File: SoundEffect.cs

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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;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;

using OpenTK.Audio.OpenAL;

namespace Microsoft.Xna.Framework.Audio
{
    public sealed class SoundEffect : IDisposable
    {
		private Sound _sound;
		private string _name = "";
		private string _filename = "";
		internal byte[] _data;
		
		internal float Rate { get; set; }

		internal ALFormat Format { get; set; }

		internal int Size { get; set; }
		
		internal SoundEffect(string fileName)
		{
			_filename = fileName;		
			
			if (_filename == string.Empty )
			{
			  throw new FileNotFoundException("Supported Sound Effect formats are wav, mp3, acc, aiff");
			}
			
			//_sound = new Sound(_filename, 1.0f, false);
			_name = Path.GetFileNameWithoutExtension(fileName);
            ALFormat format;
            int size;
            int freq;
            //byte[] data;
            Stream s;

            try
            {
                s = File.OpenRead(fileName);
            }
            catch (IOException e)
            {
                throw new Content.ContentLoadException("Could not load audio data", e);
            }

            _data = LoadAudioStream(s, 1.0f, false);

            s.Close();			
		}
		
		//SoundEffect from playable audio data
		internal SoundEffect(string name, byte[] data)
		{
			_data = data;
			_name = name;
			
            Stream s;

            try
            {
                s = new MemoryStream(data);
            }
            catch (IOException e)
            {
                throw new Content.ContentLoadException("Could not load audio data", e);
            }
			
			//_sound = new Sound(_data, 1.0f, false);
            _data = LoadAudioStream(s, 1.0f, false);

		}
		
		public SoundEffect(byte[] buffer, int sampleRate, AudioChannels channels)
		{
			//buffer should contain 16-bit PCM wave data
			short bitsPerSample = 16;

            using (MemoryStream mStream = new MemoryStream(44 + buffer.Length))
            {
                using (BinaryWriter writer = new BinaryWriter(mStream))
                {

                    writer.Write("RIFF".ToCharArray()); //chunk id
                    writer.Write((int)(36 + buffer.Length)); //chunk size
                    writer.Write("WAVE".ToCharArray()); //RIFF type

                    writer.Write("fmt ".ToCharArray()); //chunk id
                    writer.Write((int)16); //format header size
                    writer.Write((short)1); //format (PCM)
                    writer.Write((short)channels);
                    writer.Write((int)sampleRate);
                    short blockAlign = (short)((bitsPerSample / 8) * (int)channels);
                    writer.Write((int)(sampleRate * blockAlign)); //byte rate
                    writer.Write((short)blockAlign);
                    writer.Write((short)bitsPerSample);

                    writer.Write("data".ToCharArray()); //chunk id
                    writer.Write((int)buffer.Length); //data size
                    writer.Write(buffer);

                    // re position to the start otherwise we cannot read the stream
                    mStream.Seek(0, SeekOrigin.Begin);
                    //_data = mStream.ToArray();
                    _name = "";
                    _data = LoadAudioStream(mStream, 1.0f, false);

                    // close the steam after we have finished reading.
                    writer.Close();
                    mStream.Close();
                }
            }
			//_sound = new Sound(_data, 1.0f, false);
		}
		
        byte[] LoadAudioStream(Stream s, float volume, bool looping)
        {
            ALFormat format;
            int size;
            int freq;
            byte[] data;

            data = AudioLoader.Load(s, out format, out size, out freq);
            //s.Close();

            Format = format;
            Size = size;
            Rate = freq;
            return data;

            //Initialize(data, format, size, freq, volume, looping);
        }

        TimeSpan _duration = TimeSpan.Zero;

        public bool Play()
        {
            return Play(MasterVolume, 1.0f, 0.0f);
        }

        public bool Play(float volume, float pitch, float pan)
        {
            if (MasterVolume > 0.0f)
            {
                SoundEffectInstance instance = CreateInstance();
                instance.Volume = volume;
                instance.Pitch = pitch;
                instance.Pan = pan;
                instance.Play();
            }
            return false;
        }

        public TimeSpan Duration
        {
            get
            {

                return _duration;
            }
        }

        public string Name
        {
            get
            {
                return _name;
            }
            set
            {
                _name = value;
            }
        }

        public SoundEffectInstance CreateInstance()
        {
            var instance = new SoundEffectInstance(this);
            return instance;
        }

        #region IDisposable Members

        public void Dispose()
        {
            //_sound.Dispose ();
        }

        #endregion

        static float _masterVolume = 1.0f;

        public static float MasterVolume
        {
            get
            {
                return _masterVolume;
            }
            set
            {
                _masterVolume = value;
            }
        }

        static float _distanceScale = 1f;

        public static float DistanceScale
        {
            get
            {
                return _distanceScale;
            }
            set
            {
                if (value <= 0f)
                {
                    throw new ArgumentOutOfRangeException("value of DistanceScale");
                }
                _distanceScale = value;
            }
        }

        static float _dopplerScale = 1f;

        public static float DopplerScale
        {
            get
            {
                return _dopplerScale;
            }
            set
            {
                // As per documenation it does not look like the value can be less than 0
                //   although the documentation does not say it throws an error we will anyway
                //   just so it is like the DistanceScale
                if (value < 0f)
                {
                    throw new ArgumentOutOfRangeException("value of DopplerScale");
                }
                _dopplerScale = value;
            }
        }

        static float speedOfSound = 343.5f;

        public static float SpeedOfSound
        {
            get
            {
                return speedOfSound;
            }
            set
            {
                speedOfSound = value;
            }
        }		
    }
}