using System; using System.Collections.Generic; using System.IO; using ANX.Framework.NonXNA; using ANX.Framework.NonXNA.SoundSystem; #region License // // This file is part of the ANX.Framework created by the "ANX.Framework developer group". // // This file is released under the Ms-PL license. // // // // Microsoft Public License (Ms-PL) // // This license governs use of the accompanying software. If you use the software, you accept this license. // If you do not accept the license, do not use the software. // // 1.Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning // here as under U.S. copyright law. // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2.Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations // in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to // reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution // or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in // section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed // patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution // in the software or derivative works of the contribution in the software. // // 3.Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your // patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or // object code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees, // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the // extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a // particular purpose and non-infringement. #endregion // License namespace ANX.Framework.Audio { public sealed class SoundEffect : IDisposable { #region Static #region DistanceScale public static float DistanceScale { get { return GetCreator().DistanceScale; } set { GetCreator().DistanceScale = value; } } #endregion #region DopplerScale public static float DopplerScale { get { return GetCreator().DopplerScale; } set { GetCreator().DopplerScale = value; } } #endregion #region MasterVolume public static float MasterVolume { get { return GetCreator().MasterVolume; } set { GetCreator().MasterVolume = value; } } #endregion #region SpeedOfSound public static float SpeedOfSound { get { return GetCreator().SpeedOfSound; } set { GetCreator().SpeedOfSound = value; } } #endregion #endregion #region Private internal ISoundEffect nativeSoundEffect; private static List fireAndForgetInstances; private List children = new List(); #endregion #region Public public TimeSpan Duration { get { return nativeSoundEffect.Duration; } } public bool IsDisposed { get; private set; } public string Name { get; set; } #endregion #region Constructor static SoundEffect() { MasterVolume = 1f; SpeedOfSound = 343.5f; DopplerScale = 1f; DistanceScale = 1f; } private SoundEffect(Stream stream) { nativeSoundEffect = GetCreator().CreateSoundEffect(this, stream); } public SoundEffect(byte[] buffer, int sampleRate, AudioChannels channels) : this(buffer, 0, buffer.Length, sampleRate, channels, 0, 0) { } public SoundEffect(byte[] buffer, int offset, int count, int sampleRate, AudioChannels channels, int loopStart, int loopLength) { nativeSoundEffect = GetCreator().CreateSoundEffect(this, buffer, offset, count, sampleRate, channels, loopStart, loopLength); } ~SoundEffect() { Dispose(); } #endregion #region GetCreator private static ISoundSystemCreator GetCreator() { return AddInSystemFactory.Instance.GetDefaultCreator(); } #endregion #region CreateInstance public SoundEffectInstance CreateInstance() { return new SoundEffectInstance(this, false); } #endregion #region FromStream public static SoundEffect FromStream(Stream stream) { return new SoundEffect(stream); } #endregion #region GetSampleDuration public static TimeSpan GetSampleDuration(int sizeInBytes, int sampleRate, AudioChannels channels) { float sizeMulBlockAlign = sizeInBytes / ((int)channels * 2); return TimeSpan.FromMilliseconds((double)(sizeMulBlockAlign * 1000f / (float)sampleRate)); } #endregion #region GetSampleSizeInBytes public static int GetSampleSizeInBytes(TimeSpan duration, int sampleRate, AudioChannels channels) { int timeMulSamples = (int)(duration.TotalMilliseconds * (double)((float)sampleRate / 1000f)); return (timeMulSamples + timeMulSamples % (int)channels) * ((int)channels * 2); } #endregion #region Play public bool Play() { return Play(1f, 0f, 0f); } public bool Play(float volume, float pitch, float pan) { if (IsDisposed) { return false; } try { SoundEffectInstance newInstance = new SoundEffectInstance(this, true) { Volume = volume, Pitch = pitch, Pan = pan, }; children.Add(new WeakReference(newInstance)); lock (fireAndForgetInstances) { fireAndForgetInstances.Add(newInstance); } newInstance.Play(); } catch { return false; } return true; } #endregion #region Dispose public void Dispose() { if (IsDisposed) { return; } IsDisposed = true; nativeSoundEffect.Dispose(); nativeSoundEffect = null; List weakRefs = new List(children); lock (fireAndForgetInstances) { foreach (WeakReference current in weakRefs) { SoundEffectInstance soundInstance = current.Target as SoundEffectInstance; if (soundInstance != null) { if (soundInstance.IsFireAndForget) { fireAndForgetInstances.Remove(soundInstance); } soundInstance.Dispose(); } } } weakRefs.Clear(); children.Clear(); } #endregion } }