audout:u: Implement SetAudioOutVolume and GetAudioOutVolume (#781)
* audout:u: Implement SetAudioOutVolume and GetAudioOutVolume - Implementation of `audout:u` SetAudioOutVolume and GetAudioOutVolume (checked with RE). - Add Get and Set for Volume into audio backends. - Cleanup of all audio backends to follow the `IAalOutput` structure and .NET standard. - Split OpenAL backend into 2 files for consistency. * Address comments * Fix the volume calculation
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6 changed files with 482 additions and 325 deletions
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@ -1,5 +1,6 @@
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using Ryujinx.Audio.SoundIo;
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using SoundIOSharp;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Audio
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@ -14,23 +15,33 @@ namespace Ryujinx.Audio
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/// </summary>
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private const int MaximumTracks = 256;
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/// <summary>
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/// The volume of audio renderer
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/// </summary>
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private float _volume = 1.0f;
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/// <summary>
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/// True if the volume of audio renderer have changed
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/// </summary>
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private bool _volumeChanged;
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/// <summary>
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/// The <see cref="SoundIO"/> audio context
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/// </summary>
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private SoundIO m_AudioContext;
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private SoundIO _audioContext;
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/// <summary>
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/// The <see cref="SoundIODevice"/> audio device
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/// </summary>
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private SoundIODevice m_AudioDevice;
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private SoundIODevice _audioDevice;
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/// <summary>
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/// An object pool containing <see cref="SoundIoAudioTrack"/> objects
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/// </summary>
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private SoundIoAudioTrackPool m_TrackPool;
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private SoundIoAudioTrackPool _trackPool;
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/// <summary>
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/// True if SoundIO is supported on the device.
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/// True if SoundIO is supported on the device
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/// </summary>
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public static bool IsSupported
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{
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@ -45,27 +56,13 @@ namespace Ryujinx.Audio
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/// </summary>
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public SoundIoAudioOut()
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{
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m_AudioContext = new SoundIO();
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_audioContext = new SoundIO();
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m_AudioContext.Connect();
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m_AudioContext.FlushEvents();
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_audioContext.Connect();
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_audioContext.FlushEvents();
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m_AudioDevice = FindNonRawDefaultAudioDevice(m_AudioContext, true);
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m_TrackPool = new SoundIoAudioTrackPool(m_AudioContext, m_AudioDevice, MaximumTracks);
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}
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/// <summary>
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/// Gets the current playback state of the specified track
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/// </summary>
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/// <param name="trackId">The track to retrieve the playback state for</param>
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public PlaybackState GetState(int trackId)
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{
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if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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return track.State;
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}
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return PlaybackState.Stopped;
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_audioDevice = FindNonRawDefaultAudioDevice(_audioContext, true);
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_trackPool = new SoundIoAudioTrackPool(_audioContext, _audioDevice, MaximumTracks);
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}
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/// <summary>
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@ -77,7 +74,7 @@ namespace Ryujinx.Audio
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/// <returns>The created track's Track ID</returns>
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public int OpenTrack(int sampleRate, int channels, ReleaseCallback callback)
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{
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if (!m_TrackPool.TryGet(out SoundIoAudioTrack track))
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if (!_trackPool.TryGet(out SoundIoAudioTrack track))
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{
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return -1;
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}
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@ -94,53 +91,13 @@ namespace Ryujinx.Audio
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/// <param name="trackId">The ID of the track to close</param>
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public void CloseTrack(int trackId)
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{
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if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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// Close and dispose of the track
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track.Close();
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// Recycle the track back into the pool
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m_TrackPool.Put(track);
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}
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}
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/// <summary>
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/// Starts playback
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/// </summary>
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/// <param name="trackId">The ID of the track to start playback on</param>
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public void Start(int trackId)
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{
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if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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track.Start();
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}
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}
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/// <summary>
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/// Stops playback
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/// </summary>
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/// <param name="trackId">The ID of the track to stop playback on</param>
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public void Stop(int trackId)
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{
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if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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track.Stop();
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}
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}
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/// <summary>
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/// Appends an audio buffer to the specified track
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/// </summary>
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/// <typeparam name="T">The sample type of the buffer</typeparam>
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/// <param name="trackId">The track to append the buffer to</param>
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/// <param name="bufferTag">The internal tag of the buffer</param>
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/// <param name="buffer">The buffer to append to the track</param>
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public void AppendBuffer<T>(int trackId, long bufferTag, T[] buffer)
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where T : struct
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{
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if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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track.AppendBuffer(bufferTag, buffer);
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_trackPool.Put(track);
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}
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}
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@ -151,7 +108,7 @@ namespace Ryujinx.Audio
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/// <param name="bufferTag">The buffer tag to check</param>
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public bool ContainsBuffer(int trackId, long bufferTag)
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{
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if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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return track.ContainsBuffer(bufferTag);
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}
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@ -167,7 +124,7 @@ namespace Ryujinx.Audio
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/// <returns>Buffers released by the specified track</returns>
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public long[] GetReleasedBuffers(int trackId, int maxCount)
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{
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if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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List<long> bufferTags = new List<long>();
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@ -182,14 +139,92 @@ namespace Ryujinx.Audio
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return new long[0];
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}
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/// <summary>
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/// Appends an audio buffer to the specified track
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/// </summary>
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/// <typeparam name="T">The sample type of the buffer</typeparam>
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/// <param name="trackId">The track to append the buffer to</param>
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/// <param name="bufferTag">The internal tag of the buffer</param>
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/// <param name="buffer">The buffer to append to the track</param>
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public void AppendBuffer<T>(int trackId, long bufferTag, T[] buffer) where T : struct
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{
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if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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if (_volumeChanged)
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{
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track.AudioStream.SetVolume(_volume);
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_volumeChanged = false;
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}
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track.AppendBuffer(bufferTag, buffer);
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}
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}
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/// <summary>
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/// Starts playback
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/// </summary>
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/// <param name="trackId">The ID of the track to start playback on</param>
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public void Start(int trackId)
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{
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if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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track.Start();
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}
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}
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/// <summary>
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/// Stops playback
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/// </summary>
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/// <param name="trackId">The ID of the track to stop playback on</param>
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public void Stop(int trackId)
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{
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if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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track.Stop();
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}
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}
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/// <summary>
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/// Get playback volume
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/// </summary>
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public float GetVolume() => _volume;
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/// <summary>
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/// Set playback volume
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/// </summary>
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/// <param name="volume">The volume of the playback</param>
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public void SetVolume(float volume)
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{
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if (!_volumeChanged)
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{
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_volume = volume;
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_volumeChanged = true;
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}
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}
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/// <summary>
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/// Gets the current playback state of the specified track
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/// </summary>
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/// <param name="trackId">The track to retrieve the playback state for</param>
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public PlaybackState GetState(int trackId)
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{
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if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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return track.State;
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}
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return PlaybackState.Stopped;
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}
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/// <summary>
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/// Releases the unmanaged resources used by the <see cref="SoundIoAudioOut" />
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/// </summary>
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public void Dispose()
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{
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m_TrackPool.Dispose();
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m_AudioContext.Disconnect();
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m_AudioContext.Dispose();
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_trackPool.Dispose();
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_audioContext.Disconnect();
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_audioContext.Dispose();
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}
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/// <summary>
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