaded).
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/// An integer position copies the stored sample; a fractional position interpolates linearly between the frame and the next one
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/// (the next frame of a looping voice after the last frame is frame 0; after the end of a non-looping clip it is 0).
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/// Channel mapping follows <see cref="ChunkView.GetSample"/>.
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/// </summary>
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internal sealed class VoiceMixer : IDisposable
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{
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/// <summary>Kind of a queued main-thread command.</summary>
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private enum CommandKind
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{
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/// <summary>Adds a new voice to the mixed set (created by <see cref="VoiceMixer.Play"/>).</summary>
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Play,
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/// <summary>Appends a <see cref="Voice.Change"/> to the voice's pending queue.</summary>
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Change
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}
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/// <summary>Command queued by the main thread and taken by the render thread at the start of <see cref="Mix"/>.</summary>
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private readonly struct Command
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{
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public readonly CommandKind Kind;
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public readonly Voice Voice;
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/// <summary>The change for <see cref="CommandKind.Change"/>; default for <see cref="CommandKind.Play"/>.</summary>
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public readonly Voice.Change Change;
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public Command(CommandKind kind, Voice voice, Voice.Change change)
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{
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Kind = kind;
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Voice = voice;
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Change = change;
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}
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}
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private readonly AudioClipStore _store;
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private readonly CancellationToken _cancellationToken;
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// Double-buffered command lists: the main thread appends to _commands under _commandLock; the render thread swaps the
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// two lists under the lock and processes _takenCommands outside it, then clears it for the next swap.
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private readonly object _commandLock = new();
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private List<Command> _commands = new();
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private List<Command> _takenCommands = new();
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// Render thread only.
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private readonly List<Voice> _voices = new();
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private bool _disposed;
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/// <param name="store">Store the voices' sources belong to; its OutputRate is the mixer's sample rate.</param>
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/// <param name="outputChannels">Interleaved channel count of the mixed output.</param>
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/// <param name="cancellationToken">Cancels waits for chunks in <see cref="Mix"/>.</param>
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public VoiceMixer(AudioClipStore store, int outputChannels, CancellationToken cancellationToken = default)
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{
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if (outputChannels < 1) throw new ArgumentOutOfRangeException(nameof(outputChannels));
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_store = store;
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OutputRate = store.OutputRate;
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OutputChannels = outputChannels;
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_cancellationToken = cancellationToken;
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}
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/// <summary>Output sample rate in Hz (the store's <see cref="AudioClipStore.OutputRate"/>).</summary>
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public int OutputRate { get; }
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/// <summary>Interleaved channel count of the mixed output (1 or more).</summary>
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public int OutputChannels { get; }
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/// <summary>Voices currently mixed (started or waiting to start). Render thread only.</summary>
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public int ActiveVoiceCount => _voices.Count;
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/// <summary>
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/// Output sample containing <paramref name="seconds"/> (seconds × rate rounded down), the sample at which
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/// AudioSource.PlayScheduled starts a sound scheduled between two output samples.
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/// </summary>
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public static long ToSample(double seconds, int rate) => (long)Math.Floor(seconds * rate);
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// ── Main thread ──
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/// <summary>
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/// Schedules <paramref name="source"/> to start at <paramref name="startTime"/>.
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/// A start time before <paramref name="time"/> (the current time) starts the voice at <paramref name="time"/>.
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/// </summary>
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/// <param name="source">Clip to play; null plays silence.</param>
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/// <param name="name">Name for logs.</param>
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/// <param name="startTime">Start of playback, seconds relative to the render start.</param>
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/// <param name="volume">Linear gain.</param>
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/// <param name="pitch">Playback rate (1 = original speed); negative values are treated as 0.</param>
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/// <param name="loop">Repeats the clip until the voice is stopped.</param>
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/// <param name="time">Current time, seconds relative to the render start.</param>
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public Voice Play(AudioClipSource? source, string name, double startTime, double volume, double pitch, bool loop, double time)
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{
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var voice = new Voice(this, source, name)
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{
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StartSample = Math.Max(ToSample(startTime, OutputRate), ToSample(time, OutputRate)),
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Volume = volume,
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Pitch = Math.Max(0.0, pitch),
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Loop = loop,
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Period = source != null ? source.Duration * OutputRate : 0.0
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};
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voice.AnchorSample = voice.StartSample;
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lock (_commandLock)
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{
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_commands.Add(new Command(CommandKind.Play, voice, default));
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}
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return voice;
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}
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/// <summary>
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/// Queues a change of <paramref name="voice"/> that takes effect at sample <see cref="ToSample"/>(<paramref name="time"/>).
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/// Called by the Voice Set methods on the main thread.
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/// </summary>
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internal void Enqueue(Voice voice, Voice.ChangeKind kind, double time, double value)
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{
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var change = new Voice.Change(kind, ToSample(time, OutputRate), value);
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lock (_commandLock)
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{
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_commands.Add(new Command(CommandKind.Change, voice, change));
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}
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}
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// ── Render thread ──
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/// <summary>
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/// Adds the mix of output samples [<paramref name="firstSample"/>, firstSample + frames) to <paramref name="destination"/>
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/// (interleaved, frames = destination.Length / OutputChannels). Blocks are expected in increasing sample order.
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/// </summary>
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/// <exception cref="InvalidOperationException">Chunk loading failed fatally (see <see cref="AudioClipStore.Acquire"/>).</exception>
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/// <exception cref="OperationCanceledException">The cancellation token was canceled while waiting for a chunk.</exception>
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public void Mix(long firstSample, Span<double> destination)
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{
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if (_disposed) throw new ObjectDisposedException(nameof(VoiceMixer));
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var frames = destination.Length / OutputChannels;
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var endSample = firstSample + frames;
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TakeCommands();
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// Iterated backwards so finished voices can be removed in place.
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for (var i = _voices.Count - 1; i >= 0; i--)
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{
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var voice = _voices[i];
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var sample = firstSample;
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// Split the block into segments at the samples of pending changes: each segment is mixed with constant
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// voice state, and a change is applied when the segment reaches its sample (or at once when its sample is past).
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while (!voice.Finished)
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{
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var segmentEnd = endSample;
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if (voice.Pending.Count > 0)
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{
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var next = voice.Pending.Peek();
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if (next.Sample <= sample)
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{
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voice.Apply(voice.Pending.Dequeue(), sample, OutputRate);
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continue;
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}
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segmentEnd = Math.Min(segmentEnd, next.Sample);
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}
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if (segmentEnd > sample)
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MixSegment(voice, sample, segmentEnd, destination.Slice((int)(sample - firstSample) * OutputChannels));
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sample = segmentEnd;
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if (sample >= endSample) break;
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}
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// The end sample is inside or before this block: nothing more will be mixed. Changes still pending for this voice
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// (after the end) are dropped with it.
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if (!voice.Finished && endSample >= voice.EndSample)
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voice.Finished = true;
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if (voice.Finished)
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{
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ReleaseVoice(voice);
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_voices.RemoveAt(i);
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}
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}
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}
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/// <summary>
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/// Takes every queued command: Play adds the voice (with a cursor at frame 0 when its source is usable), Change appends to
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/// the voice's pending queue (dropped for finished voices). Render thread only.
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/// </summary>
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private void TakeCommands()
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{
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lock (_commandLock)
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{
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(_commands, _takenCommands) = (_takenCommands, _commands);
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}
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foreach (var command in _takenCommands)
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{
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var voice = command.Voice;
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if (command.Kind == CommandKind.Play)
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{
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if (voice.Source is { IsFailed: false } source)
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voice.Cursor = source.AddCursor(0, voice.Loop);
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_voices.Add(voice);
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}
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else if (!voice.Finished)
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{
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voice.Pending.Enqueue(command.Change);
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}
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}
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_takenCommands.Clear();
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}
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/// <summary>Mixes <paramref name="voice"/> over samples [from, to) with its current state into <paramref name="destination"/> (starting at sample from).</summary>
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private void MixSegment(Voice voice, long from, long to, Span<double> destination)
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{
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var start = Math.Max(from, voice.StartSample);
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var end = Math.Min(to, voice.EndSample);
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if (start >= end) return;
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// A voice whose source is missing or failed is silent; it finishes at its first segment inside [start, end).
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var source = voice.Source;
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if (source == null || source.IsFailed)
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{
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voice.Finished = true;
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return;
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}
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var totalFrames = source.TotalFrames;
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if (voice.Volume == 0.0)
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{
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// Nothing to add; a non-looping voice still ends at the end of the clip.
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if (!voice.Loop && voice.PositionAt(end - 1) >= totalFrames) voice.Finished = true;
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return;
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}
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var channels = OutputChannels;
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var volume = voice.Volume;
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var offset = (int)(start - from) * channels;
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// Move the cursor to the segment start so the decoder thread keeps the chunks ahead of it loaded.
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UpdateCursor(voice, (long)voice.WrappedPositionAt(start));
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for (var n = start; n < end; n++, offset += channels)
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{
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var position = voice.WrappedPositionAt(n);
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if (position >= totalFrames)
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{
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if (!voice.Loop)
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{
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voice.Finished = true;
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return;
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}
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// Looping: a wrapped position is below Period, and Period (Duration * rate) is at most TotalFrames
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// (TotalFrames rounds up), so this is a guard that reads the last frame.
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position = totalFrames - 1;
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}
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var index = (long)position;
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var fraction = position - index;
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if (!EnsureView(voice, index)) return;
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var view = voice.View;
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// Integer position (pitch 1 with an integer anchor): copy the stored sample.
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if (fraction == 0.0)
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{
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for (var c = 0; c < channels; c++)
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destination[offset + c] += view.GetSample(index, c, channels) * volume;
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continue;
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}
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// Linear interpolation; the next frame may lie in the following chunk, at the loop start or past the end.
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var nextIndex = index + 1;
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var nextInView = view.Contains(nextIndex);
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for (var c = 0; c < channels; c++)
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{
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double low = view.GetSample(index, c, channels);
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double high = nextInView ? view.GetSample(nextIndex, c, channels) : ReadOutside(voice, nextIndex, c);
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destination[offset + c] += (low + fraction * (high - low)) * volume;
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}
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}
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}
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/// <summary>Sample of frame <paramref name="frame"/> outside the voice's current view (next chunk, loop start, or past the end).</summary>
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private double ReadOutside(Voice voice, long frame, int channel)
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{
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var source = voice.Source!;
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if (frame >= source.TotalFrames)
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{
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if (!voice.Loop) return 0.0;
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frame = 0;
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}
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var view = _store.Acquire(source, frame, _cancellationToken);
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if (!view.IsValid) return 0.0;
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try
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{
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return view.GetSample(frame, channel, OutputChannels);
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}
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finally
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{
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source.Release(view);
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}
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}
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/// <summary>Makes voice.View the chunk containing <paramref name="frame"/>. False when the source cannot provide it (voice finished).</summary>
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private bool EnsureView(Voice voice, long frame)
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{
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if (voice.View.IsValid && voice.View.Contains(frame)) return true;
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var source = voice.Source!;
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if (voice.View.IsValid)
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{
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source.Release(voice.View);
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voice.View = default;
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}
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UpdateCursor(voice, frame);
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voice.View = _store.Acquire(source, frame, _cancellationToken);
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if (voice.View.IsValid) return true;
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voice.Finished = true;
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return false;
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}
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/// <summary>Moves the voice's cursor to <paramref name="frame"/> and copies the voice's loop flag (writes only on change).</summary>
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private static void UpdateCursor(Voice voice, long frame)
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{
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var cursor = voice.Cursor;
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if (cursor == null) return;
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if (cursor.Loop != voice.Loop) cursor.Loop = voice.Loop;
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if (cursor.Position != frame) cursor.Position = frame;
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}
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/// <summary>Releases the voice's held chunk and cursor and drops its pending changes. Render thread only.</summary>
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private static void ReleaseVoice(Voice voice)
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{
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var source = voice.Source;
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if (source == null) return;
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if (voice.View.IsValid)
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{
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source.Release(voice.View);
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voice.View = default;
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}
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if (voice.Cursor != null)
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{
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source.RemoveCursor(voice.Cursor);
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voice.Cursor = null;
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}
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voice.Pending.Clear();
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}
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/// <summary>Releases every voice's chunk and cursor. Render thread (or after the render thread stopped).</summary>
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public void Dispose()
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{
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if (_disposed) return;
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_disposed = true;
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foreach (var voice in _voices)
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ReleaseVoice(voice);
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_voices.Clear();
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lock (_commandLock)
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{
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_commands.Clear();
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}
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}
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}
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