Files
UnrealEngineUWP/Engine/Source/Runtime/Android/AndroidAudio/Private/AndroidAudioSource.cpp
Ben Marsh 4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00

635 lines
19 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*------------------------------------------------------------------------------------
FSLESSoundSource.
------------------------------------------------------------------------------------*/
#include "AndroidAudioDevice.h"
#include "AudioDecompress.h"
// Callback that is registered if the source needs to loop
void OpenSLBufferQueueCallback( SLAndroidSimpleBufferQueueItf InQueueInterface, void* pContext )
{
FSLESSoundSource* SoundSource = (FSLESSoundSource*)pContext;
if( SoundSource )
{
SoundSource->OnRequeueBufferCallback( InQueueInterface );
}
}
// Requeues buffer to loop Sound Source
void FSLESSoundSource::OnRequeueBufferCallback( SLAndroidSimpleBufferQueueItf InQueueInterface )
{
if (!bStreamedSound)
{
SLresult result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, Buffer->AudioData, Buffer->GetSize() );
if(result != SL_RESULT_SUCCESS)
{
UE_LOG( LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue (Requeing)"));
}
bHasLooped = true;
}
else
{
// Enqueue the previously decoded buffer
if (RealtimeAsyncTask)
{
RealtimeAsyncTask->EnsureCompletion();
switch(RealtimeAsyncTask->GetTask().GetTaskType())
{
case ERealtimeAudioTaskType::Decompress:
bHasLooped = RealtimeAsyncTask->GetTask().GetBufferLooped();
break;
case ERealtimeAudioTaskType::Procedural:
AudioBuffers[BufferInUse].AudioDataSize = RealtimeAsyncTask->GetTask().GetBytesWritten();
break;
}
delete RealtimeAsyncTask;
RealtimeAsyncTask = nullptr;
}
// Sound decoding is complete, just waiting to finish playing
if (bBuffersToFlush)
{
// set the player's state to stopped
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_STOPPED);
check(SL_RESULT_SUCCESS == result);
return;
}
SLresult result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, AudioBuffers[BufferInUse].AudioData, AudioBuffers[BufferInUse].AudioDataSize );
if(result != SL_RESULT_SUCCESS)
{
UE_LOG( LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue (Requeing)"));
}
// Switch to the next buffer and decode for the next time the callback fires if we didn't just get the last buffer
BufferInUse = !BufferInUse;
if (bHasLooped == false || WaveInstance->LoopingMode != LOOP_Never)
{
// Do this in the callback thread instead of creating an asynchronous task (thread id from callback is not consistent and use of TLS for stats causes issues)
if (ReadMorePCMData(BufferInUse, EDataReadMode::Synchronous))
{
// If this is a synchronous source we may get notified immediately that we have looped
bHasLooped = true;
}
}
}
}
bool FSLESSoundSource::CreatePlayer()
{
// data info
SLDataLocator_AndroidSimpleBufferQueue LocationBuffer = { SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 1 };
// PCM Info
SLDataFormat_PCM PCM_Format = { SL_DATAFORMAT_PCM, SLuint32(Buffer->NumChannels), SLuint32( Buffer->SampleRate * 1000 ),
SL_PCMSAMPLEFORMAT_FIXED_16, SL_PCMSAMPLEFORMAT_FIXED_16,
Buffer->NumChannels == 2 ? ( SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT ) : SL_SPEAKER_FRONT_CENTER,
SL_BYTEORDER_LITTLEENDIAN };
SLDataSource SoundDataSource = { &LocationBuffer, &PCM_Format};
// configure audio sink
SLDataLocator_OutputMix Output_Mix = { SL_DATALOCATOR_OUTPUTMIX, ((FSLESAudioDevice *)AudioDevice)->SL_OutputMixObject};
SLDataSink AudioSink = { &Output_Mix, NULL};
// create audio player
const SLInterfaceID ids[] = {SL_IID_BUFFERQUEUE, SL_IID_VOLUME};
const SLboolean req[] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE};
SLresult result = (*Device->SL_EngineEngine)->CreateAudioPlayer( Device->SL_EngineEngine, &SL_PlayerObject,
&SoundDataSource, &AudioSink, sizeof(ids) / sizeof(SLInterfaceID), ids, req );
if(result != SL_RESULT_SUCCESS)
{
UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER CreateAudioPlayer 0x%x"), result);
return false;
}
bool bFailedSetup = false;
// realize the player
result = (*SL_PlayerObject)->Realize(SL_PlayerObject, SL_BOOLEAN_FALSE);
if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Realize 0x%x"), result); return false; }
// get the play interface
result = (*SL_PlayerObject)->GetInterface(SL_PlayerObject, SL_IID_PLAY, &SL_PlayerPlayInterface);
if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER GetInterface SL_IID_PLAY 0x%x"), result); bFailedSetup |= true; }
// volume
result = (*SL_PlayerObject)->GetInterface(SL_PlayerObject, SL_IID_VOLUME, &SL_VolumeInterface);
if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER GetInterface SL_IID_VOLUME 0x%x"), result); bFailedSetup |= true; }
// buffer system
result = (*SL_PlayerObject)->GetInterface(SL_PlayerObject, SL_IID_BUFFERQUEUE, &SL_PlayerBufferQueue);
if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER GetInterface SL_IID_BUFFERQUEUE 0x%x"), result); bFailedSetup |= true; }
return bFailedSetup == false;
}
void FSLESSoundSource::DestroyPlayer()
{
if( SL_PlayerObject )
{
// close it down...
(*SL_PlayerObject)->Destroy(SL_PlayerObject);
SL_PlayerObject = NULL;
SL_PlayerPlayInterface = NULL;
SL_PlayerBufferQueue = NULL;
SL_VolumeInterface = NULL;
}
}
bool FSLESSoundSource::EnqueuePCMBuffer( bool bLoop)
{
SLresult result;
// If looping, register a callback to requeue the buffer
if( bLoop )
{
result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, OpenSLBufferQueueCallback, (void*)this);
if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER QUEUE RegisterCallback 0x%x "), result); return false; }
}
result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, Buffer->AudioData, Buffer->GetSize() );
if (result != SL_RESULT_SUCCESS) {
UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue 0x%x params( %p, %d)"), result, Buffer->AudioData, int32(Buffer->GetSize()));
if (bLoop)
{
result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, NULL, NULL);
}
return false;
}
bStreamedSound = false;
bHasLooped = false;
bHasPositionUpdated = false;
bBuffersToFlush = false;
return true;
}
bool FSLESSoundSource::ReadMorePCMData(const int32 BufferIndex, EDataReadMode DataReadMode)
{
USoundWave* WaveData = WaveInstance->WaveData;
if (WaveData && WaveData->bProcedural)
{
const int32 MaxSamples = BufferSize / sizeof(int16);
if (DataReadMode == EDataReadMode::Synchronous || WaveData->bCanProcessAsync == false)
{
const int32 BytesWritten = WaveData->GeneratePCMData(AudioBuffers[BufferIndex].AudioData, MaxSamples);
AudioBuffers[BufferIndex].AudioDataSize = BytesWritten;
}
else
{
RealtimeAsyncTask = new FAsyncRealtimeAudioTask(WaveData, AudioBuffers[BufferIndex].AudioData, MaxSamples);
RealtimeAsyncTask->StartBackgroundTask();
}
// we're never actually "looping" here.
return false;
}
else
{
if (DataReadMode == EDataReadMode::Synchronous)
{
return Buffer->ReadCompressedData(AudioBuffers[BufferIndex].AudioData, WaveInstance->LoopingMode != LOOP_Never);
}
else
{
RealtimeAsyncTask = new FAsyncRealtimeAudioTask(Buffer, AudioBuffers[BufferIndex].AudioData, WaveInstance->LoopingMode != LOOP_Never, DataReadMode == EDataReadMode::AsynchronousSkipFirstFrame);
RealtimeAsyncTask->StartBackgroundTask();
return false;
}
}
}
bool FSLESSoundSource::EnqueuePCMRTBuffer( bool bLoop )
{
if (AudioBuffers[0].AudioData || AudioBuffers[1].AudioData)
{
UE_LOG( LogAndroidAudio, Warning, TEXT("Enqueue PCMRT with buffers already allocated"));
}
FMemory::Memzero( AudioBuffers, sizeof( SLESAudioBuffer ) * 2 );
// Set up double buffer area to decompress to
BufferSize = Buffer->GetRTBufferSize() * Buffer->NumChannels;
AudioBuffers[0].AudioData = (uint8*)FMemory::Malloc(BufferSize);
AudioBuffers[0].AudioDataSize = BufferSize;
AudioBuffers[1].AudioData = (uint8*)FMemory::Malloc(BufferSize);
AudioBuffers[1].AudioDataSize = BufferSize;
// Only use the cached data if we're starting from the beginning, otherwise we'll have to take a synchronous hit
if (WaveInstance->WaveData && WaveInstance->WaveData->CachedRealtimeFirstBuffer && WaveInstance->StartTime == 0.f)
{
FMemory::Memcpy((uint8*)AudioBuffers[0].AudioData, WaveInstance->WaveData->CachedRealtimeFirstBuffer, BufferSize);
ReadMorePCMData(1, EDataReadMode::AsynchronousSkipFirstFrame);
}
else
{
ReadMorePCMData(0, EDataReadMode::Synchronous);
ReadMorePCMData(1, EDataReadMode::Asynchronous);
}
SLresult result;
// callback is used to submit and decompress next buffer
result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, OpenSLBufferQueueCallback, (void*)this);
// queue one sound buffer, as that is all Android will accept
if(result == SL_RESULT_SUCCESS)
{
result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, AudioBuffers[0].AudioData, AudioBuffers[0].AudioDataSize );
if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue 0x%x params( %p, %d)"), result, Buffer->AudioData, int32(Buffer->GetSize())); return false; }
}
else
{
return false;
}
bStreamedSound = true;
bHasLooped = false;
bBuffersToFlush = false;
bHasPositionUpdated = false;
BufferInUse = 1;
return true;
}
/**
* Initializes a source with a given wave instance and prepares it for playback.
*
* @param WaveInstance wave instance being primed for playback
* @return TRUE if initialization was successful, FALSE otherwise
*/
bool FSLESSoundSource::Init( FWaveInstance* InWaveInstance )
{
FSoundSource::InitCommon();
// don't do anything if no volume! THIS APPEARS TO HAVE THE VOLUME IN TIME, CHECK HERE THOUGH IF ISSUES
if( InWaveInstance && ( InWaveInstance->Volume * InWaveInstance->VolumeMultiplier ) <= 0 )
{
return false;
}
if (Buffer && Buffer->ResourceID == 0)
{
UE_LOG( LogAndroidAudio, Warning, TEXT(" InitSoundSouce with Buffer already allocated"));
delete Buffer;
Buffer = 0;
}
if (SL_PlayerObject)
{
UE_LOG( LogAndroidAudio, Warning, TEXT(" InitSoundSouce with PlayerObject not NULL, possible leak"));
}
// Find matching buffer.
Buffer = FSLESSoundBuffer::Init( (FSLESAudioDevice *)AudioDevice, InWaveInstance->WaveData );
if( Buffer && InWaveInstance->WaveData->NumChannels <= 2 && InWaveInstance->WaveData->SampleRate <= 48000 )
{
SCOPE_CYCLE_COUNTER( STAT_AudioSourceInitTime );
bool bFailedSetup = false;
if (CreatePlayer())
{
WaveInstance = InWaveInstance;
if (WaveInstance->StartTime > 0.f)
{
Buffer->Seek(WaveInstance->StartTime);
}
switch( Buffer->Format)
{
case SoundFormat_PCM:
bFailedSetup |= !EnqueuePCMBuffer( InWaveInstance->LoopingMode != LOOP_Never );
break;
case SoundFormat_PCMRT:
bFailedSetup |= !EnqueuePCMRTBuffer( InWaveInstance->LoopingMode != LOOP_Never );
break;
default:
bFailedSetup = true;
}
}
else
{
bFailedSetup = true;
}
// clean up the madness if anything we need failed
if( bFailedSetup )
{
UE_LOG( LogAndroidAudio, Warning, TEXT(" Setup failed %s"), *InWaveInstance->WaveData->GetName());
DestroyPlayer();
return false;
}
Update();
// Initialization was successful.
return true;
}
else
{
// Failed to initialize source.
// These occurences appear to potentially lead to leaks
UE_LOG( LogAndroidAudio, Warning, TEXT("Init SoundSource failed on %s"), *InWaveInstance->WaveData->GetName());
UE_LOG( LogAndroidAudio, Warning, TEXT(" SampleRate %d"), InWaveInstance->WaveData->SampleRate);
UE_LOG( LogAndroidAudio, Warning, TEXT(" Channels %d"), InWaveInstance->WaveData->NumChannels);
if (Buffer && Buffer->ResourceID == 0)
{
delete Buffer;
Buffer = 0;
}
}
return false;
}
FSLESSoundSource::FSLESSoundSource( class FAudioDevice* InAudioDevice )
: FSoundSource( InAudioDevice ),
Device((FSLESAudioDevice *)InAudioDevice),
Buffer( NULL ),
bStreamedSound(false),
bBuffersToFlush(false),
BufferSize(0),
BufferInUse(0),
VolumePreviousUpdate(-1.0f),
bHasLooped(false),
bHasPositionUpdated(false),
SL_PlayerObject(NULL),
SL_PlayerPlayInterface(NULL),
SL_PlayerBufferQueue(NULL),
SL_VolumeInterface(NULL),
RealtimeAsyncTask(NULL)
{
FMemory::Memzero( AudioBuffers, sizeof( AudioBuffers ) );
}
/**
* Clean up any hardware referenced by the sound source
*/
FSLESSoundSource::~FSLESSoundSource( void )
{
DestroyPlayer();
ReleaseResources();
}
void FSLESSoundSource::ReleaseResources()
{
if (RealtimeAsyncTask)
{
RealtimeAsyncTask->EnsureCompletion();
delete RealtimeAsyncTask;
RealtimeAsyncTask = nullptr;
}
FMemory::Free( AudioBuffers[0].AudioData);
FMemory::Free( AudioBuffers[1].AudioData);
FMemory::Memzero( AudioBuffers, sizeof( AudioBuffers ) );
if (Buffer && Buffer->ResourceID == 0)
{
delete Buffer;
}
Buffer = NULL;
}
/**
* Updates the source specific parameter like e.g. volume and pitch based on the associated
* wave instance.
*/
void FSLESSoundSource::Update( void )
{
SCOPE_CYCLE_COUNTER( STAT_AudioUpdateSources );
if( !WaveInstance || Paused )
{
return;
}
FSoundSource::UpdateCommon();
float Volume = WaveInstance->Volume * WaveInstance->VolumeMultiplier;
if (SetStereoBleed())
{
// Emulate the bleed to rear speakers followed by stereo fold down
Volume *= 1.25f;
}
Volume *= AudioDevice->GetPlatformAudioHeadroom();
Volume = FMath::Clamp(Volume, 0.0f, MAX_VOLUME);
Volume = FSoundSource::GetDebugVolume(Volume);
// Set whether to apply reverb
SetReverbApplied(true);
SetFilterFrequency();
FVector Location;
FVector Velocity;
// See file header for coordinate system explanation.
Location.X = WaveInstance->Location.X;
Location.Y = WaveInstance->Location.Z; // Z/Y swapped to match UE coordinate system
Location.Z = WaveInstance->Location.Y; // Z/Y swapped to match UE coordinate system
Velocity.X = WaveInstance->Velocity.X;
Velocity.Y = WaveInstance->Velocity.Z; // Z/Y swapped to match UE coordinate system
Velocity.Z = WaveInstance->Velocity.Y; // Z/Y swapped to match UE coordinate system
// We're using a relative coordinate system for un- spatialized sounds.
if( !WaveInstance->bUseSpatialization )
{
Location = FVector( 0.f, 0.f, 0.f );
}
// Set volume (Pitch changes are not supported on current Android platforms!)
// also Location & Velocity
// Avoid doing the log calculation each update by only doing it if the volume changed
if (Volume != VolumePreviousUpdate)
{
VolumePreviousUpdate = Volume;
static const int64 MinVolumeMillibel = -12000;
if (Volume > 0.0f)
{
// Convert volume to millibels.
SLmillibel MaxMillibel = 0;
(*SL_VolumeInterface)->GetMaxVolumeLevel(SL_VolumeInterface, &MaxMillibel);
SLmillibel VolumeMillibel = (SLmillibel)FMath::Clamp<int64>((int64)(2000.0f * log10f(Volume)), MinVolumeMillibel, (int64)MaxMillibel);
SLresult result = (*SL_VolumeInterface)->SetVolumeLevel(SL_VolumeInterface, VolumeMillibel);
check(SL_RESULT_SUCCESS == result);
}
else
{
SLresult result = (*SL_VolumeInterface)->SetVolumeLevel(SL_VolumeInterface, MinVolumeMillibel);
check(SL_RESULT_SUCCESS == result);
}
}
}
/**
* Plays the current wave instance.
*/
void FSLESSoundSource::Play( void )
{
if( WaveInstance )
{
// Reset the previous volume on play so it can be set at least once in the update function
VolumePreviousUpdate = -1.0f;
// Update volume now before starting play
Paused = false;
Update();
// set the player's state to playing
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_PLAYING);
check(SL_RESULT_SUCCESS == result);
Playing = true;
}
}
/**
* Stops the current wave instance and detaches it from the source.
*/
void FSLESSoundSource::Stop( void )
{
if( WaveInstance )
{
// set the player's state to stopped
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_STOPPED);
check(SL_RESULT_SUCCESS == result);
// Unregister looping callback
if( WaveInstance->LoopingMode != LOOP_Never )
{
result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, NULL, NULL);
}
DestroyPlayer();
ReleaseResources();
Paused = false;
Playing = false;
Buffer = NULL;
}
FSoundSource::Stop();
}
/**
* Pauses playback of current wave instance.
*/
void FSLESSoundSource::Pause( void )
{
if( WaveInstance )
{
Paused = true;
// set the player's state to paused
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_PAUSED);
check(SL_RESULT_SUCCESS == result);
}
}
/**
* Returns TRUE if the source has finished playing
*/
bool FSLESSoundSource::IsSourceFinished( void )
{
SLuint32 PlayState;
// set the player's state to playing
SLresult result = (*SL_PlayerPlayInterface)->GetPlayState(SL_PlayerPlayInterface, &PlayState);
check(SL_RESULT_SUCCESS == result);
if( PlayState == SL_PLAYSTATE_STOPPED )
{
return true;
}
if (WaveInstance && WaveInstance->LoopingMode == LOOP_Never)
{
// if it wasn't that simple, see if we're at the end position
SLmillisecond PositionMs;
SLmillisecond DurationMs;
result = (*SL_PlayerPlayInterface)->GetPosition(SL_PlayerPlayInterface, &PositionMs);
check(SL_RESULT_SUCCESS == result);
result = (*SL_PlayerPlayInterface)->GetDuration(SL_PlayerPlayInterface, &DurationMs);
check(SL_RESULT_SUCCESS == result);
// on some android devices, the value for GetPosition wraps back to 0 when the playback is done, however it's very possible
// for us to try to check for IsSourceFinished when the Position is genuinely "0". Therefore, we'll flip bHasPositionUpdated once
// we've actually started the sound to denote a wrap-back 0 position versus a real 0 position
if ((DurationMs != SL_TIME_UNKNOWN && PositionMs == DurationMs) || (PositionMs == 0 && bHasPositionUpdated))
{
return true;
}
else if (!bHasPositionUpdated && PositionMs > 0)
{
bHasPositionUpdated = true;
}
}
return false;
}
/**
* Queries the status of the currently associated wave instance.
*
* @return TRUE if the wave instance/ source has finished playback and FALSE if it is
* currently playing or paused.
*/
bool FSLESSoundSource::IsFinished( void )
{
if( WaveInstance )
{
// Check for a non starved, stopped source
if( IsSourceFinished() )
{
// Notify the wave instance that it has finished playing
WaveInstance->NotifyFinished();
return true;
}
else
{
if (bHasLooped)
{
switch (WaveInstance->LoopingMode)
{
case LOOP_Forever:
bHasLooped = false;
break;
case LOOP_Never:
bBuffersToFlush = true;
break;
case LOOP_WithNotification:
bHasLooped = false;
// Notify the wave instance that it has finished playing.
WaveInstance->NotifyFinished();
break;
};
}
}
return false;
}
return true;
}