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