1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337
|
#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 System.Collections.Generic;
using System.Runtime.InteropServices;
using Microsoft.Xna;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
#if IPHONE
using MonoTouch.AudioToolbox;
using MonoTouch.AudioUnit;
using OpenTK.Audio.OpenAL;
#elif MONOMAC
using MonoMac.AudioToolbox;
using MonoMac.AudioUnit;
using MonoMac.OpenAL;
#endif
namespace Microsoft.Xna.Framework.Audio
{
public sealed partial class SoundEffect : IDisposable
{
private string _name = "";
private string _filename = "";
internal byte[] _data;
List<SoundEffectInstance> playing = null;
List<SoundEffectInstance> available = null;
List<SoundEffectInstance> toBeRecycled = null;
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");
}
int size;
ALFormat format;
double rate;
double duration;
_data = OpenALSupport.LoadFromFile (_filename,
out size, out format, out rate, out duration);
_name = Path.GetFileNameWithoutExtension (fileName);
Rate = (float)rate;
Size = size;
Format = format;
_duration = TimeSpan.FromSeconds (duration);
//Console.WriteLine ("From File: " + _name + " - " + Format + " = " + Rate + " / " + Size + " -- " + Duration);
}
//SoundEffect from playable audio data
internal SoundEffect (string name, byte[] data)
{
_data = data;
_name = name;
LoadAudioStream (_data);
}
public SoundEffect (byte[] buffer, int sampleRate, AudioChannels channels)
{
//buffer should contain 16-bit PCM wave data
short bitsPerSample = 16;
MemoryStream mStream = new MemoryStream (44 + buffer.Length);
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);
writer.Close ();
mStream.Close ();
_data = mStream.ToArray ();
_name = "";
LoadAudioStream (_data);
}
void LoadAudioStream (byte[] audiodata)
{
AudioFileStream afs = new AudioFileStream (AudioFileType.WAVE);
//long pac = afs.DataPacketCount;
afs.PacketDecoded += HandlePacketDecoded;
afs.ParseBytes (audiodata, false);
afs.Close ();
}
void HandlePacketDecoded (object sender, PacketReceivedEventArgs e)
{
AudioFileStream afs = (AudioFileStream)sender;
byte[] audioData = new byte[e.Bytes];
Marshal.Copy (e.InputData, audioData, 0, e.Bytes);
//Console.WriteLine ("Packet decoded ");
AudioStreamBasicDescription asbd = afs.StreamBasicDescription;
Rate = (float)asbd.SampleRate;
Size = e.Bytes;
if (asbd.ChannelsPerFrame == 1) {
if (asbd.BitsPerChannel == 8) {
Format = ALFormat.Mono8;
} else {
Format = ALFormat.Mono16;
}
} else {
if (asbd.BitsPerChannel == 8) {
Format = ALFormat.Stereo8;
} else {
Format = ALFormat.Stereo16;
}
}
_data = audioData;
var _dblDuration = (e.Bytes / ((asbd.BitsPerChannel / 8) * asbd.ChannelsPerFrame)) / asbd.SampleRate;
_duration = TimeSpan.FromSeconds (_dblDuration);
// Console.WriteLine ("From Data: " + _name + " - " + Format + " = " + Rate + " / " + Size + " -- " + Duration);
// Console.WriteLine("Duration: " + _dblDuration
// + " / size: " + e.Bytes
// + " bits: " + asbd.BitsPerChannel
// + " channels: " + asbd.ChannelsPerFrame
// + " rate: " + asbd.SampleRate);
}
//double _dblDuration = 0;
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) {
if (playing == null) {
playing = new List<SoundEffectInstance>();
available = new List<SoundEffectInstance>();
toBeRecycled = new List<SoundEffectInstance>();
}
else {
// Lets cycle through our playing list and see if any are stopped
// so that we can recycle them.
if (playing.Count > 0) {
foreach(var instance2 in playing) {
if (instance2.State == SoundState.Stopped) {
toBeRecycled.Add(instance2);
}
}
}
}
SoundEffectInstance instance = null;
if (toBeRecycled.Count > 0) {
foreach(var recycle in toBeRecycled) {
available.Add(recycle);
playing.Remove(recycle);
}
toBeRecycled.Clear();
}
if (available.Count > 0) {
instance = available[0];
playing.Add(instance);
available.Remove(instance);
//System.Console.WriteLine("from pool = " + playing.Count);
}
else {
instance = CreateInstance ();
playing.Add (instance);
//System.Console.WriteLine("pooled = " + playing.Count);
}
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;
}
}
}
}
|