Also added the FrameworkDispatcher calls in the Game class. Checking for possible fire and forget sound instances to be disposed in the FrameworkDispatcher update chain.
242 lines
5.8 KiB
C#
242 lines
5.8 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.Development;
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using ANX.Framework.NonXNA.SoundSystem;
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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.Framework.Audio
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{
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[PercentageComplete(100)]
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[TestState(TestStateAttribute.TestState.InProgress)]
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[Developer("AstrorEnales")]
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public sealed class SoundEffect : IDisposable
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{
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#region Static
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public static float DistanceScale
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{
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get { return GetCreator().DistanceScale; }
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set { GetCreator().DistanceScale = value; }
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}
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public static float DopplerScale
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{
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get { return GetCreator().DopplerScale; }
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set { GetCreator().DopplerScale = value; }
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}
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public static float MasterVolume
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{
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get { return GetCreator().MasterVolume; }
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set { GetCreator().MasterVolume = value; }
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}
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public static float SpeedOfSound
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{
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get { return GetCreator().SpeedOfSound; }
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set { GetCreator().SpeedOfSound = value; }
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}
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#endregion
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#region Private
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private static readonly List<SoundEffectInstance> fireAndForgetInstances;
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private readonly List<WeakReference> children;
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internal ISoundEffect NativeSoundEffect;
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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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fireAndForgetInstances = new List<SoundEffectInstance>();
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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()
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{
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children = new List<WeakReference>();
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IsDisposed = false;
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}
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private SoundEffect(Stream stream)
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: this()
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{
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var creator = GetCreator();
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NativeSoundEffect = creator.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, AudioChannels channels, int loopStart,
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int loopLength)
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: this()
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{
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var creator = GetCreator();
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NativeSoundEffect = creator.CreateSoundEffect(this, buffer, offset, count, sampleRate, channels, loopStart,
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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, AudioChannels channels)
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{
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float sizeMulBlockAlign = (float)sizeInBytes / ((int)channels * 2);
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return TimeSpan.FromMilliseconds(sizeMulBlockAlign * 1000f / 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, AudioChannels channels)
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{
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int timeMulSamples = (int)(duration.TotalMilliseconds * (sampleRate / 1000f));
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return (timeMulSamples + timeMulSamples % (int)channels) * ((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, 1f, 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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return false;
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try
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{
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var 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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fireAndForgetInstances.Add(newInstance);
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newInstance.Play();
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}
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catch (Exception ex)
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{
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Logger.Warning("Failed to play sound effect cause of: " + ex);
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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 RecycleStoppedFireAndForgetInstances
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internal static void RecycleStoppedFireAndForgetInstances()
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{
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lock (fireAndForgetInstances)
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{
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var instancesToDispose = new List<SoundEffectInstance>();
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foreach (SoundEffectInstance current in fireAndForgetInstances)
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if (current.State == SoundState.Stopped)
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instancesToDispose.Add(current);
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foreach (SoundEffectInstance current in instancesToDispose)
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{
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current.Dispose();
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fireAndForgetInstances.Remove(current);
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}
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}
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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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return;
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IsDisposed = true;
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NativeSoundEffect.Dispose();
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NativeSoundEffect = null;
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var 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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var soundInstance = current.Target as SoundEffectInstance;
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if (soundInstance == null)
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continue;
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if (soundInstance.IsFireAndForget)
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fireAndForgetInstances.Remove(soundInstance);
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soundInstance.Dispose();
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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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