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using System;
using System.IO;
namespace Microsoft.Xna.Framework.Audio
{
internal class XactSound
{
bool complexSound;
XactClip[] soundClips;
SoundEffectInstance wave;
public XactSound (SoundBank soundBank, BinaryReader soundReader, uint soundOffset)
{
long oldPosition = soundReader.BaseStream.Position;
soundReader.BaseStream.Seek (soundOffset, SeekOrigin.Begin);
byte flags = soundReader.ReadByte ();
complexSound = (flags & 1) != 0;
uint category = soundReader.ReadUInt16 ();
soundReader.ReadByte (); //unkn
uint volume = soundReader.ReadUInt16 (); //maybe pitch?
soundReader.ReadByte (); //unkn
uint entryLength = soundReader.ReadUInt16 ();
uint numClips = 0;
if (complexSound) {
numClips = (uint)soundReader.ReadByte ();
} else {
uint trackIndex = soundReader.ReadUInt16 ();
byte waveBankIndex = soundReader.ReadByte ();
wave = soundBank.GetWave(waveBankIndex, trackIndex);
}
if ( (flags & 0x1E) != 0 ) {
uint extraDataLen = soundReader.ReadUInt16 ();
//TODO: Parse RPC+DSP stuff
soundReader.BaseStream.Seek (extraDataLen, SeekOrigin.Current);
}
if (complexSound) {
soundClips = new XactClip[numClips];
for (int i=0; i<numClips; i++) {
soundReader.ReadByte (); //unkn
uint clipOffset = soundReader.ReadUInt32 ();
soundReader.ReadUInt32 (); //unkn
soundClips[i] = new XactClip(soundBank, soundReader, clipOffset);
}
}
soundReader.BaseStream.Seek (oldPosition, SeekOrigin.Begin);
}
// public XactSound (Sound sound) {
// complexSound = false;
// wave = sound;
// }
public XactSound (SoundEffectInstance sound) {
complexSound = false;
wave = sound;
}
public void Play() {
if (complexSound) {
foreach (XactClip clip in soundClips) {
clip.Play();
}
} else {
if (wave.State == SoundState.Playing) wave.Stop ();
wave.Play ();
}
}
public void Stop() {
if (complexSound) {
foreach (XactClip clip in soundClips) {
clip.Stop();
}
} else {
wave.Stop ();
}
}
public void Pause() {
if (complexSound) {
foreach (XactClip clip in soundClips) {
clip.Pause();
}
} else {
wave.Pause ();
}
}
public void Resume() {
if (complexSound) {
foreach (XactClip clip in soundClips) {
clip.Play();
}
} else {
wave.Resume ();
}
}
public float Volume {
get {
if (complexSound) {
return soundClips[0].Volume;
} else {
return wave.Volume;
}
}
set {
if (complexSound) {
foreach (XactClip clip in soundClips) {
clip.Volume = value;
}
} else {
wave.Volume = value;
}
}
}
public bool Playing {
get {
if (complexSound) {
foreach (XactClip clip in soundClips) {
if (clip.Playing) return true;
}
return false;
} else {
return wave.State == SoundState.Playing;
}
}
}
}
}
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