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// MIT License
//
// Copyright(c) 2025 SamsamTS
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and /or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "SaXAudio.h"
#include "Exports.h"
BOOL APIENTRY DllMain(HMODULE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved
)
{
switch (ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
case DLL_THREAD_ATTACH:
case DLL_THREAD_DETACH:
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}
namespace SaXAudio
{
EXPORT BOOL Create()
{
return SaXAudio::Instance.Init();
}
EXPORT void Release()
{
SaXAudio::Instance.Release();
}
EXPORT void StartEngine()
{
SaXAudio::Instance.StartEngine();
}
EXPORT void StopEngine()
{
SaXAudio::Instance.StopEngine();
}
EXPORT INT32 PlayWavFile(const char* filePath, const INT32 busID)
{
SaXAudio::Instance.Init();
INT32 bankID = BankLoadWavFile(filePath);
SaXAudio::Instance.AutoRemoveBank(bankID);
return CreateVoice(bankID, busID, false);
}
EXPORT INT32 PlayOggFile(const char* filePath, const INT32 busID)
{
SaXAudio::Instance.Init();
INT32 bankID = BankLoadOggFile(filePath);
SaXAudio::Instance.AutoRemoveBank(bankID);
return CreateVoice(bankID, busID, false);
}
EXPORT void PauseAll(const FLOAT fade, const INT32 busID)
{
SaXAudio::Instance.PauseAll(fade, busID);
}
EXPORT void ResumeAll(const FLOAT fade, const INT32 busID)
{
SaXAudio::Instance.ResumeAll(fade, busID);
}
EXPORT void StopAll(const FLOAT fade, const INT32 busID)
{
SaXAudio::Instance.StopAll(fade, busID);
}
EXPORT void Protect(const INT32 voiceID)
{
SaXAudio::Instance.Protect(voiceID);
}
// WAV file header structures
#pragma pack(push, 1)
struct WavHeader
{
char riff[4]; // "RIFF"
UINT32 fileSize; // File size - 8
char wave[4]; // "WAVE"
char fmt[4]; // "fmt "
UINT32 fmtSize; // Format chunk size
UINT16 audioFormat; // Audio format (WAVE_FORMAT_IEEE_FLOAT)
UINT16 channels; // Number of channels
UINT32 sampleRate; // Sample rate
UINT32 byteRate; // Byte rate (nSamplesPerSec * nBlockAlign)
UINT16 blockAlign; // Block alignment (nChannels * wBitsPerSample / 8)
UINT16 bitsPerSample; // Bits per sample (32 for IEEE float)
char data[4]; // "data"
UINT32 dataSize; // Data chunk size
};
#pragma pack(pop)
// Convert 8-bit PCM to 32-bit float
void ConvertPCM8ToFloat(const BYTE* pcmData, FLOAT* floatData, UINT32 sampleCount)
{
for (UINT32 i = 0; i < sampleCount; i++)
{
// 8-bit PCM is unsigned, convert to signed then to float
INT8 signedValue = static_cast<INT8>(pcmData[i] - 128);
floatData[i] = static_cast<FLOAT>(signedValue) / 128.0f;
}
}
// Convert 16-bit PCM to 32-bit float
void ConvertPCM16ToFloat(const INT16* pcmData, FLOAT* floatData, UINT32 sampleCount)
{
for (UINT32 i = 0; i < sampleCount; i++)
{
floatData[i] = static_cast<FLOAT>(pcmData[i]) / 32768.0f;
}
}
// Convert 24-bit PCM to 32-bit float
void ConvertPCM24ToFloat(const BYTE* pcmData, FLOAT* floatData, UINT32 sampleCount)
{
for (UINT32 i = 0; i < sampleCount; i++)
{
// Extract 24-bit value (little endian)
INT32 value = (pcmData[i * 3] << 8) | (pcmData[i * 3 + 1] << 16) | (pcmData[i * 3 + 2] << 24);
value >>= 8; // Sign extend from 24 to 32 bits
floatData[i] = static_cast<FLOAT>(value) / 8388608.0f; // 2^23
}
}
// Convert 32-bit PCM to 32-bit float
void ConvertPCM32ToFloat(const INT32* pcmData, FLOAT* floatData, UINT32 sampleCount)
{
for (UINT32 i = 0; i < sampleCount; i++)
{
floatData[i] = static_cast<FLOAT>(pcmData[i]) / 2147483648.0f; // 2^31
}
}
/// <summary>
/// Add wav audio data to the sound bank
/// The data in the buffer will be copied in memory
/// The buffer can be freed/deleted immediately
/// </summary>
/// <param name="buffer">The wav data buffer</param>
/// <param name="length">The length in bytes of the data</param>
/// <returns>unique bankID for that audio data</returns>
EXPORT INT32 BankAddWav(const BYTE* buffer, const UINT32 length)
{
if (!buffer || length < sizeof(WavHeader))
return 0;
const WavHeader* header = reinterpret_cast<const WavHeader*>(buffer);
// Validate WAV header
if (memcmp(header->riff, "RIFF", 4) != 0 ||
memcmp(header->wave, "WAVE", 4) != 0 ||
memcmp(header->fmt, "fmt ", 4) != 0 ||
memcmp(header->data, "data", 4) != 0)
return 0;
// Check supported formats
if (header->audioFormat != WAVE_FORMAT_PCM &&
header->audioFormat != WAVE_FORMAT_IEEE_FLOAT)
return 0;
// Check supported bit depths
if (header->audioFormat == WAVE_FORMAT_PCM)
{
if (header->bitsPerSample != 8 && header->bitsPerSample != 16 && header->bitsPerSample != 24 && header->bitsPerSample != 32)
return 0;
}
else if (header->audioFormat == WAVE_FORMAT_IEEE_FLOAT)
{
if (header->bitsPerSample != 32)
return 0;
}
// Calculate total samples based on input format
UINT32 bytesPerSample = header->bitsPerSample / 8;
UINT32 totalSamples = header->dataSize / (header->channels * bytesPerSample);
// Allocate buffer for float data (always 32-bit float output)
Buffer data = SaXAudio::Instance.GetBuffer(totalSamples * header->channels);
const BYTE* audioData = buffer + sizeof(WavHeader);
// Convert based on input format
if (header->audioFormat == WAVE_FORMAT_IEEE_FLOAT && header->bitsPerSample == 32)
{
// Already in correct format, validate format requirements
UINT16 expectedBlockAlign = header->channels * 32 / 8;
UINT32 expectedByteRate = header->sampleRate * expectedBlockAlign;
if (header->blockAlign != expectedBlockAlign || header->byteRate != expectedByteRate)
{
SaXAudio::Instance.ReturnBuffer(data);
return 0;
}
// Just copy the data
memcpy(data.Data, audioData, header->dataSize);
}
else if (header->audioFormat == WAVE_FORMAT_PCM)
{
// Convert PCM to float
UINT32 totalSampleCount = totalSamples * header->channels;
switch (header->bitsPerSample)
{
case 8:
ConvertPCM8ToFloat(audioData, data.Data, totalSampleCount);
break;
case 16:
ConvertPCM16ToFloat(reinterpret_cast<const INT16*>(audioData), data.Data, totalSampleCount);
break;
case 24:
ConvertPCM24ToFloat(audioData, data.Data, totalSampleCount);
break;
case 32:
ConvertPCM32ToFloat(reinterpret_cast<const INT32*>(audioData), data.Data, totalSampleCount);
break;
default:
SaXAudio::Instance.ReturnBuffer(data);
return 0;
}
}
return SaXAudio::Instance.AddBankData(data, header->channels, header->sampleRate, totalSamples);
}
/// <summary>
/// Load audio from file path into sound bank
/// </summary>
/// <param name="filePath">Path to the wav file</param>
/// <returns>bankID for the loaded audio</returns>
EXPORT INT32 BankLoadWavFile(const char* filePath)
{
ifstream file(filePath, ios::binary | ios::ate);
if (!file)
return 0;
size_t length = (size_t)file.tellg();
file.seekg(0, ios::beg);
if (length < sizeof(WavHeader))
return 0;
BYTE* buffer = new BYTE[length];
file.read(reinterpret_cast<char*>(buffer), length);
file.close();
INT32 bankID = BankAddWav(buffer, (UINT32)length);
delete[] buffer;
return bankID;
}
EXPORT INT32 BankAddOgg(const BYTE* buffer, const UINT32 length, const OnDecodedCallback callback)
{
INT32 bankID = SaXAudio::Instance.AddBankEntry(callback);
if (bankID > 0)
SaXAudio::Instance.StartDecodeOgg(bankID, buffer, length);
return bankID;
}
void DeleteFileBuffer(INT32 bankID, const BYTE* buffer)
{
delete[] buffer;
}
EXPORT INT32 BankLoadOggFile(const char* filePath)
{
ifstream file(filePath, ios::binary | ios::ate);
if (!file)
return 0;
size_t length = (size_t)file.tellg();
file.seekg(0, ios::beg);
BYTE* buffer = new BYTE[length];
file.read(reinterpret_cast<char*>(buffer), length);
return BankAddOgg(buffer, (UINT32)length, DeleteFileBuffer);
}
EXPORT void BankRemove(const INT32 bankID)
{
SaXAudio::Instance.RemoveBankEntry(bankID);
}
EXPORT void BankAutoRemove(const INT32 bankID)
{
SaXAudio::Instance.AutoRemoveBank(bankID);
}
EXPORT INT32 CreateVoice(const INT32 bankID, const INT32 busID, const BOOL paused)
{
AudioVoice* voice = SaXAudio::Instance.CreateVoice(bankID, busID);
if (!voice)
return 0;
if (!paused)
voice->Start();
return voice->VoiceID;
}
EXPORT BOOL VoiceExist(const INT32 voiceID)
{
return SaXAudio::Instance.GetVoice(voiceID) != nullptr;
}
EXPORT INT32 CreateBus()
{
return SaXAudio::Instance.AddBus();
}
EXPORT void RemoveBus(INT32 busID)
{
SaXAudio::Instance.RemoveBus(busID);
}
EXPORT BOOL Start(const INT32 voiceID)
{
return StartAtSample(voiceID, 0);
}
EXPORT BOOL StartAtSample(const INT32 voiceID, const UINT32 sample)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice)
{
return voice->Start(sample);
}
return false;
}
EXPORT BOOL StartAtTime(const INT32 voiceID, const FLOAT time)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice && voice->BankData && time >= 0)
{
UINT32 sample = (UINT32)(time * voice->BankData->sampleRate);
return voice->Start(sample);
}
return false;
}
EXPORT BOOL Stop(const INT32 voiceID, const FLOAT fade)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice)
{
return voice->Stop(fade);
}
return false;
}
EXPORT UINT32 Pause(const INT32 voiceID, const FLOAT fade)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice)
{
return voice->Pause(fade);
}
return 0;
}
EXPORT UINT32 Resume(const INT32 voiceID, const FLOAT fade)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice)
{
return voice->Resume(fade);
}
return 0;
}
EXPORT UINT32 GetPauseStack(const INT32 voiceID)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice)
{
return voice->GetPauseStack();
}
return 0;
}
EXPORT void SetMasterVolume(const FLOAT volume, const FLOAT fade)
{
SaXAudio::Instance.SetBusVolume(0, volume, fade);
}
EXPORT void SetVolume(const INT32 voiceID, const FLOAT volume, const FLOAT fade, BOOL isBus)
{
if (isBus)
{
SaXAudio::Instance.SetBusVolume(voiceID, volume, fade);
return;
}
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice)
{
voice->SetVolume(volume, fade);
}
}
EXPORT void SetSpeed(const INT32 voiceID, const FLOAT speed, const FLOAT fade)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice)
{
voice->SetSpeed(speed, fade);
}
}
EXPORT void SetPanning(const INT32 voiceID, const FLOAT panning, const FLOAT fade)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice)
{
voice->SetPanning(panning, fade);
}
}
EXPORT void SetLooping(const INT32 voiceID, const BOOL looping)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice)
{
voice->SetLooping(looping);
}
}
EXPORT void SetLoopPoints(const INT32 voiceID, const UINT32 start, const UINT32 end)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice)
{
voice->ChangeLoopPoints(start, end);
}
}
EXPORT FLOAT GetMasterVolume()
{
return SaXAudio::Instance.GetBusVolume(0);
}
EXPORT FLOAT GetVolume(const INT32 voiceID)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice)
{
return voice->Volume;
}
return 1.0f;
}
EXPORT FLOAT GetSpeed(const INT32 voiceID)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice)
{
return voice->Speed;
}
return 1.0f;
}
EXPORT FLOAT GetPanning(const INT32 voiceID)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice)
{
return voice->Panning;
}
return 0.0f;
}
EXPORT BOOL GetLooping(const INT32 voiceID)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice)
{
return voice->Looping;
}
return false;
}
EXPORT UINT32 GetLoopStart(const INT32 voiceID)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice)
{
return voice->LoopStart;
}
return 0;
}
EXPORT UINT32 GetLoopEnd(const INT32 voiceID)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice)
{
return voice->LoopEnd;
}
return 0;
}
EXPORT void SetReverb(const INT32 voiceID, const XAUDIO2FX_REVERB_PARAMETERS reverbParams, const FLOAT fade, BOOL isBus)
{
SaXAudio::Instance.SetReverb(voiceID, isBus, &reverbParams, fade);
}
EXPORT void RemoveReverb(const INT32 voiceID, const FLOAT fade, BOOL isBus)
{
SaXAudio::Instance.RemoveReverb(voiceID, isBus, fade);
}
EXPORT void SetEq(const INT32 voiceID, const FXEQ_PARAMETERS eqParams, const FLOAT fade, BOOL isBus)
{
SaXAudio::Instance.SetEq(voiceID, isBus, &eqParams, fade);
}
EXPORT void RemoveEq(const INT32 voiceID, const FLOAT fade, BOOL isBus)
{
SaXAudio::Instance.RemoveEq(voiceID, isBus, fade);
}
EXPORT void SetEcho(const INT32 voiceID, const FXECHO_PARAMETERS echoParams, const FLOAT fade, BOOL isBus)
{
SaXAudio::Instance.SetEcho(voiceID, isBus, &echoParams, fade);
}
EXPORT void RemoveEcho(const INT32 voiceID, const FLOAT fade, BOOL isBus)
{
SaXAudio::Instance.RemoveEcho(voiceID, isBus, fade);
}
EXPORT UINT32 GetPositionSample(const INT32 voiceID)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice)
{
return voice->GetPosition();
}
return 0;
}
EXPORT FLOAT GetPositionTime(const INT32 voiceID)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice && voice->BankData)
{
return (FLOAT)voice->GetPosition() / voice->BankData->sampleRate;
}
return 0.0f;
}
EXPORT UINT32 GetTotalSample(const INT32 voiceID)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice && voice->BankData)
{
return voice->BankData->totalSamples;
}
return 0;
}
EXPORT FLOAT GetTotalTime(const INT32 voiceID)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice && voice->BankData)
{
return (FLOAT)voice->BankData->totalSamples / voice->BankData->sampleRate;
}
return 0.0f;
}
EXPORT UINT32 GetSampleRate(const INT32 voiceID)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice && voice->BankData)
{
return voice->BankData->sampleRate;
}
return 0;
}
EXPORT UINT32 GetChannelCount(const INT32 voiceID)
{
AudioVoice* voice = SaXAudio::Instance.GetVoice(voiceID);
if (voice && voice->BankData)
{
return voice->BankData->channels;
}
return 0;
}
EXPORT void SetOnFinishedCallback(const OnFinishedCallback callback)
{
Log(0, 0, "[OnVoiceFinished]");
SaXAudio::Instance.OnFinishedCallback = callback;
}
EXPORT UINT32 GetVoiceCount(const INT32 bankID, const INT32 busID)
{
return SaXAudio::Instance.GetVoiceCount(bankID, busID);
}
EXPORT UINT32 GetBankCount()
{
return SaXAudio::Instance.GetBankCount();
}
}