v0.13.0.11
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using Barotrauma.Extensions;
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using OpenAL;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Barotrauma.Sounds
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{
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public class SoundBuffers : IDisposable
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{
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private static HashSet<uint> bufferPool = new HashSet<uint>();
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#if OSX
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public const int MaxBuffers = 400; //TODO: check that this value works for macOS
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#else
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public const int MaxBuffers = 32000;
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#endif
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public static int BuffersGenerated { get; private set; } = 0;
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private Sound sound;
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public uint AlBuffer { get; private set; } = 0;
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public uint AlMuffledBuffer { get; private set; } = 0;
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public SoundBuffers(Sound sound) { this.sound = sound; }
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public void Dispose()
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{
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if (AlBuffer != 0) { bufferPool.Add(AlBuffer); }
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if (AlMuffledBuffer != 0) { bufferPool.Add(AlMuffledBuffer); }
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AlBuffer = 0;
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AlMuffledBuffer = 0;
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}
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public static void ClearPool()
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{
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bufferPool.ForEach(b => Al.DeleteBuffer(b));
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bufferPool.Clear();
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BuffersGenerated = 0;
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}
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public bool RequestAlBuffers()
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{
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if (AlBuffer != 0) { return false; }
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int alError = 0;
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while (bufferPool.Count < 2 && BuffersGenerated < MaxBuffers)
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{
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Al.GenBuffer(out uint newBuffer);
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alError = Al.GetError();
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if (alError != Al.NoError)
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{
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DebugConsole.AddWarning($"Error when generating sound buffer: {Al.GetErrorString(alError)}. {BuffersGenerated} buffer(s) were generated. No more sound buffers will be generated.");
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BuffersGenerated = MaxBuffers;
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}
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else if (!Al.IsBuffer(newBuffer))
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{
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DebugConsole.AddWarning($"Error when generating sound buffer: result is not a valid buffer. {BuffersGenerated} buffer(s) were generated. No more sound buffers will be generated.");
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BuffersGenerated = MaxBuffers;
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}
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else
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{
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bufferPool.Add(newBuffer);
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BuffersGenerated++;
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if (BuffersGenerated >= MaxBuffers)
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{
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DebugConsole.AddWarning($"{BuffersGenerated} buffer(s) were generated. No more sound buffers will be generated.");
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}
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}
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}
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if (bufferPool.Count >= 2)
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{
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AlBuffer = bufferPool.First();
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bufferPool.Remove(AlBuffer);
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AlMuffledBuffer = bufferPool.First();
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bufferPool.Remove(AlMuffledBuffer);
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return true;
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}
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//can't generate any more OpenAL buffers! we'll have to steal a buffer from someone...
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foreach (var otherSound in sound.Owner.LoadedSounds)
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{
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if (otherSound == sound) { continue; }
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if (otherSound.IsPlaying()) { continue; }
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if (otherSound.Buffers == null) { continue; }
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if (otherSound.Buffers.AlBuffer == 0) { continue; }
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// Dispose all channels that are holding
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// a reference to these buffers, otherwise
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// an INVALID_OPERATION error will be thrown
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// when attempting to set the buffer data later.
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// Having the sources not play is not enough,
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// as OpenAL assumes that you may want to call
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// alSourcePlay without reassigning the buffer.
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otherSound.Owner.KillChannels(otherSound);
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AlBuffer = otherSound.Buffers.AlBuffer;
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AlMuffledBuffer = otherSound.Buffers.AlMuffledBuffer;
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otherSound.Buffers.AlBuffer = 0;
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otherSound.Buffers.AlMuffledBuffer = 0;
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// For performance reasons, sift the current sound to
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// the end of the loadedSounds list, that way it'll
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// be less likely to have its buffers stolen, which
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// means less reuploads for frequently played sounds.
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sound.Owner.MoveSoundToPosition(sound, sound.Owner.LoadedSoundCount-1);
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if (!Al.IsBuffer(AlBuffer))
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{
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throw new Exception(sound.Filename + " has an invalid buffer!");
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}
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if (!Al.IsBuffer(AlMuffledBuffer))
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{
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throw new Exception(sound.Filename + " has an invalid muffled buffer!");
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}
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return true;
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}
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return false;
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}
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}
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}
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