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using System;
using System.IO;
using OpenTK.Audio.OpenAL;
using OpenTK.Audio;
namespace Microsoft.Xna.Framework.Audio
{
internal class Sound : IDisposable
{
private static AudioContext context = null;
private int bufferID;
private int sourceID;
private bool looping;
// when looping, to stop we must first disable looping then stop, but we still want to user to "believe" it has looping activated
private bool loopingCtrl;
public double Duration
{
get
{
return Seconds;
}
}
public double CurrentPosition
{
get
{
float seconds;
AL.GetSource(sourceID, ALSourcef.SecOffset, out seconds);
return (double)seconds;
}
set
{
AL.Source(sourceID, ALSourcef.SecOffset, (float)value);
}
}
public bool Looping
{
get
{
return looping;
}
set
{
// just do something if it's really needed
if (looping != value)
{
AL.Source(sourceID, ALSourceb.Looping, value);
loopingCtrl = looping = value;
}
}
}
public float Pan
{
get;
set;
}
public bool Playing
{
get
{
return AL.GetSourceState(sourceID) == ALSourceState.Playing;
}
set
{
// just do something if it's really needed
if (value != Playing)
{
if (value)
Play();
else
Stop();
}
}
}
public float Rate
{
get;
set;
}
public float Volume
{
get
{
float volume;
AL.GetSource(sourceID, ALSourcef.Gain, out volume);
return volume;
}
set
{
if (value < 0f || value > 1f)
throw new ArgumentException("Volume should be between 0 and 1.0");
AL.Source(sourceID, ALSourcef.Gain, value);
}
}
public Sound(string filename, float volume, bool looping)
{
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 = AudioLoader.Load(s, out format, out size, out freq);
s.Close();
Initialize(data, format, size, freq, volume, looping);
}
public Sound(byte[] audiodata, float volume, bool looping)
{
ALFormat format;
int size;
int freq;
byte[] data;
Stream s;
try
{
s = new MemoryStream(audiodata);
}
catch(IOException e)
{
throw new Content.ContentLoadException("Could not load audio data", e);
}
data = AudioLoader.Load(s, out format, out size, out freq);
s.Close();
Initialize(data, format, size, freq, volume, looping);
}
~Sound()
{
Dispose();
}
private static void InitilizeSoundServices()
{
if (context == null)
context = new AudioContext();
}
internal static void DisposeSoundServices()
{
if (context != null)
{
context.Dispose();
context = null;
}
}
private void Initialize(byte[] data, ALFormat format, int size, int frequency,
float volume, bool looping)
{
InitilizeSoundServices();
bufferID = AL.GenBuffer();
sourceID = AL.GenSource();
try
{
// loads sound into buffer
AL.BufferData(bufferID, format, data, size, frequency);
// binds buffer to source
AL.Source(sourceID, ALSourcei.Buffer, bufferID);
}
catch(Exception ex)
{
throw ex;
}
Volume = volume;
this.looping = looping;
}
public void Dispose()
{
if (bufferID == -1)
return;
Stop();
AL.DeleteSource(sourceID);
AL.DeleteBuffer(bufferID);
bufferID = -1;
}
#region Buffer Info
private static int GetSampleSize(int bits, int channels)
{
return (bits / 8) * channels;
}
/// <summary>
/// Gets the number of channels in buffer
/// > 1 is valid, but buffer won’t be positioned when played
/// </summary>
private int Channels
{
get
{
int rv;
AL.GetBuffer(bufferID, ALGetBufferi.Channels, out rv);
return rv;
}
}
/// <summary>
/// Gets the size of buffer in bytes
/// </summary>
private int Size
{
get
{
int rv;
AL.GetBuffer(bufferID, ALGetBufferi.Size, out rv);
return rv;
}
}
/// <summary>
/// Gets the bit depth of buffer
/// </summary>
private int Bits
{
get
{
int rv;
AL.GetBuffer(bufferID, ALGetBufferi.Bits, out rv);
return rv;
}
}
/// <summary>
/// Gets the frequency of buffer in Hz
/// </summary>
private int Frequency
{
get
{
int rv;
AL.GetBuffer(bufferID, ALGetBufferi.Frequency, out rv);
return rv;
}
}
/// <summary>
/// Gets the number of Samples by Size / GetSampleSize(Bits, Channels)
/// </summary>
private int Samples
{
get
{
return Size / GetSampleSize(Bits, Channels);
}
}
/// <summary>
/// Gets the seconds of play time in the buffer based on Samples / Frequency
/// </summary>
private double Seconds
{
get
{
return (double)Samples / (double)Frequency;
}
}
#endregion
public void Resume()
{
Play();
}
public void Pause()
{
AL.SourcePause(sourceID);
}
public void Play()
{
// if we must loop but looping was disabled
if (looping && !loopingCtrl)
{
// then enable looping
AL.Source(sourceID, ALSourceb.Looping, true);
loopingCtrl = true;
}
// and play
AL.SourcePlay(sourceID);
}
public void Stop()
{
// if looping is enabled
if (loopingCtrl)
{
// disable it
AL.Source(sourceID, ALSourceb.Looping, false);
loopingCtrl = false;
}
// and stop
AL.SourceStop(sourceID);
}
public static Sound CreateAndPlay(string url, float volume, bool looping)
{
Sound sound = new Sound(url, volume, looping);
sound.Play();
return sound;
}
}
}
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