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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
#region Using Statements
using System;
#if IPHONE
using OpenTK.Audio.OpenAL;
#elif MONOMAC
using MonoMac.OpenAL;
#endif
using Microsoft.Xna.Framework;
#endregion Statements
namespace Microsoft.Xna.Framework.Audio
{
public sealed class SoundEffectInstance : IDisposable
{
private bool isDisposed = false;
private SoundState soundState = SoundState.Stopped;
private OALSoundBuffer soundBuffer;
private OpenALSoundController controller;
private SoundEffect soundEffect;
float _volume = 1.0f;
bool _looped = false;
float _pan = 0;
float _pitch = 1.0f;
bool hasSourceId = false;
int sourceId;
public SoundEffectInstance (SoundEffect parent)
{
this.soundEffect = parent;
InitializeSound ();
}
private void InitializeSound ()
{
controller = OpenALSoundController.GetInstance;
soundBuffer = new OALSoundBuffer ();
soundBuffer.BindDataBuffer (soundEffect._data, soundEffect.Format, soundEffect.Size, (int)soundEffect.Rate);
soundBuffer.Reserved += HandleSoundBufferReserved;
soundBuffer.Recycled += HandleSoundBufferRecycled;
}
void HandleSoundBufferRecycled (object sender, EventArgs e)
{
sourceId = 0;
hasSourceId = false;
soundState = SoundState.Stopped;
//Console.WriteLine ("recycled: " + soundEffect.Name);
}
void HandleSoundBufferReserved (object sender, EventArgs e)
{
sourceId = soundBuffer.SourceId;
hasSourceId = true;
}
public void Dispose ()
{
this.Stop(true);
soundBuffer.Reserved -= HandleSoundBufferReserved;
soundBuffer.Recycled -= HandleSoundBufferRecycled;
soundBuffer.Dispose ();
soundBuffer = null;
isDisposed = true;
}
public void Apply3D (AudioListener listener, AudioEmitter emitter)
{
Apply3D ( new AudioListener[] { listener }, emitter);
}
public void Apply3D (AudioListener[] listeners, AudioEmitter emitter)
{
// get AL's listener position
float x, y, z;
AL.GetListener (ALListener3f.Position, out x, out y, out z);
for (int i = 0; i < listeners.Length; i++)
{
AudioListener listener = listeners[i];
// get the emitter offset from origin
Vector3 posOffset = emitter.Position - listener.Position;
// set up orientation matrix
Matrix orientation = Matrix.CreateWorld(Vector3.Zero, listener.Forward, listener.Up);
// set up our final position and velocity according to orientation of listener
Vector3 finalPos = new Vector3(x + posOffset.X, y + posOffset.Y, z + posOffset.Z);
finalPos = Vector3.Transform(finalPos, orientation);
Vector3 finalVel = emitter.Velocity;
finalVel = Vector3.Transform(finalVel, orientation);
// set the position based on relative positon
AL.Source(sourceId, ALSource3f.Position, finalPos.X, finalPos.Y, finalPos.Z);
AL.Source(sourceId, ALSource3f.Velocity, finalVel.X, finalVel.Y, finalVel.Z);
}
}
public void Pause ()
{
if (hasSourceId) {
controller.PauseSound (soundBuffer);
soundState = SoundState.Paused;
}
}
private void ApplyState ()
{
if (!hasSourceId)
return;
// Distance Model
AL.DistanceModel (ALDistanceModel.InverseDistanceClamped);
// Listener
// Pan
AL.Source (sourceId, ALSource3f.Position, _pan, 0, 0.1f);
// Volume
AL.Source (sourceId, ALSourcef.Gain, _volume);
// Looping
AL.Source (sourceId, ALSourceb.Looping, IsLooped);
// Pitch
AL.Source (sourceId, ALSourcef.Pitch, _pitch);
}
public void Play ()
{
int bufferId = soundBuffer.OpenALDataBuffer;
if (hasSourceId) {
return;
}
bool isSourceAvailable = controller.ReserveSource (soundBuffer);
if (!isSourceAvailable)
return;
AL.Source (soundBuffer.SourceId, ALSourcei.Buffer, bufferId);
ApplyState ();
controller.PlaySound (soundBuffer);
//Console.WriteLine ("playing: " + sourceId + " : " + soundEffect.Name);
soundState = SoundState.Playing;
}
public void Resume ()
{
if (hasSourceId) {
controller.PlaySound (soundBuffer);
}
soundState = SoundState.Playing;
}
public void Stop ()
{
if (hasSourceId && soundBuffer != null) {
controller.StopSound (soundBuffer);
}
soundState = SoundState.Stopped;
}
public void Stop (bool immediate)
{
Stop ();
}
public bool IsDisposed {
get {
return isDisposed;
}
}
public bool IsLooped {
get {
return _looped;
}
set {
_looped = value;
if (hasSourceId) {
// Looping
AL.Source (sourceId, ALSourceb.Looping, _looped);
}
}
}
public float Pan {
get {
return _pan;
}
set {
_pan = value;
if (hasSourceId) {
// Listener
// Pan
AL.Source (sourceId, ALSource3f.Position, _pan, 0.0f, 0.1f);
}
}
}
public float Pitch {
get {
return _pitch;
}
set {
_pitch = value;
if (hasSourceId) {
// Pitch
AL.Source (sourceId, ALSourcef.Pitch, _pitch);
}
}
}
private byte[] audioData;
internal byte[] EffectData {
get {
return audioData;
}
set {
audioData = value;
}
}
public SoundState State {
get {
return soundState;
}
}
public float Volume {
get {
return _volume;
}
set {
_volume = value;
if (hasSourceId) {
// Volume
AL.Source (sourceId, ALSourcef.Gain, _volume);
}
}
}
}
}
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