SHA256
157 lines
6.2 KiB
C#
157 lines
6.2 KiB
C#
using System;
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using System.Collections.Generic;
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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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/// One playing sound of a <see cref="VoiceMixer"/> (the song, or one effect sound), created by <see cref="VoiceMixer.Play"/>.
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///
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/// Main thread: the Set methods queue a change that takes effect at a given time (seconds relative to the render start,
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/// the time at which the game made the change). Changes of one voice must be queued in non-decreasing time order.
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/// Render thread: <see cref="VoiceMixer.Mix"/> applies each change at sample round(time * OutputRate).
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///
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/// Playback model (output samples n, clip positions in frames of the source at the output sample rate):
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/// - The voice is silent before its start sample and from its end sample on.
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/// - Clip position at sample n = anchor position + (n - anchor sample) * pitch. A position or pitch change sets a new anchor
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/// at the sample where it takes effect, so a pitch change keeps the position continuous.
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/// - Looping: the position wraps at the clip length (<see cref="AudioClipSource.Duration"/> * output rate, fractional).
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/// Not looping: the voice ends when the position reaches <see cref="AudioClipSource.TotalFrames"/>.
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/// </summary>
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internal sealed class Voice
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{
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internal enum ChangeKind
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{
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Pitch,
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Volume,
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Loop,
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Position,
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EndTime,
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Stop
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}
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internal readonly struct Change
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{
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public readonly ChangeKind Kind;
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public readonly long Sample;
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public readonly double Value;
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public Change(ChangeKind kind, long sample, double value)
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{
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Kind = kind;
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Sample = sample;
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Value = value;
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}
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}
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private readonly VoiceMixer _mixer;
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// ── Render thread state ──
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/// <summary>Changes not yet applied, in time order. Render thread only.</summary>
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internal readonly Queue<Change> Pending = new();
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/// <summary>First output sample of playback.</summary>
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internal long StartSample;
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/// <summary>Output sample at which playback stops (exclusive); long.MaxValue when not set.</summary>
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internal long EndSample = long.MaxValue;
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internal long AnchorSample;
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internal double AnchorPosition;
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internal double Pitch;
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internal double Volume;
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internal bool Loop;
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internal bool Finished;
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/// <summary>Loop length in frames at the output sample rate (source duration * output rate).</summary>
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internal double Period;
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internal AudioCursor? Cursor;
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internal ChunkView View;
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internal Voice(VoiceMixer mixer, AudioClipSource? source, string name)
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{
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_mixer = mixer;
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Source = source;
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Name = name;
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}
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/// <summary>Clip played by this voice; null plays silence (the clip could not be loaded).</summary>
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public AudioClipSource? Source { get; }
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/// <summary>Name for logs (the game's clip key).</summary>
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public string Name { get; }
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/// <summary>Sets the playback rate (1 = original speed). Negative values are treated as 0.</summary>
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public void SetPitch(double pitch, double time) => _mixer.Enqueue(this, ChangeKind.Pitch, time, Math.Max(0.0, pitch));
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/// <summary>Sets the linear gain applied to the clip samples.</summary>
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public void SetVolume(double volume, double time) => _mixer.Enqueue(this, ChangeKind.Volume, time, volume);
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/// <summary>Turns looping on or off. Turning it off lets the current repetition play to the end of the clip.</summary>
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public void SetLoop(bool loop, double time) => _mixer.Enqueue(this, ChangeKind.Loop, time, loop ? 1.0 : 0.0);
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/// <summary>
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/// Moves playback to <paramref name="clipSeconds"/> seconds into the clip.
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/// Before the voice starts, this sets the position playback starts from.
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/// </summary>
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public void SetPosition(double clipSeconds, double time) => _mixer.Enqueue(this, ChangeKind.Position, time, Math.Max(0.0, clipSeconds));
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/// <summary>Stops playback at <paramref name="endTime"/> (seconds relative to the render start).</summary>
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public void SetEndTime(double endTime, double time) => _mixer.Enqueue(this, ChangeKind.EndTime, time, endTime);
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/// <summary>Stops playback at <paramref name="time"/>.</summary>
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public void Stop(double time) => _mixer.Enqueue(this, ChangeKind.Stop, time, 0.0);
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/// <summary>Unwrapped clip position at output sample <paramref name="sample"/> (sample at or after the anchor).</summary>
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internal double PositionAt(long sample) => AnchorPosition + (sample - AnchorSample) * Pitch;
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/// <summary>Clip position at <paramref name="sample"/>, wrapped into the loop when looping.</summary>
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internal double WrappedPositionAt(long sample)
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{
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var position = PositionAt(sample);
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if (Loop && Period > 0 && position >= Period) position %= Period;
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return position;
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}
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/// <summary>
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/// Applies <paramref name="change"/> at output sample <paramref name="sample"/> (its own sample, or a later one when the change
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/// arrived after its sample was mixed). Before the start sample, changes replace the starting state. Render thread only.
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/// </summary>
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internal void Apply(in Change change, long sample, int outputRate)
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{
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var at = Math.Max(sample, StartSample);
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switch (change.Kind)
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{
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case ChangeKind.Pitch:
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Reanchor(at);
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Pitch = change.Value;
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break;
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case ChangeKind.Volume:
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Volume = change.Value;
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break;
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case ChangeKind.Loop:
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Reanchor(at);
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Loop = change.Value != 0.0;
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break;
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case ChangeKind.Position:
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AnchorSample = at;
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AnchorPosition = change.Value * outputRate;
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break;
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case ChangeKind.EndTime:
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EndSample = VoiceMixer.ToSample(change.Value, outputRate);
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break;
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case ChangeKind.Stop:
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EndSample = Math.Min(EndSample, sample);
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break;
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}
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}
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private void Reanchor(long sample)
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{
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AnchorPosition = WrappedPositionAt(sample);
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AnchorSample = sample;
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}
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}
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