- Implemented the proper Constructor in XAudioSoundEffect for the SoundEffectReader - Started implementing the native MediaLibrary class in the WindowsPlatformSystem
99 lines
2.6 KiB
C#
99 lines
2.6 KiB
C#
using System;
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using System.IO;
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using ANX.Framework.Audio;
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using ANX.Framework.NonXNA.Development;
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using ANX.Framework.NonXNA.SoundSystem;
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using SharpDX;
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using SharpDX.Multimedia;
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using SharpDX.XAudio2;
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.SoundSystem.Windows.XAudio
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{
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[Developer("AstrorEnales")]
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public class XAudioSoundEffect : ISoundEffect
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{
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#region Private
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private TimeSpan duration;
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internal WaveFormat WaveFormat;
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internal AudioBuffer AudioBuffer;
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internal uint[] DecodedPacketsInfo;
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#endregion
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#region Public
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public TimeSpan Duration
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{
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get { return duration; }
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}
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#endregion
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#region Constructor
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internal XAudioSoundEffect(Stream stream)
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{
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CreateFromStream(stream);
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}
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internal XAudioSoundEffect(byte[] buffer, int offset, int count, int sampleRate, AudioChannels channels,
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int loopStart, int loopLength)
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{
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WaveFormat = new WaveFormat(sampleRate, (int)channels);
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AudioBuffer = new AudioBuffer
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{
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LoopBegin = loopStart,
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LoopLength = loopLength,
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AudioBytes = count,
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Flags = BufferFlags.EndOfStream
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};
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IntPtr handle;
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unsafe
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{
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fixed (byte* ptr = &buffer[0])
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handle = (IntPtr)(ptr + offset);
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}
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AudioBuffer.Stream = new DataStream(handle, count, false, false);
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float sizeMulBlockAlign = (float)count / (WaveFormat.Channels * 2);
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duration = TimeSpan.FromMilliseconds(sizeMulBlockAlign * 1000f / WaveFormat.SampleRate);
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}
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~XAudioSoundEffect()
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{
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Dispose();
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}
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#endregion
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#region CreateFromStream
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private void CreateFromStream(Stream stream)
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{
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var soundStream = new SoundStream(stream);
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WaveFormat = soundStream.Format;
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AudioBuffer = new AudioBuffer
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{
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Stream = soundStream.ToDataStream(),
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AudioBytes = (int)stream.Length,
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Flags = BufferFlags.EndOfStream
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};
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float sizeMulBlockAlign = (float)soundStream.Length / (WaveFormat.Channels * 2);
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duration = TimeSpan.FromMilliseconds(sizeMulBlockAlign * 1000f / WaveFormat.SampleRate);
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DecodedPacketsInfo = soundStream.DecodedPacketsInfo;
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soundStream.Dispose();
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}
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#endregion
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#region Dispose
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public void Dispose()
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{
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WaveFormat = null;
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AudioBuffer = null;
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}
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#endregion
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}
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}
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