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SoundEffectInstance

Chuck Walbourn edited this page Aug 15, 2022 · 19 revisions
DirectXTK Audio

SoundEffectInstance is an instance of a sound from a SoundEffect or a in-memory WaveBank. It can be played with 3D positional audio effects, volume and panning control, looping, and pause/resume control.

Note that the SoundEffectInstance does not copy the wave data and instead refers to the data 'owned' by the SoundEffect / WaveBank. Therefore, the parent object must be kept "live" until all sounds playing from it are finished.

The SoundEffectInstance implementation is very light-weight. All the audio data is owned by a SoundEffect or WaveBank. The XAudio2 voice is actually 'owned' by the AudioEngine which manages voice reuse for you.

Related tutorials: Creating and playing sounds, Making use of wave banks, Using positional audio

classDiagram
class SoundEffect{
   +GetFormat
   +GetSampleDuration
   +Play()
   +CreateInstance()
}
class WaveBank{
   +GetFormat
   +IsStreamingBank
   +GetSampleDuration
   +Play()
   +CreateInstance()
   +CreateStreamInstance()
}
class SoundEffectInstance{
   +SetVolume
   +SetPitch
   +SetPan
   +Play()
   +Stop()
   +Pause()
   +Resume()
   +Apply3D(AudioListener,AudioEmitter)
}
SoundEffect --> SoundEffectInstance
WaveBank --> SoundEffectInstance
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Header

#include <Audio.h>

Initialization

It can be created for an individual sound loaded as a SoundEffect (which is returned as a std::unique_ptr<SoundEffectInstance>)

auto effect = soundEffect->CreateInstance();

Or created for an entry in a in-memory WaveBank (which is returned as a std::unique_ptr<SoundEffectInstance>):

auto effect = wb->CreateInstance( 2 );
if ( !effect )
    // Index not found in wave bank

It can optionally support 3D positional audio:

auto effect = soundEffect->CreateInstance( SoundEffectInstance_Use3D );

auto effect = wb->CreateInstance( 2, SoundEffectInstance_Use3D );
if ( !effect )
    // Index not found in wave bank

Or use 3D positional audio with reverb effects (if AudioEngine was created using AudioEngine_EnvironmentalReverb | AudioEngine_ReverbUseFilters):

auto effect = soundEffect->CreateInstance(
    SoundEffectInstance_Use3D | SoundEffectInstance_ReverbUseFilters);

auto effect = wb->CreateInstance( 2,
    SoundEffectInstance_Use3D | SoundEffectInstance_ReverbUseFilters);
if ( !effect )
    // Index not found in wave bank

Instance flags

This is a combination of sound effect instance flags. It defaults to SoundEffectInstance_Default.

  • SoundEffectInstance_Use3D - Required to use Apply3D
  • SoundEffectInstance_ReverbUseFilters - Enables additional effects if the audio engine was created with AudioEngine_EnvironmentalReverb and optionally AudioEngine_ReverbUseFilters.
  • SoundEffectInstance_NoSetPitch - If set, this instance cannot use SetPitch. This is a useful optimization for XAudio2 if you are not making use of pitch-shifting.
  • There is also a SoundEffectInstance_UseRedirectLFE which is used internally by the library.

SOUND_EFFECT_INSTANCE_FLAGS is used as a typed flag enum. Only operator| is overloaded to combine them, so operations like |= are not available without additional static_cast<> statements.

Playback control

  • Play ( bool loop = false ): Starts the playback of the sound. If loops is set to true, it loops continuously either the entire buffer or using the authored loop points (if any). 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.

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 with SoundEffectInstance_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.

Positional 3D audio

DirectXTK for Audio uses X3DAudio for positional audio computations. To apply a 3D effect to a sound instance, you call Apply3D with the listener location (i.e. where the player/camera is located) and the emitter (i.e. where the sound source is located in 3D dimensions):

AudioListener listener;
listener.SetPosition( ... );

AudioEmitter emitter;
emitter.SetPosition( ... );

effect->Apply3D( listener, emitter );

Note if the instance was created without SoundEffectInstance_Use3D, then calls to Apply3D will result in a C++ exception being thrown. Apply3D will overwrite any SetPan settings.

The GetChannelCount method is provided to simplify setting up AudioEmitter instances for multi-channel sources (the defaults assume a mono single-channel sound source):

emitter.EnableDefaultMultiChannel( m_effect->GetChannelCount() );

See AudioListener, AudioEmitter

Coordinate systems

The emitter and listener (based on the XNA Game Studio conventions) use right-handed coordinates. They can be used with left-handed coordinates by setting the rhcoords parameter on the Apply3D method to 'false' (the parameter defaults to 'true').

AudioListener listener;
listener.SetPosition( ... );
listener.SetOrientation( ... );

AudioEmitter emitter;
emitter.SetPosition( ... );
emitter.SetOrientation( ... );

effect->Apply3D( listener, emitter, false );

Voice management

A SoundEffectInstance will allocate a XAudio2 source voice when played, and will keep that source voice for the life of the object. You can force all SoundEffectInstances that currently have source voices but are not currently playing to release them by calling AudioEngine::TrimVoicePool.

If you want to have the same sound playing multiple times and be 3D positioned, you need to create multiple instances of SoundEffectInstance for the same sound and then clean then up or re-use them manually. For non-3D positioned sounds, this is easily done by using SoundEffect::Play() or WaveBank::Play() instead.

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

  • IsLooped: Returns true if the sound was played with looping enable.

  • GetState: Returns STOPPED, PLAYING, or PAUSED.

For Use

  • Universal Windows Platform apps
  • Windows desktop apps
  • Windows 11
  • Windows 10
  • Windows 8.1
  • Windows 7 Service Pack 1
  • Xbox One

Architecture

  • x86
  • x64
  • ARM64

For Development

  • Visual Studio 2022
  • Visual Studio 2019 (16.11)
  • clang/LLVM v12 - v18
  • MinGW 12.2, 13.2
  • CMake 3.20

Related Projects

DirectX Tool Kit for DirectX 12

DirectXMesh

DirectXTex

DirectXMath

Win2D

Tools

Test Suite

Model Viewer

Content Exporter

DxCapsViewer

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