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// #region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
//
// All rights reserved.
//
// 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
//
using System;
using System.IO;
using Microsoft.Xna.Framework.Audio;
namespace Microsoft.Xna.Framework.Content
{
internal class SoundEffectReader : ContentTypeReader<SoundEffect>
{
public static string Normalize(string FileName)
{
if (File.Exists(FileName))
return FileName;
// Check the file extension
if (!string.IsNullOrEmpty(Path.GetExtension(FileName)))
{
return null;
}
// Concat the file name with valid extensions
if (File.Exists(FileName+".aiff"))
return FileName+".aiff";
if (File.Exists(FileName+".wav"))
return FileName+".wav";
if (File.Exists(FileName+".ac3"))
return FileName+".ac3";
if (File.Exists(FileName+".mp3"))
return FileName+".mp3";
if (File.Exists(FileName+".xnb"))
return FileName+".xnb";
return null;
}
protected internal override SoundEffect Read(ContentReader input, SoundEffect existingInstance)
{
byte[] header = input.ReadBytes(input.ReadInt32());
byte[] data = input.ReadBytes(input.ReadInt32());
int loopStart = input.ReadInt32();
int loopLength = input.ReadInt32();
int num = input.ReadInt32();
MemoryStream mStream = new MemoryStream(20+header.Length+8+data.Length);
BinaryWriter writer = new BinaryWriter(mStream);
writer.Write("RIFF".ToCharArray());
writer.Write((int)(20+header.Length+data.Length));
writer.Write("WAVE".ToCharArray());
//header can be written as-is
writer.Write("fmt ".ToCharArray());
writer.Write(header.Length);
writer.Write(header);
writer.Write("data".ToCharArray());
writer.Write((int)data.Length);
writer.Write(data);
writer.Close();
mStream.Close();
return new SoundEffect(input.AssetName, mStream.ToArray());
}
}
}
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