Add audio module foundation: AudioTypes, AudioConfig, IAudioBackend, WASAPIBackend, AudioSystem, AudioSourceComponent, AudioListenerComponent, and third-party KissFFT library
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239
engine/src/Components/AudioSourceComponent.cpp
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239
engine/src/Components/AudioSourceComponent.cpp
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#include <XCEngine/Components/AudioSourceComponent.h>
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#include <XCEngine/Audio/AudioSystem.h>
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#include <cmath>
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#include <cstring>
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namespace XCEngine {
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namespace Components {
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AudioSourceComponent::AudioSourceComponent()
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: m_outputBuffer(BufferSize * 2, 0.0f)
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{
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}
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AudioSourceComponent::~AudioSourceComponent() {
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if (m_playState == Audio::PlayState::Playing) {
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Audio::AudioSystem::Get().UnregisterSource(this);
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}
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}
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void AudioSourceComponent::Play() {
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if (!m_clip || !m_clip->IsValid()) {
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return;
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}
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if (m_playState == Audio::PlayState::Paused) {
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m_playState = Audio::PlayState::Playing;
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return;
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}
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m_samplePosition = 0;
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m_lastingTime = 0.0;
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m_playState = Audio::PlayState::Playing;
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Audio::AudioSystem::Get().RegisterSource(this);
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}
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void AudioSourceComponent::Pause() {
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if (m_playState == Audio::PlayState::Playing) {
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m_playState = Audio::PlayState::Paused;
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Audio::AudioSystem::Get().UnregisterSource(this);
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}
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}
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void AudioSourceComponent::Stop(Audio::StopMode mode) {
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if (m_playState != Audio::PlayState::Stopped) {
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m_playState = Audio::PlayState::Stopped;
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m_samplePosition = 0;
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Audio::AudioSystem::Get().UnregisterSource(this);
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}
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}
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void AudioSourceComponent::SetClip(Resources::AudioClip* clip) {
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m_clip = clip;
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m_isDecoded = false;
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if (clip && clip->IsValid()) {
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m_decodedData.resize(clip->GetAudioData().Size() / 2);
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}
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}
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void AudioSourceComponent::SetVolume(float volume) {
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m_volume = std::max(0.0f, std::min(1.0f, volume));
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}
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void AudioSourceComponent::SetPitch(float pitch) {
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m_pitch = std::max(0.0f, std::min(3.0f, pitch));
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}
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void AudioSourceComponent::SetPan(float pan) {
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m_pan = std::max(-1.0f, std::min(1.0f, pan));
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}
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void AudioSourceComponent::SetLooping(bool loop) {
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m_isLooping = loop;
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}
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void AudioSourceComponent::SetSpatialize(bool spatialize) {
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m_spatialize = spatialize;
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}
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void AudioSourceComponent::Set3DParams(const Audio::Audio3DParams& params) {
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m_3DParams = params;
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}
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void AudioSourceComponent::SetDopplerLevel(float level) {
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m_3DParams.dopplerLevel = level;
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}
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void AudioSourceComponent::SetSpread(float spread) {
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m_3DParams.spread = std::max(0.0f, std::min(1.0f, spread));
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}
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void AudioSourceComponent::SetReverbZoneMix(float mix) {
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m_3DParams.reverbZoneMix = std::max(0.0f, std::min(1.0f, mix));
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}
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void AudioSourceComponent::SetOutputMixer(Audio::AudioMixer* mixer) {
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m_outputMixer = mixer;
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}
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void AudioSourceComponent::SetTime(float seconds) {
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if (!m_clip || !m_clip->IsValid()) {
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return;
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}
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Audio::uint32 sampleRate = m_clip->GetSampleRate();
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Audio::uint32 channels = m_clip->GetChannels();
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Audio::uint64 sampleOffset = static_cast<Audio::uint64>(seconds * sampleRate * channels);
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m_samplePosition = sampleOffset;
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m_lastingTime = seconds;
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}
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float AudioSourceComponent::GetTime() const {
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return static_cast<float>(m_lastingTime);
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}
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float AudioSourceComponent::GetDuration() const {
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if (!m_clip || !m_clip->IsValid()) {
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return 0.0f;
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}
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return m_clip->GetDuration();
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}
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void AudioSourceComponent::StartEnergyDetect() {
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m_isEnergyDetecting = true;
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m_energyHistory.clear();
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}
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void AudioSourceComponent::StopEnergyDetect() {
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m_isEnergyDetecting = false;
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}
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void AudioSourceComponent::Update(float deltaTime) {
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if (m_playState != Audio::PlayState::Playing || !m_clip) {
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return;
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}
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m_lastingTime += deltaTime * m_pitch;
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Audio::uint32 channels = m_clip->GetChannels();
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Audio::uint32 sampleRate = m_clip->GetSampleRate();
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Audio::uint64 samplesPerSecond = sampleRate * channels;
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Audio::uint64 samplesToAdvance = static_cast<Audio::uint64>(deltaTime * m_pitch * samplesPerSecond);
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m_samplePosition += samplesToAdvance;
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Audio::uint64 totalSamples = static_cast<Audio::uint64>(m_clip->GetAudioData().Size()) / (m_clip->GetBitsPerSample() / 8);
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if (m_samplePosition >= totalSamples) {
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if (m_isLooping) {
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m_samplePosition = m_samplePosition % totalSamples;
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} else {
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Stop();
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}
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}
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}
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void AudioSourceComponent::OnEnable() {
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if (m_playState == Audio::PlayState::Playing) {
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Audio::AudioSystem::Get().RegisterSource(this);
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}
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}
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void AudioSourceComponent::OnDisable() {
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if (m_playState == Audio::PlayState::Playing) {
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Audio::AudioSystem::Get().UnregisterSource(this);
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}
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}
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void AudioSourceComponent::OnDestroy() {
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Stop();
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}
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void AudioSourceComponent::ProcessAudio(float* buffer, Audio::uint32 sampleCount, Audio::uint32 channels,
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const Math::Vector3& listenerPosition,
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const Math::Quaternion& listenerRotation) {
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if (m_playState != Audio::PlayState::Playing || !m_clip) {
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return;
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}
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if (channels == 0 || sampleCount == 0) {
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return;
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}
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float volume = m_volume;
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if (m_spatialize) {
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Apply3DAttenuation(listenerPosition);
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volume *= m_volume;
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}
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for (Audio::uint32 i = 0; i < sampleCount && i < BufferSize * 2; ++i) {
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buffer[i] += m_outputBuffer[i] * volume;
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}
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if (m_isEnergyDetecting) {
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UpdateEnergy(buffer, sampleCount);
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}
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}
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void AudioSourceComponent::Apply3DAttenuation(const Math::Vector3& listenerPosition) {
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if (!m_gameObject) {
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return;
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}
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Math::Vector3 sourcePosition = transform().GetPosition();
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Math::Vector3 direction = sourcePosition - listenerPosition;
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float distance = direction.Magnitude();
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if (distance > m_3DParams.maxDistance) {
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m_volume = 0.0f;
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return;
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}
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float normalizedDistance = distance / m_3DParams.maxDistance;
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normalizedDistance = std::max(0.0f, std::min(1.0f, normalizedDistance));
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float attenuation = 1.0f - normalizedDistance;
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attenuation = std::pow(attenuation, 2.0f);
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m_volume *= attenuation;
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}
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void AudioSourceComponent::UpdateEnergy(const float* buffer, Audio::uint32 sampleCount) {
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if (!buffer || sampleCount == 0) {
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return;
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}
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float sumSquares = 0.0f;
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for (Audio::uint32 i = 0; i < sampleCount; ++i) {
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sumSquares += buffer[i] * buffer[i];
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}
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m_energy = std::sqrt(sumSquares / static_cast<float>(sampleCount));
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m_energyHistory.push_back(m_energy);
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if (m_energyHistory.size() > 10) {
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m_energyHistory.pop_front();
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}
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}
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} // namespace Components
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} // namespace XCEngine
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