- Moved the Wave loading/conversion to an extra project (WaveUtils)

- Started implementation of the Wave Content Pipeline
- Fixed GraphicsDeviceWindowsGL3
This commit is contained in:
SND\AstrorEnales_cp 2012-08-29 18:07:54 +00:00
parent f0a9bf34fa
commit 67c9efa6cf
34 changed files with 577 additions and 389 deletions

View File

@ -21,6 +21,7 @@
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
@ -29,6 +30,7 @@
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
@ -104,6 +106,7 @@
<Compile Include="IContentImporter.cs" />
<Compile Include="IContentProcessor.cs" />
<Compile Include="Importer\TextureImporter.cs" />
<Compile Include="Importer\WavImporter.cs" />
<Compile Include="InvalidContentException.cs" />
<Compile Include="NamedValueDictionary.cs" />
<Compile Include="OpaqueDataDictionary.cs" />
@ -158,6 +161,7 @@
<Compile Include="Serialization\Compiler\MathTypeWriters\RayWriter.cs" />
<Compile Include="Serialization\Compiler\MathTypeWriters\PointWriter.cs" />
<Compile Include="Serialization\Compiler\MathTypeWriters\MatrixWriter.cs" />
<Compile Include="Serialization\Compiler\MediaTypeWriters\SoundEffectWriter.cs" />
<Compile Include="Serialization\Compiler\PrimitiveTypeWriters\ByteWriter.cs" />
<Compile Include="Serialization\Compiler\PrimitiveTypeWriters\CharWriter.cs" />
<Compile Include="Serialization\Compiler\PrimitiveTypeWriters\BooleanWriter.cs" />
@ -189,6 +193,10 @@
<Project>{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}</Project>
<Name>ANX.RenderSystem.Windows.GL3</Name>
</ProjectReference>
<ProjectReference Include="..\Tools\WaveUtils\WaveUtils.csproj">
<Project>{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}</Project>
<Name>WaveUtils</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />

View File

@ -1,11 +1,6 @@
#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System;
using System.Collections.ObjectModel;
#endregion
using WaveUtils;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
@ -24,14 +19,32 @@ namespace ANX.Framework.Content.Pipeline.Audio
public int LoopLength { get; internal set; }
public int LoopStart { get; internal set; }
internal WaveInfo LoadedWaveData { get; private set; }
internal AudioContent(WaveInfo setLoadedWaveData)
{
LoadedWaveData = setLoadedWaveData;
}
public void ConvertFormat(ConversionFormat formatType, ConversionQuality quality, string targetFileName)
{
throw new NotImplementedException();
var converter = new WaveConverter(LoadedWaveData);
int resultChannelCount = LoadedWaveData.Channels;
// Make mono on mobile devices which is totally enough.
if (quality == ConversionQuality.Low)
resultChannelCount = 1;
if (formatType == ConversionFormat.Pcm)
converter.ConvertToPcm(resultChannelCount);
else
throw new NotImplementedException();
Data = new ReadOnlyCollection<byte>(LoadedWaveData.Data);
}
public void Dispose()
{
throw new NotImplementedException();
}
}
}

View File

@ -1,18 +1,22 @@
#region Using Statements
using System;
#endregion
// This file is part of the ANX.Framework created by the
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Content.Pipeline.Audio
{
public enum ConversionQuality
{
Low,
Medium,
Best,
}
public enum ConversionQuality
{
/// <summary>
/// 96 KBit/s
/// </summary>
Low,
/// <summary>
/// 128 KBit/s
/// </summary>
Medium,
/// <summary>
/// 192 KBit/s
/// </summary>
Best,
}
}

View File

@ -1,12 +1,4 @@
#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
#endregion
// This file is part of the ANX.Framework created by the
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license

View File

@ -1,10 +1,6 @@
#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.Content.Pipeline.Graphics;
using System.IO;
using ANX.Framework.Content.Pipeline.Graphics;
using ANX.Framework.NonXNA;
#endregion

View File

@ -0,0 +1,28 @@
using System.IO;
using ANX.Framework.Content.Pipeline.Audio;
using WaveUtils;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Content.Pipeline.Importer
{
[ContentImporter(new string[] { ".wav" }, DefaultProcessor = "SoundEffectProcessor")]
public class WavImporter : ContentImporter<AudioContent>
{
public override AudioContent Import(string filename, ContentImporterContext context)
{
WaveInfo loadedData;
using (Stream filestream = File.OpenRead(filename))
loadedData = WaveFile.LoadData(filestream);
return new AudioContent(loadedData)
{
FileName = filename,
Identity = new ContentIdentity(filename, null, null),
FileType = AudioFileType.Wav,
};
}
}
}

View File

@ -1,10 +1,5 @@
#region Using Statements
using System;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
#endregion
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
@ -13,6 +8,20 @@ using System.Text;
namespace ANX.Framework.Content.Pipeline.Processors
{
public sealed class SoundEffectContent
{
{
internal List<byte> Format { get; private set; }
internal List<byte> Data { get; private set; }
internal int LoopStart { get; private set; }
internal int LoopLength { get; private set; }
internal int Duration { get; private set; }
internal SoundEffectContent(List<byte> setFormat, List<byte> setData, int setLoopStart, int setLoopLength, int setDuration)
{
Format = setFormat;
Data = setData;
LoopStart = setLoopStart;
LoopLength = setLoopLength;
Duration = setDuration;
}
}
}

View File

@ -1,11 +1,9 @@
#region Using Statements
using System;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.ComponentModel;
using System.Runtime.InteropServices;
using ANX.Framework.Content.Pipeline.Audio;
#endregion
using WaveUtils;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
@ -13,18 +11,48 @@ using ANX.Framework.Content.Pipeline.Audio;
namespace ANX.Framework.Content.Pipeline.Processors
{
[ContentProcessor]
[ContentProcessor(DisplayName = "Sound Effect - ANX Framework")]
public class SoundEffectProcessor : ContentProcessor<AudioContent, SoundEffectContent>
{
public ConversionQuality Quality
{
get;
set;
}
{
private struct WAVEFORMATEX
{
public ushort wFormatTag;
public ushort nChannels;
public int nSamplesPerSec;
public int nAvgBytesPerSec;
public ushort nBlockAlign;
public ushort wBitsPerSample;
public ushort cbSize;
}
[DefaultValue(ConversionQuality.Medium)]
public ConversionQuality Quality { get; set; }
public override SoundEffectContent Process(AudioContent input, ContentProcessorContext context)
{
throw new NotImplementedException();
input.ConvertFormat(ConversionFormat.Pcm, Quality, null);
var waveHeader = new WAVEFORMATEX()
{
wFormatTag = (ushort)WaveFormat.PCM,
nChannels = (ushort)input.LoadedWaveData.Channels,
nSamplesPerSec = input.LoadedWaveData.SampleRate,
nAvgBytesPerSec = 0, // TODO
nBlockAlign = (ushort)input.LoadedWaveData.BlockAlign,
wBitsPerSample = (ushort)input.LoadedWaveData.BitsPerSample,
cbSize = 0, // TODO
};
int length = Marshal.SizeOf(waveHeader.GetType());
byte[] array = new byte[length];
IntPtr ptr = Marshal.AllocHGlobal(length);
Marshal.StructureToPtr(waveHeader, ptr, true);
Marshal.Copy(ptr, array, 0, length);
Marshal.FreeHGlobal(ptr);
return new SoundEffectContent(new List<byte>(array), new List<byte>(input.Data), input.LoopStart, input.LoopLength,
(int)input.Duration.TotalMilliseconds);
}
}
}

View File

@ -1,10 +1,7 @@
#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.Content.Pipeline.Processors;
using System.Reflection;
using ANX.Framework.Content.Pipeline.Processors;
using ANX.Framework.Graphics;
#endregion

View File

@ -0,0 +1,42 @@
using System;
using ANX.Framework.Audio;
using ANX.Framework.Content.Pipeline.Processors;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Content.Pipeline.Serialization.Compiler
{
[ContentTypeWriter]
internal class SoundEffectWriter : BuiltinTypeWriter<SoundEffectContent>
{
protected internal override void Write(ContentWriter output, SoundEffectContent value)
{
if (output == null)
throw new ArgumentNullException("ouput");
if (value == null)
throw new ArgumentNullException("value");
output.Write(value.Format.Count);
output.Write(value.Format.ToArray());
output.Write(value.Data.Count);
output.Write(value.Data.ToArray());
output.Write(value.LoopStart);
output.Write(value.LoopLength);
output.Write(value.Duration);
}
protected internal override bool ShouldCompressContent(TargetPlatform targetPlatform, object value)
{
return false;
}
public override string GetRuntimeType(TargetPlatform targetPlatform)
{
return ContentTypeWriter.GetStrongTypeName(typeof(SoundEffect), targetPlatform);
}
}
}

View File

@ -4,6 +4,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Reflection;
using ANX.Framework.NonXNA.Reflection;
#endregion
@ -21,9 +22,10 @@ namespace ANX.Framework.Content.Pipeline.Tasks
{
foreach (Assembly assembly in AppDomain.CurrentDomain.GetAssemblies())
{
foreach (Type type in assembly.GetTypes())
foreach (Type type in TypeHelper.SafelyExtractTypesFrom(assembly))
{
ContentImporterAttribute[] value = (ContentImporterAttribute[]) type.GetCustomAttributes(typeof(ContentImporterAttribute), true);
ContentImporterAttribute[] value = (ContentImporterAttribute[])type.GetCustomAttributes(typeof(ContentImporterAttribute), true);
if (value.Length > 0)
{
importerTypes[type.Name] = type;

View File

@ -179,6 +179,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.SoundSystem.PsVita", "S
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AudioSample", "Samples\AudioSample\AudioSample.csproj", "{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WaveUtils", "Tools\WaveUtils\WaveUtils.csproj", "{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.ContentCompiler.GUI", "Tools\ANXContentCompilerGUI\ANX.ContentCompiler.GUI.csproj", "{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}"
EndProject
Global
@ -691,6 +693,18 @@ Global
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|Mixed Platforms.Build.0 = Release|x86
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|x86.ActiveCfg = Release|x86
{4A048A8C-C31D-4FC8-AAF3-C387B9E0309B}.Release|x86.Build.0 = Release|x86
<<<<<<< .mine
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|Any CPU.Build.0 = Debug|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Debug|x86.ActiveCfg = Debug|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|Any CPU.ActiveCfg = Release|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|Any CPU.Build.0 = Release|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}.Release|x86.ActiveCfg = Release|Any CPU
=======
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|Any CPU.Build.0 = Debug|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
@ -701,6 +715,7 @@ Global
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3}.Release|x86.ActiveCfg = Release|Any CPU
>>>>>>> .r17804
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@ -715,7 +730,11 @@ Global
{10F7894D-E8B5-4DCA-BB08-5C99FA792388} = {B24A8593-562A-4A25-BB08-46C163F10F3F}
{938D5F88-B888-4B04-BEEE-EE701FBA51EF} = {B24A8593-562A-4A25-BB08-46C163F10F3F}
{14B39F89-C9B0-407E-877A-B515C985E96E} = {B24A8593-562A-4A25-BB08-46C163F10F3F}
<<<<<<< .mine
{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C} = {B24A8593-562A-4A25-BB08-46C163F10F3F}
=======
{45DD7B40-C498-4DD2-A16B-FD6C4E6991B3} = {B24A8593-562A-4A25-BB08-46C163F10F3F}
>>>>>>> .r17804
{5BE49183-2F6F-4527-AC90-D816911FCF90} = {D421509A-9AE3-4D7E-881B-EAFED598B028}
{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6} = {D421509A-9AE3-4D7E-881B-EAFED598B028}
{B30DE9C2-0926-46B6-8351-9AF276C472D5} = {D421509A-9AE3-4D7E-881B-EAFED598B028}

View File

@ -2,8 +2,8 @@
using System.Collections.Generic;
using System.IO;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.SoundSystem;
using ANX.Framework.NonXNA.Development;
using ANX.Framework.NonXNA.SoundSystem;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
@ -12,6 +12,8 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Audio
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.InProgress)]
[Developer("AstrorEnales")]
public sealed class SoundEffect : IDisposable
{
#region Static

View File

@ -1,8 +1,7 @@
using System;
using System.IO;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.SoundSystem;
using ANX.Framework.NonXNA.Development;
using ANX.Framework.NonXNA.SoundSystem;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
@ -11,6 +10,8 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Audio
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.InProgress)]
[Developer("AstrorEnales")]
public class SoundEffectInstance : IDisposable
{
#region Private

View File

@ -36,7 +36,7 @@ namespace ANX.Framework.Content
int loopStart = input.ReadInt32();
int loopLength = input.ReadInt32();
int num = input.ReadInt32();
int duration = input.ReadInt32();
byte[] soundData = null;
using (MemoryStream mStream = new MemoryStream(20 + header.Length + 8 + data.Length))

View File

@ -1,14 +1,7 @@
#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.Development;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.RenderSystem;
#endregion
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license

View File

@ -48,4 +48,5 @@ using System.Runtime.InteropServices;
[assembly: InternalsVisibleTo("ANX.PlatformSystem.Linux")]
[assembly: InternalsVisibleTo("ANX.PlatformSystem.Metro")]
[assembly: InternalsVisibleTo("ANX.PlatformSystem.PsVita")]
[assembly: InternalsVisibleTo("ANX.Tools.XNBInspector")]
[assembly: InternalsVisibleTo("ANX.Tools.XNBInspector")]
[assembly: InternalsVisibleTo("ANX.Framework.Content.Pipeline")]

View File

@ -14,46 +14,27 @@ namespace ANX.RenderSystem.Windows.GL3
{
/// <summary>
/// Native OpenGL Effect implementation.
///
/// http://wiki.delphigl.com/index.php/Tutorial_glsl
/// </summary>
public class EffectGL3 : INativeEffect
{
#region Private
/// <summary>
/// The managed effect instance of this shader.
/// </summary>
private Effect managedEffect;
/// <summary>
/// The loaded shader data from the shader file.
/// </summary>
private ShaderData shaderData;
/// <summary>
/// The available techniques of this shader.
/// </summary>
private List<EffectParameter> parameters;
private List<EffectTechnique> techniques;
internal bool IsDisposed;
/// <summary>
/// The current native technique.
/// </summary>
internal EffectTechniqueGL3 CurrentTechnique
{
get
{
if (managedEffect.CurrentTechnique == null)
{
return null;
}
return managedEffect.CurrentTechnique.NativeTechnique as EffectTechniqueGL3;
}
}
private List<EffectParameter> parameters;
internal bool IsDisposed;
#endregion
#region Public
@ -92,7 +73,6 @@ namespace ANX.RenderSystem.Windows.GL3
/// <summary>
/// Private helper constructor for the basic initialization.
/// </summary>
/// <param name="setManagedEffect"></param>
private EffectGL3(Effect setManagedEffect)
{
GraphicsResourceManager.UpdateResource(this, true);
@ -112,8 +92,7 @@ namespace ANX.RenderSystem.Windows.GL3
/// </summary>
/// <param name="vertexShaderByteCode">The vertex shader code.</param>
/// <param name="pixelShaderByteCode">The fragment shader code.</param>
public EffectGL3(Effect setManagedEffect, Stream vertexShaderByteCode,
Stream pixelShaderByteCode)
public EffectGL3(Effect setManagedEffect, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
: this(setManagedEffect)
{
// TODO: this is probably not right!
@ -153,16 +132,13 @@ namespace ANX.RenderSystem.Windows.GL3
#region Compile vertex shaders
foreach (string vertexName in shaderData.VertexShaderCodes.Keys)
{
string vertexSource = shaderData.VertexGlobalCode +
shaderData.VertexShaderCodes[vertexName];
string vertexSource = shaderData.VertexGlobalCode + shaderData.VertexShaderCodes[vertexName];
int vertexShader = GL.CreateShader(ShaderType.VertexShader);
string vertexError = CompileShader(vertexShader, vertexSource);
if (String.IsNullOrEmpty(vertexError) == false)
{
throw new InvalidDataException("Failed to compile the vertex " +
"shader '" + vertexName + "' because of: " + vertexError);
}
throw new InvalidDataException("Failed to compile the vertex shader '" + vertexName + "' cause of: " +
vertexError);
vertexShaders.Add(vertexName, vertexShader);
}
@ -171,16 +147,13 @@ namespace ANX.RenderSystem.Windows.GL3
#region Compile fragment shaders
foreach (string fragmentName in shaderData.FragmentShaderCodes.Keys)
{
string fragmentSource = shaderData.FragmentGlobalCode +
shaderData.FragmentShaderCodes[fragmentName];
string fragmentSource = shaderData.FragmentGlobalCode + shaderData.FragmentShaderCodes[fragmentName];
int fragmentShader = GL.CreateShader(ShaderType.FragmentShader);
string vertexError = CompileShader(fragmentShader, fragmentSource);
if (String.IsNullOrEmpty(vertexError) == false)
{
throw new InvalidDataException("Failed to compile the fragment " +
"shader '" + fragmentName + "' because of: " + vertexError);
}
string fragmentError = CompileShader(fragmentShader, fragmentSource);
if (String.IsNullOrEmpty(fragmentError) == false)
throw new InvalidDataException("Failed to compile the fragment shader '" + fragmentName + "' cause of: " +
fragmentError);
fragmentShaders.Add(fragmentName, fragmentShader);
}
@ -210,8 +183,7 @@ namespace ANX.RenderSystem.Windows.GL3
programName + "' because of: " + programError);
}
EffectTechniqueGL3 technique =
new EffectTechniqueGL3(managedEffect, programName, programHandle);
EffectTechniqueGL3 technique = new EffectTechniqueGL3(managedEffect, programName, programHandle);
techniques.Add(new EffectTechnique(managedEffect, technique));
AddParametersFrom(programHandle, parameterNames, technique);
}

View File

@ -90,28 +90,16 @@ namespace ANX.RenderSystem.Windows.GL3
#endregion
#region ResetDevice
/// <summary>
/// Reset the graphics device with the given presentation paramters.
/// If a device is currently set, then we dispose the old one.
/// </summary>
/// <param name="presentationParameters">Parameters for the
/// graphics device.</param>
private void ResetDevice(PresentationParameters presentationParameters)
{
#region Validation
if (nativeContext != null)
{
Dispose();
}
#endregion
// Reset the previous set buffers, effects and targets.
boundVertexBuffers = new VertexBufferGL3[0];
boundRenderTargets = new RenderTarget2DGL3[0];
boundIndexBuffer = null;
activeEffect = null;
// OpenGL Depth Buffer Size: 0/16/24/32
int depth = 0;
int stencil = 0;
switch (presentationParameters.DepthStencilFormat)
@ -133,52 +121,28 @@ namespace ANX.RenderSystem.Windows.GL3
break;
}
graphicsMode = new GraphicsMode(
DatatypesMapping.SurfaceToColorFormat(
presentationParameters.BackBufferFormat),
depth,
stencil,
// AntiAlias Samples: 2/4/8/16/32
presentationParameters.MultiSampleCount);
ResizeRenderWindow(presentationParameters);
CreateWindowInfo(presentationParameters.DeviceWindowHandle,
graphicsMode.Index.Value);
var colorFormat = DatatypesMapping.SurfaceToColorFormat(presentationParameters.BackBufferFormat);
graphicsMode = new GraphicsMode(colorFormat, depth, stencil, presentationParameters.MultiSampleCount);
GetOpenGLVersion();
CreateWindowInfo(presentationParameters.DeviceWindowHandle, graphicsMode.Index.Value);
//ResizeRenderWindow(presentationParameters);
nativeContext = new GraphicsContext(graphicsMode, nativeWindowInfo,
cachedVersionMajor, cachedVersionMinor, GraphicsContextFlags.Default);
nativeContext = new GraphicsContext(graphicsMode, nativeWindowInfo);
nativeContext.MakeCurrent(nativeWindowInfo);
nativeContext.LoadAll();
string version = GL.GetString(StringName.Version);
string[] parts = version.Split(new char[] { '.', ' ' });
cachedVersionMajor = int.Parse(parts[0]);
cachedVersionMinor = int.Parse(parts[1]);
GL.Viewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight);
GraphicsResourceManager.RecreateAllResources();
}
#endregion
#region GetOpenGLVersion
private void GetOpenGLVersion()
{
if (cachedVersionMinor == -1 &&
cachedVersionMajor == -1)
{
GraphicsContext context = new GraphicsContext(
graphicsMode, nativeWindowInfo);
context.MakeCurrent(nativeWindowInfo);
context.LoadAll();
string version = GL.GetString(StringName.Version);
string[] parts = version.Split(new char[] { '.', ' ' });
cachedVersionMajor = int.Parse(parts[0]);
cachedVersionMinor = int.Parse(parts[1]);
context.Dispose();
context = null;
}
}
#endregion
#region CreateWindowInfo
private void CreateWindowInfo(IntPtr windowHandle, IntPtr graphicsModeHandle)
{
@ -288,10 +252,10 @@ namespace ANX.RenderSystem.Windows.GL3
/// </summary>
public void Present()
{
if (nativeContext != null)
{
nativeContext.SwapBuffers();
}
if (nativeContext != null)
{
nativeContext.SwapBuffers();
}
}
#endregion
@ -375,17 +339,17 @@ namespace ANX.RenderSystem.Windows.GL3
}
#endregion
#region SetConstantBuffer (TODO)
#if XNAEXT
public void SetConstantBuffer(int slot, ANX.Framework.Graphics.ConstantBuffer constantBuffer)
{
if (constantBuffer == null)
{
throw new ArgumentNullException("constantBuffer");
}
public void SetConstantBuffer(int slot, ConstantBuffer constantBuffer)
{
if (constantBuffer == null)
throw new ArgumentNullException("constantBuffer");
throw new NotImplementedException();
}
throw new NotImplementedException();
}
#endif
#endregion
#region SetVertexBuffers
public void SetVertexBuffers(VertexBufferBinding[] vertexBuffers)
@ -432,7 +396,7 @@ namespace ANX.RenderSystem.Windows.GL3
}
}
#endregion
#region SetRenderTargets
public void SetRenderTargets(params RenderTargetBinding[] renderTargets)
{

View File

@ -1,24 +1,28 @@
#define USE_GL3
using System;
using ANX.Framework.NonXNA;
namespace WindowsGame1
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
static void Main(string[] args)
{
AddInSystemFactory.Instance.SetPreferredSystem(
//AddInType.RenderSystem, "OpenGL3");
AddInType.RenderSystem, "DirectX10");
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
static void Main(string[] args)
{
#if USE_GL3
AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "OpenGL3");
#else
AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "DirectX10");
#endif
using (Game1 game = new Game1())
{
game.Run();
}
}
}
using (Game1 game = new Game1())
{
game.Run();
}
}
}
}

View File

@ -70,18 +70,16 @@
<Compile Include="OpenALSoundEffectInstance.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="SupportedPlatformsImpl.cs" />
<Compile Include="Wave\ALaw.cs" />
<Compile Include="Wave\MsAdpcm.cs" />
<Compile Include="Wave\MuLaw.cs" />
<Compile Include="Wave\WaveFile.cs" />
<Compile Include="Wave\WaveFormat.cs" />
<Compile Include="Wave\WaveInfo.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\ANX.Framework\ANX.Framework.csproj">
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
<Name>ANX.Framework</Name>
</ProjectReference>
<ProjectReference Include="..\..\Tools\WaveUtils\WaveUtils.csproj">
<Project>{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}</Project>
<Name>WaveUtils</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.

View File

@ -3,6 +3,8 @@ using System.IO;
using ANX.Framework.Audio;
using ANX.Framework.NonXNA.SoundSystem;
using OpenTK.Audio;
using WaveUtils;
using ALFormat = OpenTK.Audio.ALFormat;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
@ -14,11 +16,8 @@ namespace ANX.SoundSystem.OpenAL
{
#region Private
internal SoundEffect parent;
private WaveInfo waveInfo;
private TimeSpan duration;
internal int bufferHandle;
#endregion
@ -36,14 +35,7 @@ namespace ANX.SoundSystem.OpenAL
internal OpenALSoundEffect(SoundEffect setParent, Stream stream)
{
parent = setParent;
waveInfo = WaveFile.LoadData(stream);
float sizeMulBlockAlign = waveInfo.Data.Length / ((int)waveInfo.Channels * 2);
duration = TimeSpan.FromMilliseconds((double)(sizeMulBlockAlign * 1000f / (float)waveInfo.SampleRate));
bufferHandle = AL.GenBuffer();
AL.BufferData(bufferHandle, waveInfo.OpenALFormat, waveInfo.Data, waveInfo.Data.Length, waveInfo.SampleRate);
CreateFromStream(stream);
}
internal OpenALSoundEffect(SoundEffect setParent, byte[] buffer, int offset, int count, int sampleRate,
@ -51,18 +43,31 @@ namespace ANX.SoundSystem.OpenAL
{
parent = setParent;
MemoryStream stream = new MemoryStream();
BinaryWriter writer = new BinaryWriter(stream);
writer.Write(buffer, offset, count);
stream.Position = 0;
using (MemoryStream stream = new MemoryStream())
{
BinaryWriter writer = new BinaryWriter(stream);
writer.Write(buffer, offset, count);
stream.Position = 0;
CreateFromStream(stream);
}
}
#endregion
#region CreateFromStream
private void CreateFromStream(Stream stream)
{
waveInfo = WaveFile.LoadData(stream);
if (waveInfo.WaveFormat != WaveFormat.PCM)
{
WaveConverter converter = new WaveConverter(waveInfo);
converter.ConvertToPcm();
}
float sizeMulBlockAlign = waveInfo.Data.Length / ((int)waveInfo.Channels * 2);
duration = TimeSpan.FromMilliseconds((double)(sizeMulBlockAlign * 1000f / (float)waveInfo.SampleRate));
duration = waveInfo.CalculateDuration();
bufferHandle = AL.GenBuffer();
AL.BufferData(bufferHandle, waveInfo.OpenALFormat, waveInfo.Data, waveInfo.Data.Length, waveInfo.SampleRate);
AL.BufferData(bufferHandle, (ALFormat)waveInfo.ALFormat, waveInfo.Data, waveInfo.Data.Length, waveInfo.SampleRate);
ALError error = AL.GetError();
if (error != ALError.NoError)

View File

@ -1,60 +0,0 @@
using System;
using OpenTK.Audio;
// This file is part of the ANX.Framework and originally taken from
// the AC.AL OpenAL library, released under the MIT License.
// For details see: http://acal.codeplex.com/license
namespace ANX.SoundSystem.OpenAL
{
public class WaveInfo
{
public WaveFormat WaveFormat
{
get;
internal set;
}
public byte[] Data
{
get;
internal set;
}
public ALFormat OpenALFormat
{
get;
internal set;
}
public int SampleRate
{
get;
internal set;
}
public short BitsPerSample
{
get;
internal set;
}
public short BlockAlign
{
get;
internal set;
}
public int Channels
{
get;
internal set;
}
public short ExtSamplesPerBlock
{
get;
internal set;
}
}
}

View File

@ -0,0 +1,10 @@
namespace WaveUtils
{
public enum ALFormat
{
Mono8 = 4352,
Mono16 = 4353,
Stereo8 = 4354,
Stereo16 = 4355,
}
}

View File

@ -1,12 +1,11 @@
using System;
using System.IO;
using OpenTK.Audio;
// This file is part of the ANX.Framework and originally taken from
// the AC.AL OpenAL library, released under the MIT License.
// For details see: http://acal.codeplex.com/license
namespace ANX.SoundSystem.OpenAL
namespace WaveUtils
{
/// <summary>
/// http://www.threejacks.com/?q=node/176
@ -102,20 +101,24 @@ namespace ANX.SoundSystem.OpenAL
#endregion
#region ConvertToPcm
public static void ConvertToPcm(WaveInfo info)
public static void ConvertToPcm(WaveInfo info, int resultChannelCount)
{
info.OpenALFormat = info.Channels == 1 ?
ALFormat.Mono16 :
ALFormat.Stereo16;
MemoryStream destStream = new MemoryStream();
BinaryWriter destWriter = new BinaryWriter(destStream);
for (int index = 0; index < info.Data.Length; index++)
using (MemoryStream destStream = new MemoryStream())
{
destWriter.Write(DecodeTable[info.Data[index]]);
BinaryWriter destWriter = new BinaryWriter(destStream);
int increment = 1;
if (info.Channels == 2 && resultChannelCount == 1)
increment = 2;
info.Channels = resultChannelCount;
info.ALFormat = info.Channels == 1 ? ALFormat.Mono16 : ALFormat.Stereo16;
for (int index = 0; index < info.Data.Length; index += increment)
destWriter.Write(DecodeTable[info.Data[index]]);
info.Data = destStream.ToArray();
}
destWriter.Close();
info.Data = destStream.ToArray();
destStream.Dispose();
}
#endregion
}

View File

@ -0,0 +1,40 @@
using System;
using System.IO;
// This file is part of the ANX.Framework and originally taken from
// the AC.AL OpenAL library, released under the MIT License.
// For details see: http://acal.codeplex.com/license
namespace WaveUtils
{
public static class IEEEFloat
{
public static void ConvertToPcm(WaveInfo data, int resultChannelCount)
{
bool is64BitFloat = data.BitsPerSample == 64;
using (BinaryReader sourceReader = new BinaryReader(new MemoryStream(data.Data)))
{
MemoryStream destStream = new MemoryStream();
BinaryWriter destWriter = new BinaryWriter(destStream);
int length = data.Data.Length / (is64BitFloat ? 8 : 4);
int increment = 1;
if (data.Channels == 2 && resultChannelCount == 1)
increment = 2;
data.Channels = resultChannelCount;
data.ALFormat = data.Channels == 1 ? ALFormat.Mono16 : ALFormat.Stereo16;
for (int index = 0; index < length; index += increment)
{
double value = is64BitFloat ? sourceReader.ReadDouble() : sourceReader.ReadSingle();
destWriter.Write((short)(value * 32767));
}
data.Data = destStream.ToArray();
}
}
}
}

View File

@ -5,7 +5,7 @@ using System.IO;
// the AC.AL OpenAL library, released under the MIT License.
// For details see: http://acal.codeplex.com/license
namespace ANX.SoundSystem.OpenAL
namespace WaveUtils
{
/// <summary>
/// http://wiki.multimedia.cx/index.php?title=Microsoft_ADPCM

View File

@ -1,12 +1,11 @@
using System;
using System.IO;
using OpenTK.Audio;
// This file is part of the ANX.Framework and originally taken from
// the AC.AL OpenAL library, released under the MIT License.
// For details see: http://acal.codeplex.com/license
namespace ANX.SoundSystem.OpenAL
namespace WaveUtils
{
/// <summary>
/// http://www.threejacks.com/?q=node/176
@ -91,20 +90,24 @@ namespace ANX.SoundSystem.OpenAL
#endregion
#region ConvertToPcm
public static void ConvertToPcm(WaveInfo info)
public static void ConvertToPcm(WaveInfo info, int resultChannelCount)
{
info.OpenALFormat = info.Channels == 1 ?
ALFormat.Mono16 :
ALFormat.Stereo16;
MemoryStream destStream = new MemoryStream();
BinaryWriter destWriter = new BinaryWriter(destStream);
for (int index = 0; index < info.Data.Length; index++)
using (MemoryStream destStream = new MemoryStream())
{
destWriter.Write(DecodeTable[info.Data[index]]);
BinaryWriter destWriter = new BinaryWriter(destStream);
int increment = 1;
if (info.Channels == 2 && resultChannelCount == 1)
increment = 2;
info.Channels = resultChannelCount;
info.ALFormat = info.Channels == 1 ? ALFormat.Mono16 : ALFormat.Stereo16;
for (int index = 0; index < info.Data.Length; index += increment)
destWriter.Write(DecodeTable[info.Data[index]]);
info.Data = destStream.ToArray();
}
destWriter.Close();
info.Data = destStream.ToArray();
destStream.Dispose();
}
#endregion
}

View File

@ -0,0 +1,36 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// Allgemeine Informationen über eine Assembly werden über die folgenden
// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
// die mit einer Assembly verknüpft sind.
[assembly: AssemblyTitle("WaveUtils")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("ANX.Framework Team")]
[assembly: AssemblyProduct("WaveUtils")]
[assembly: AssemblyCopyright("Copyright © ANX.Framework Team 2012")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Durch Festlegen von ComVisible auf "false" werden die Typen in dieser Assembly unsichtbar
// für COM-Komponenten. Wenn Sie auf einen Typ in dieser Assembly von
// COM zugreifen müssen, legen Sie das ComVisible-Attribut für diesen Typ auf "true" fest.
[assembly: ComVisible(false)]
// Die folgende GUID bestimmt die ID der Typbibliothek, wenn dieses Projekt für COM verfügbar gemacht wird
[assembly: Guid("fae37998-9305-495a-a72f-005a3ab28746")]
// Versionsinformationen für eine Assembly bestehen aus den folgenden vier Werten:
//
// Hauptversion
// Nebenversion
// Buildnummer
// Revision
//
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
// übernehmen, indem Sie "*" eingeben:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

View File

@ -0,0 +1,50 @@
using System;
using System.IO;
// This file is part of the ANX.Framework and originally taken from
// the AC.AL OpenAL library, released under the MIT License.
// For details see: http://acal.codeplex.com/license
namespace WaveUtils
{
public class WaveConverter
{
private WaveInfo loadedData;
public WaveConverter(WaveInfo setLoadedData)
{
setLoadedData = loadedData;
}
public void ConvertToPcm()
{
ConvertToPcm(loadedData.Channels);
}
public void ConvertToPcm(int resultChannelCount)
{
switch (loadedData.WaveFormat)
{
case WaveFormat.ALAW:
ALaw.ConvertToPcm(loadedData, resultChannelCount);
break;
case WaveFormat.MULAW:
MuLaw.ConvertToPcm(loadedData, resultChannelCount);
break;
case WaveFormat.IEEE_FLOAT:
IEEEFloat.ConvertToPcm(loadedData, resultChannelCount);
break;
case WaveFormat.MS_ADPCM:
MsAdpcm.ConvertToPcm(loadedData);
break;
default:
throw new NotSupportedException("The WAVE format " + loadedData.WaveFormat +
" is not supported yet. Unable to load!");
}
}
}
}

View File

@ -1,13 +1,13 @@
using System;
using System.Collections.Generic;
using System.IO;
using ANX.Framework.NonXNA;
using OpenTK.Audio;
// This file is part of the ANX.Framework and originally taken from
// the AC.AL OpenAL library, released under the MIT License.
// For details see: http://acal.codeplex.com/license
namespace ANX.SoundSystem.OpenAL
namespace WaveUtils
{
/// <summary>
/// This class contains all the loading process of a wave file.
@ -28,11 +28,7 @@ namespace ANX.SoundSystem.OpenAL
public static class WaveFile
{
#region LoadData
/// <summary>
/// Load all information from a wave file.
/// </summary>
/// <param name="stream">The stream containing the wave file data.</param>
public static WaveInfo LoadData(Stream stream)
public static WaveInfo LoadData(Stream stream, bool rememberUnloadedChunks = false)
{
WaveInfo result = new WaveInfo();
@ -85,7 +81,7 @@ namespace ANX.SoundSystem.OpenAL
}
}
result.OpenALFormat = (result.Channels == 1 ?
result.ALFormat = (result.Channels == 1 ?
(result.BitsPerSample == 8 ?
ALFormat.Mono8 :
ALFormat.Mono16) :
@ -109,6 +105,14 @@ namespace ANX.SoundSystem.OpenAL
case "data":
result.Data = reader.ReadBytes(chunkLength);
break;
default:
if (rememberUnloadedChunks)
{
var value = new KeyValuePair<string, byte[]>(identifier, reader.ReadBytes(chunkLength));
result.UnloadedChunks.Add(value);
}
break;
}
// If some chunks are incorrect in data length, we ensure that we
@ -129,8 +133,6 @@ namespace ANX.SoundSystem.OpenAL
return null;
}
ConvertFormat(result);
return result;
}
#endregion
@ -156,80 +158,5 @@ namespace ANX.SoundSystem.OpenAL
return true;
}
#endregion
#region ConvertFormat
private static void ConvertFormat(WaveInfo info)
{
switch (info.WaveFormat)
{
case WaveFormat.PCM:
#region Convert 32 to 16 bps (TODO)
//if (info.BitsPerSample == 32)
//{
// BinaryReader sourceReader =
// new BinaryReader(new MemoryStream(info.Data));
// MemoryStream destStream = new MemoryStream();
// BinaryWriter destWriter = new BinaryWriter(destStream);
// int length = info.Data.Length / 4;
// for (int index = 0; index < length; index++)
// {
// int value = sourceReader.ReadInt32();
// destWriter.Write((short)(value / 2));
// }
// sourceReader.Close();
// destWriter.Close();
// info.Data = destStream.ToArray();
// destStream.Dispose();
//}
#endregion
break;
case WaveFormat.ALAW:
ALaw.ConvertToPcm(info);
break;
case WaveFormat.MULAW:
MuLaw.ConvertToPcm(info);
break;
case WaveFormat.IEEE_FLOAT:
{
#region Convert float to pcm
bool is64BitFloat = info.BitsPerSample == 64;
BinaryReader sourceReader =
new BinaryReader(new MemoryStream(info.Data));
MemoryStream destStream = new MemoryStream();
BinaryWriter destWriter = new BinaryWriter(destStream);
int length = info.Data.Length / (is64BitFloat ? 8 : 4);
for (int index = 0; index < length; index++)
{
double value = is64BitFloat ?
sourceReader.ReadDouble() :
sourceReader.ReadSingle();
destWriter.Write((short)(value * 32767));
}
sourceReader.Close();
destWriter.Close();
info.Data = destStream.ToArray();
destStream.Dispose();
#endregion
}
break;
case WaveFormat.MS_ADPCM:
MsAdpcm.ConvertToPcm(info);
break;
default:
throw new NotSupportedException("The WAVE format " +
info.WaveFormat + " is not supported yet. Unable to load!");
}
}
#endregion
}
}

View File

@ -4,7 +4,7 @@
// the AC.AL OpenAL library, released under the MIT License.
// For details see: http://acal.codeplex.com/license
namespace ANX.SoundSystem.OpenAL
namespace WaveUtils
{
public enum WaveFormat
{

View File

@ -0,0 +1,36 @@
using System;
using System.Collections.Generic;
// This file is part of the ANX.Framework and originally taken from
// the AC.AL OpenAL library, released under the MIT License.
// For details see: http://acal.codeplex.com/license
namespace WaveUtils
{
public class WaveInfo
{
public List<KeyValuePair<string, byte[]>> UnloadedChunks { get; internal set; }
public WaveFormat WaveFormat { get; internal set; }
public byte[] Data { get; internal set; }
public ALFormat ALFormat { get; internal set; }
public int SampleRate { get; internal set; }
public short BitsPerSample { get; internal set; }
public short BlockAlign { get; internal set; }
public int Channels { get; internal set; }
public short ExtSamplesPerBlock { get; internal set; }
/// <summary>
/// NOTE: This only works with standard PCM data!
/// </summary>
public TimeSpan CalculateDuration()
{
float sizeMulBlockAlign = Data.Length / ((int)Channels * 2);
return TimeSpan.FromMilliseconds((double)(sizeMulBlockAlign * 1000f / (float)SampleRate));
}
public WaveInfo()
{
UnloadedChunks = new List<KeyValuePair<string, byte[]>>();
}
}
}

View File

@ -0,0 +1,65 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{1986B0ED-3D28-4FEE-82D0-BCC39C87C18C}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>WaveUtils</RootNamespace>
<AssemblyName>WaveUtils</AssemblyName>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<TargetFrameworkProfile>Client</TargetFrameworkProfile>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<PlatformTarget>x86</PlatformTarget>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<PlatformTarget>x86</PlatformTarget>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
</ItemGroup>
<ItemGroup>
<Compile Include="ALaw.cs" />
<Compile Include="ALFormat.cs" />
<Compile Include="IEEEFloat.cs" />
<Compile Include="MsAdpcm.cs" />
<Compile Include="MuLaw.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="WaveConverter.cs" />
<Compile Include="WaveFile.cs" />
<Compile Include="WaveFormat.cs" />
<Compile Include="WaveInfo.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\ANX.Framework\ANX.Framework.csproj">
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
<Name>ANX.Framework</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>