SND\AstrorEnales_cp 61f12a03fa - Fixed the SoundEffectReader to work the same as xna does
- Implemented the proper Constructor in XAudioSoundEffect for the SoundEffectReader
- Started implementing the native MediaLibrary class in the WindowsPlatformSystem
2015-03-15 01:11:32 +01:00

99 lines
2.6 KiB
C#

using System;
using System.IO;
using ANX.Framework.Audio;
using ANX.Framework.NonXNA.Development;
using ANX.Framework.NonXNA.SoundSystem;
using SharpDX;
using SharpDX.Multimedia;
using SharpDX.XAudio2;
// 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.SoundSystem.Windows.XAudio
{
[Developer("AstrorEnales")]
public class XAudioSoundEffect : ISoundEffect
{
#region Private
private TimeSpan duration;
internal WaveFormat WaveFormat;
internal AudioBuffer AudioBuffer;
internal uint[] DecodedPacketsInfo;
#endregion
#region Public
public TimeSpan Duration
{
get { return duration; }
}
#endregion
#region Constructor
internal XAudioSoundEffect(Stream stream)
{
CreateFromStream(stream);
}
internal XAudioSoundEffect(byte[] buffer, int offset, int count, int sampleRate, AudioChannels channels,
int loopStart, int loopLength)
{
WaveFormat = new WaveFormat(sampleRate, (int)channels);
AudioBuffer = new AudioBuffer
{
LoopBegin = loopStart,
LoopLength = loopLength,
AudioBytes = count,
Flags = BufferFlags.EndOfStream
};
IntPtr handle;
unsafe
{
fixed (byte* ptr = &buffer[0])
handle = (IntPtr)(ptr + offset);
}
AudioBuffer.Stream = new DataStream(handle, count, false, false);
float sizeMulBlockAlign = (float)count / (WaveFormat.Channels * 2);
duration = TimeSpan.FromMilliseconds(sizeMulBlockAlign * 1000f / WaveFormat.SampleRate);
}
~XAudioSoundEffect()
{
Dispose();
}
#endregion
#region CreateFromStream
private void CreateFromStream(Stream stream)
{
var soundStream = new SoundStream(stream);
WaveFormat = soundStream.Format;
AudioBuffer = new AudioBuffer
{
Stream = soundStream.ToDataStream(),
AudioBytes = (int)stream.Length,
Flags = BufferFlags.EndOfStream
};
float sizeMulBlockAlign = (float)soundStream.Length / (WaveFormat.Channels * 2);
duration = TimeSpan.FromMilliseconds(sizeMulBlockAlign * 1000f / WaveFormat.SampleRate);
DecodedPacketsInfo = soundStream.DecodedPacketsInfo;
soundStream.Dispose();
}
#endregion
#region Dispose
public void Dispose()
{
WaveFormat = null;
AudioBuffer = null;
}
#endregion
}
}