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SoundStreamInstance
DirectXTK | Audio |
---|
SoundStreamInstance is an instance for playing waves from a streaming WaveBank making use of non-buffered asynchronous I/O. It can be played with 3D positional audio effects, volume and panning control, looping, and pause/resume control.
For each playing stream, only a small portion of memory is required (~3 seconds of audio data) and the stream is constantly refreshed via asynchronous I/O requests from disk. This allows very large audio files to be played without consuming large amounts of memory. This does require that the Update
method for AudioEngine is called on a regular frequency to allow servicing the stream instances, but no additional CPU threads are created.
Note that the SoundStreamInstance refers to data 'owned' by the WaveBank. Therefore, the parent object must be kept "live" until all sounds playing from it are finished.
Related tutorial: Making use of wave banks
classDiagram
class WaveBank{
+GetFormat
+GetSampleDuration
+IsStreamingBank
+Play()
+CreateInstance()
+CreateStreamInstance()
}
class SoundStreamInstance{
+SetVolume
+SetPitch
+SetPan
+Play()
+Stop()
+Pause()
+Resume()
+Apply3D(AudioListener,AudioEmitter)
}
WaveBank --> SoundStreamInstance
#include <Audio.h>
The stream instance is created for an entry in a streaming WaveBank (which is returned as a std::unique_ptr<SoundStreamInstance>
):
auto stream = wb->CreateStreamInstance( 2 );
if ( !stream )
// Index not found in wave bank
It can optionally support 3D positional audio:
auto stream = wb->CreateStreamInstance( 2, SoundEffectInstance_Use3D );
if ( !stream )
// Index not found in wave bank
Or use 3D positional audio with reverb effects (if AudioEngine was created using AudioEngine_EnvironmentalReverb
| AudioEngine_ReverbUseFilters
):
auto stream = wb->CreateStreamInstance( 2,
SoundEffectInstance_Use3D | SoundEffectInstance_ReverbUseFilters);
if ( !stream )
// Index not found in wave bank
Only 'streaming' WaveBanks are supported. Attempts to create a SoundStreamInstance from an 'in-memory' wavebank will result in a C++ exception. The 'streaming' Wavebank produced by xwbtool is properly aligned to allow very efficient non-buffered asynchronous I/O requests.
This is a combination of sound effect instance flags. It defaults to SoundEffectInstance_Default
.
See Instance flags
- Play ( bool loop = false ): Starts the playback of the sound. If loops is set to true, it loops continuously. If paused, it resumes playback.
Note if a source voice limit is in effect (see AudioEngine), then a C++ exception can be generated from this method if there are too many source voices already allocated.
-
Stop ( bool immediate = true ): Stops the playback of the voice. If immediate is true, the sound is immediately halted. Otherwise the current loop is exited (if looping) and any 'tails' are played. The sound still not completely stop playing until a future point so the state will remain
PLAYING
for a while. -
Resume: Resumes playback if the sound is paused.
-
Pause: Pauses the sound playback. Note that for a 'game' pause, you should use
AudioEngine::Suspend
/Resume
instead of 'pausing' the sounds individually.
-
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,
+1
is fully right, and 0 is balanced.
Panning is only supported for mono and stereo sources, and will overwrite any
Apply3D
settings.
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.
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.
-
IsLooped: Returns true if the sound was played with looping enable.
-
GetState: Returns
STOPPED
,PLAYING
, orPAUSED
.
Be sure to call AudioEngine::Update
frequently as this class relies on this to manage the asynchronous disk reads and playback submission.
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact [email protected] with any additional questions or comments.
- Universal Windows Platform apps
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