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//
// Mono.Audio.Win32SoundPlayer
//
// Authors:
// Gert Driesen (drieseng@users.sourceforge.net)
//
// Copyright (C) 2007 Gert Driesen
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to
// the following conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
using System;
using System.IO;
using System.Runtime.InteropServices;
namespace Mono.Audio
{
internal class Win32SoundPlayer : IDisposable
{
public Win32SoundPlayer (Stream s)
{
if (s != null) {
_buffer = new byte [s.Length];
s.Read (_buffer, 0, _buffer.Length);
} else {
_buffer = new byte [0];
}
}
[DllImport ("winmm.dll", SetLastError = true)]
static extern bool PlaySound (
byte [] ptrToSound,
UIntPtr hmod,
SoundFlags flags);
public Stream Stream {
set {
Stop ();
if (value != null) {
_buffer = new byte [value.Length];
value.Read (_buffer, 0, _buffer.Length);
} else {
_buffer = new byte [0];
}
}
}
public void Dispose ()
{
Dispose (true);
GC.SuppressFinalize (this);
}
~Win32SoundPlayer ()
{
Dispose (false);
}
protected virtual void Dispose (bool disposing)
{
if (!_disposed) {
Stop ();
_disposed = true;
}
}
public void Play ()
{
PlaySound (_buffer, UIntPtr.Zero, SoundFlags.SND_ASYNC |
SoundFlags.SND_MEMORY);
}
public void PlayLooping ()
{
PlaySound (_buffer, UIntPtr.Zero, SoundFlags.SND_MEMORY |
SoundFlags.SND_LOOP | SoundFlags.SND_ASYNC);
}
public void PlaySync ()
{
PlaySound (_buffer, UIntPtr.Zero, SoundFlags.SND_SYNC |
SoundFlags.SND_MEMORY | SoundFlags.SND_NODEFAULT);
}
public void Stop ()
{
PlaySound ((byte []) null, UIntPtr.Zero, SoundFlags.SND_SYNC);
}
enum SoundFlags : uint
{
SND_SYNC = 0x0000, // play synchronously
SND_ASYNC = 0x0001, // play asynchronously
SND_NODEFAULT = 0x0002, // do not play default sound if sound not found
SND_MEMORY = 0x0004, // pszSound is loaded in memory
SND_LOOP = 0x0008, // play repeatedly until next PlaySound
SND_FILENAME = 0x00020000, // pszSound is a file name
}
private byte [] _buffer;
private bool _disposed;
}
}
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