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AdvancedSpatialSoundsXDK.h
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//--------------------------------------------------------------------------------------
// SimpleSpatialPlaySoundXDK.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
#include "SpriteFont.h"
#include "ISACRenderer.h"
#include <vector>
#include <mutex>
// A basic sample implementation that creates a D3D11 device and
// provides a render loop.
#define MAX_CHANNELS 12 //up to 7.1.4 channels
enum TravelType {
Linear = 0,
Bounce,
Round
};
struct TravelData
{
TravelType travelType;
float radius;
float vel;
DirectX::XMFLOAT3 direction;
DirectX::BoundingBox boundingBox;
};
struct BedChannel
{
char * wavBuffer;
UINT32 bufferSize;
float volume;
UINT32 curBufferLoc;
Microsoft::WRL::ComPtr<ISpatialAudioObject> object;
AudioObjectType objType;
};
struct PointSound
{
char * wavBuffer;
UINT32 bufferSize;
float volume;
UINT32 curBufferLoc;
float posX;
float posY;
float posZ;
int soundIndex;
Microsoft::WRL::ComPtr<ISpatialAudioObject> object;
TravelData travelData;
bool isPlaying;
};
class Sample
{
#define MAX_CHANNELS 12 //up to 7.1.4 channels
struct Audiochannel
{
char * wavBuffer;
UINT32 buffersize;
float volume;
UINT32 curBufferLoc;
float PosX;
float PosY;
float PosZ;
Microsoft::WRL::ComPtr<ISpatialAudioObject> object;
AudioObjectType objType;
};
public:
Sample();
// Initialization and management
void Initialize(IUnknown* window);
// Basic game loop
void Tick();
void Render();
// Rendering helpers
void Clear();
// Messages
void OnSuspending();
void OnResuming();
Microsoft::WRL::ComPtr<ISACRenderer> m_Renderer;
bool m_bThreadActive;
bool m_bPlayingSound;
BedChannel m_bedChannels[MAX_CHANNELS];
std::vector<PointSound> m_pointSounds;
int m_numChannels;
std::mutex MutexLock;
int m_availableObjects;
int m_usedObjects;
private:
void Update(DX::StepTimer const& timer);
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
void XM_CALLCONV DrawRoom(DirectX::FXMVECTOR color);
void XM_CALLCONV DrawListener(DirectX::FXMVECTOR color);
void XM_CALLCONV DrawSound(float x, float y, float z, DirectX::FXMVECTOR color);
bool LoadBed();
bool LoadPointFile(LPCWSTR inFile, PointSound* outChannel);
void Sample::LinearTravel(PointSound* inSound);
void Sample::BounceTravel(PointSound* inSound);
void Sample::RoundTravel(PointSound* inSound);
DirectX::BoundingBox m_boundingBox;
HRESULT InitializeSpatialStream(void);
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Rendering loop timer.
uint64_t m_frame;
DX::StepTimer m_timer;
// Input devices.
std::unique_ptr<DirectX::GamePad> m_gamePad;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
std::unique_ptr<DirectX::SpriteBatch> m_spriteBatch;
std::unique_ptr<DirectX::SpriteFont> m_font;
std::unique_ptr<DirectX::SpriteFont> m_ctrlFont;
std::unique_ptr<DirectX::PrimitiveBatch<DirectX::VertexPositionColor>> m_batch;
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_batchInputLayout;
std::unique_ptr<DirectX::CommonStates> m_states;
std::unique_ptr<DirectX::BasicEffect> m_batchEffect;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_circle;
// DirectXTK objects.
std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
bool m_fileLoaded;
int m_curFile;
//worker thread for spatial system
PTP_WORK m_workThread;
};