DynamicSoundEffectInstance
| DirectXTK | Audio |
|---|
DynamicSoundEffectInstance is an instance of a sound which plays buffers submitted from the application. This can be used to implement procedural audio generation or to implement streaming. It can be played with 3D positional audio effects, volume and panning control, and pause/resume control. Looping is not supported.
Note that the DynamicSoundEffectInstance does not copy the wave data and instead refers to the data 'owned' by the application. Therefore, the buffers should be kept "live" until all sounds playing from it are finished.
You can use direct low-level XAudio2 interfaces to implement your own streaming or procedural sound submission rather than make use of this class.
class DirectX::DynamicSoundEffectInstance
Header
Usage
Initialization
This class supports integer PCM 8-bit or 16-bit data (defaults to 16-bit) with 1 - 8 interleaved channels.
std::unique_ptr<DynamicSoundEffectInstance> effect; // PCM 44100 Hz, 16-bit, 1 channel effect = std::make_unique<DynamicSoundEffectInstance>( audEngine.get(), [](DynamicSoundEffectInstance*) { // 'Buffer needed' event handler }, 44100, 1 );
For exception safety, it is recommended you make use of the C++ RAII pattern and use a std::unique_ptr.
It can optionally support 3D positional audio:
effect = std::make_unique<DynamicSoundEffectInstance>( audEngine.get(),
[](DynamicSoundEffectInstance*)
{
// 'Buffer needed' event handler
},
44100, 1, 16,
SoundEffectInstance_Use3D );Or use 3D positional audio with reverb effects (if AudioEngine was created using AudioEngine_EnvironmentalReverb | AudioEngine_ReverbUseFilters):
effect = std::make_unique<DynamicSoundEffectInstance>( audEngine.get(),
[](DynamicSoundEffectInstance*)
{
// 'Buffer needed' event handler
},
44100, 1, 16,
SoundEffectInstance_Use3D | SoundEffectInstance_ReverbUseFilters );Playing the sound
Here we start playback of the dynamic stream, which will start generating requests to fill the audio buffer.
You can stop the stream immediately or allow any tails to complete:
You can modify properties such as volume, pitch, and pan:
Instance flags
This is a combination of sound effect instance flags. It defaults to SoundEffectInstance_Default.
See Instance flags
Playback control
-
Play: Starts the playback of the sound. If paused, it resumes playback.
-
Stop ( bool immediate = true ): Stops the playback of the voice. If immediate is true, the sound is immediately halted. Otherwise any 'tails' are played.
-
Resume: Resumes playback if the sound is paused.
-
Pause: Pauses the sound playback. Note that for a 'game' pause, you should use
AudioEngine::Suspend/Resumeinstead of 'pausing' the sounds individually.
Audio data submission
Unlike SoundEffectInstance which obtains the audio data from a SoundEffect or a WaveBank, this class only plays data provided directly to the class via SubmitBuffer.
std::vector<uint8_t> audioBytes; audioBytes.resize( 44100 * 2 ); GenerateSineWave( reinterpret_cast<int16_t*>( &audioBytes.front() ), 44100, 440 ); std::unique_ptr<DynamicSoundEffectInstance> effect( new DynamicSoundEffectInstance( audEngine.get(), [&audioBytes](DynamicSoundEffectInstance* effect) { int count = effect->PendingBufferCount(); while( count < 3 ) { effect->SubmitBuffer( &audioBytes.front(), audioBytes.size() ); ++count; } }, 44100, 1, 16 ) ); effect->Play(); ... // The 'Buffer needed' event function is called during some later call // to Update() as needed
The 'Buffer needed' callback function is invoked whenever there are <= 2 buffers pending or whenever a buffer completes playback. You should submit sufficient data to avoid starving the voice.
This example uses a simple helper routine which fills a buffer with 1 second of a pure sine wave at a given frequency:
void GenerateSineWave( _Out_writes_(sampleRate) int16_t* data, int sampleRate, int frequency ) { const double timeStep = 1.0 / double(sampleRate); const double freq = double(frequency); int16_t* ptr = data; double time = 0.0; for( int j = 0; j < sampleRate; ++j, ++ptr ) { double angle = ( 2.0 * XM_PI * freq ) * time; double factor = 0.5 * ( sin(angle) + 1.0 ); *ptr = int16_t( 32768 * factor ); time += timeStep; } }
This sample is somewhat contrived and is only for illustrative purposes. If the audio data is static, it's more efficient to use a SoundEffect and then create a SoundEffectInstance from it to play it as a looped sound. Dynamic cases will have different audio data in the buffer on each call to
SubmitBuffer. This requires some additional complexity to ensure that each buffer is freed or reused only after it has completed playing.
Volume and panning
-
SetVolume ( float volume ): Sets playback volume. Playback defaults to 1
-
SetPitch ( float pitch ): Sets a pitch-shift factor. Ranges from -1 to
+1, playback defaults to 0 (which is no pitch-shifting). This will trigger a C++ exception if the object was created withSoundEffectInstance_NoSetPitch. -
SetPan ( float pan ): Sets a pan settings: -1 is fully left,
+1is fully right, and 0 is balanced.
Panning is only supported for mono and stereo sources, and will overwrite any
Apply3Dsettings.
Positional 3D audio
The Apply3D method computes and applies positional effects, if the instance was created with SoundEffectInstance_Use3D.
The GetChannelCount method is provided to simplify setting up AudioEmitter instances for multi-channel sources.
See Positional 3D audio.
Voice management
A SoundStreamInstance will allocate a XAudio2 source voice when played, and will keep that source voice for the life of the object. You can force all SoundStreamInstance that currently have source voices but are not currently playing to release them by calling AudioEngine::TrimVoicePool.
By default the number of XAudio2 source voices that can be allocated is 'unlimited'. You can set a specific limit using AudioEngine::SetMaxVoicePool which will be enforced by generating a C++ exception if there are too many allocated source voices when Play is called.
See AudioEngine for more details.
Properties
-
GetState: Returns
STOPPED,PLAYING, orPAUSED. -
GetPendingBufferCount: Returns the number of pending buffers submitted to the instance that are either playing or waiting to play.
-
GetFormat: Returns a
WAVEFORMATEXthat describes the audio format consumed by the sound instance. This is always integer PCM data.
Helper methods
-
GetSampleDuration ( bytes ): Returns duration in samples of a buffer of a given size
-
GetSampleDurationMS ( bytes ): Returns duration in milliseconds of a buffer of a given size
-
GetSampleSizeInBytes ( duration ): Returns size of a buffer for a duration given in milliseconds
Exceptions
Error reporting uses the standard C++ exceptions std::exception, std::invalid_argument, std::runtime_error, std::system_error, or std::bad_alloc.
Properties and helper methods are marked noexcept, and do not throw C++ exceptions.
Remarks
Be sure to call AudioEngine::Update frequently as this class relies on this to manage requesting new buffers and playback submission.