SND\AstrorEnales_cp dd2353ec88 - Some refactorings in the GL render system
- Started working on SoundSystem creator and SoundEffects
2012-01-25 15:31:58 +00:00

230 lines
6.5 KiB
C#

using System;
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 (TODO)
public static float DistanceScale
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
#endregion
#region DopplerScale (TODO)
public static float DopplerScale
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
#endregion
#region MasterVolume (TODO)
public static float MasterVolume
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
#endregion
#region SpeedOfSound (TODO)
public static float SpeedOfSound
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
#endregion
#endregion
#region Private
private ISoundEffect nativeSoundEffect;
#endregion
#region Public
public TimeSpan Duration
{
get
{
return nativeSoundEffect.Duration;
}
}
public bool IsDisposed
{
get;
private set;
}
public string Name
{
get;
set;
}
#endregion
#region Constructor
private SoundEffect(Stream stream)
{
nativeSoundEffect =
AddInSystemFactory.Instance.GetDefaultCreator<ISoundSystemCreator>()
.CreateSoundEffect(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 =
AddInSystemFactory.Instance.GetDefaultCreator<ISoundSystemCreator>()
.CreateSoundEffect(buffer, offset, count, sampleRate, channels,
loopStart, loopLength);
}
~SoundEffect()
{
Dispose();
}
#endregion
#region CreateInstance
public SoundEffectInstance CreateInstance()
{
return new SoundEffectInstance(this);
}
#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 (TODO)
public bool Play()
{
return Play(1f, 0f, 0f);
}
public bool Play(float volume, float pitch, float pan)
{
// TODO: fire and forget play
throw new NotImplementedException();
}
#endregion
#region Dispose
public void Dispose()
{
if (IsDisposed == false)
{
IsDisposed = true;
nativeSoundEffect.Dispose();
nativeSoundEffect = null;
}
}
#endregion
}
}