-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathSoundMachine.cs
More file actions
129 lines (107 loc) · 3.82 KB
/
SoundMachine.cs
File metadata and controls
129 lines (107 loc) · 3.82 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
using NAudio.Wave;
using NAudio.Wave.SampleProviders;
using NAudio.Win8.Wave.WaveOutputs;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Bubbles
{
public class SoundMachine
{
const int _numberOfSimultaneousSounds = 10; // Ten finger touch, I believe
Dictionary<object, Noisesizer> _activeNoisesizers;
List<Noisesizer> _availableNoisesizers;
int _noisesizerIndex;
List<SignalGenerator> _activeSweepers;
int _sweeperIndex;
List<ISampleProvider> _sampleProviders;
WasapiOutRT _waveOut;
SampleToWaveProvider _sampleToWaveProvider;
MixingSampleProvider _mixer;
float _noiseAmplitude = 0.04f;
float _sweepAmplitude = 0.005f;
int _sampleRate = 48000;
public SoundMachine()
{
_sampleProviders = new List<ISampleProvider>();
_activeNoisesizers = new Dictionary<object, Noisesizer>();
_availableNoisesizers = new List<Noisesizer>();
_activeSweepers = new List<SignalGenerator>();
for (int i = 0; i < _numberOfSimultaneousSounds; i++)
{
Noisesizer n = CreateNoiseGenerator();
_sampleProviders.Add(n);
_availableNoisesizers.Add(n);
SignalGenerator s = CreateSweeper();
_activeSweepers.Add(s);
_sampleProviders.Add(s);
}
_sweeperIndex = 0;
_noisesizerIndex = 0;
_mixer = new MixingSampleProvider(_sampleProviders);
}
private Noisesizer CreateNoiseGenerator()
{
Noisesizer n;
n = new Noisesizer(_sampleRate, _noiseAmplitude);
n.Off();
return n;
}
private SignalGenerator CreateSweeper()
{
SignalGenerator s;
s = new SignalGenerator(_sampleRate, 1);
s.Type = SignalGeneratorType.SweepSingleShot;
s.SweepLengthSecs = 0.03f;
s.Frequency = 400;
s.FrequencyEnd = 15000;// 00;
s.Gain = _sweepAmplitude;
return s;
}
public async void InitAudio()
{
_sampleToWaveProvider = new SampleToWaveProvider(_mixer);
_waveOut = new WasapiOutRT(NAudio.CoreAudioApi.AudioClientShareMode.Shared, 10);
await _waveOut.Init(_sampleToWaveProvider);
_waveOut.Play();
}
internal void StartNoiseForObject(object p)
{
if (!_activeNoisesizers.ContainsKey(p))
{
_activeNoisesizers[p] = GetNextNoisesizer();
}
_activeNoisesizers[p].On();
}
internal void ModulateNoiseForObject(object p, double pressure)
{
if (!_activeNoisesizers.ContainsKey(p))
{
_activeNoisesizers[p] = GetNextNoisesizer();
_activeNoisesizers[p].On(); // If not already active it needs to be On()
}
_activeNoisesizers[p].Modulate((float)pressure);
}
internal void StopNoiseForObject(object p)
{
if (_activeNoisesizers.ContainsKey(p))
{
_activeNoisesizers[p].Off();
_activeNoisesizers.Remove(_activeNoisesizers[p]);
}
}
internal void KickSweepForObject(object p)
{
_activeSweepers[_sweeperIndex].KickSweep();
_sweeperIndex = (_sweeperIndex + 1) % _numberOfSimultaneousSounds;
}
private Noisesizer GetNextNoisesizer()
{
Noisesizer noisesizer;
noisesizer = _availableNoisesizers[_noisesizerIndex];
_noisesizerIndex = (_noisesizerIndex + 1) % _numberOfSimultaneousSounds;
return noisesizer;
}
}
}