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https://github.com/Ellpeck/MLEM.git
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added SoundEffectInstanceHandler
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parent
d4bbe84ba1
commit
05543dfea8
1 changed files with 99 additions and 29 deletions
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@ -1,3 +1,7 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Audio;
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@ -25,8 +29,6 @@ namespace MLEM.Misc {
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/// </summary>
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/// </summary>
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public float Pan;
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public float Pan;
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private AudioEmitter emitter;
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/// <summary>
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/// <summary>
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/// Creates a new sound effect info with the given values.
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/// Creates a new sound effect info with the given values.
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/// </summary>
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/// </summary>
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@ -49,33 +51,6 @@ namespace MLEM.Misc {
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return this.Sound.Play(this.Volume, this.Pitch, this.Pan);
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return this.Sound.Play(this.Volume, this.Pitch, this.Pan);
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}
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}
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/// <summary>
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/// Plays this info's <see cref="Sound"/> once, with 3d positioning applied, to the given <see cref="listener"/>.
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/// The required <see cref="AudioEmitter"/> is automatically created and cached for future use.
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/// </summary>
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/// <param name="listener">Data about the listener</param>
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/// <param name="pos">The position to play the sound at</param>
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/// <param name="loop">Whether to loop the sound effect instance</param>
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/// <param name="dopplerScale">The emitter's doppler scale, defaults to 1</param>
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/// <param name="forward">The emitter's forward vector, defaults to <see cref="Vector3.Forward"/></param>
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/// <param name="up">The emitter's up vector, defaults to <see cref="Vector3.Up"/></param>
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/// <param name="velocity">The emitter's velocity, defaults to <see cref="Vector3.Zero"/></param>
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public SoundEffectInstance Play3D(AudioListener listener, Vector3 pos, bool loop = false, float? dopplerScale = null, Vector3? forward = null, Vector3? up = null, Vector3? velocity = null) {
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if (this.emitter == null)
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this.emitter = new AudioEmitter();
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this.emitter.Position = pos;
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this.emitter.DopplerScale = dopplerScale ?? 1;
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this.emitter.Forward = forward ?? Vector3.Forward;
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this.emitter.Up = up ?? Vector3.Up;
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this.emitter.Velocity = velocity ?? Vector3.Zero;
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var inst = this.CreateInstance();
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inst.IsLooped = loop;
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inst.Apply3D(listener, this.emitter);
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inst.Play();
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return inst;
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}
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/// <summary>
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/// <summary>
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/// Creates a new <see cref="SoundEffectInstance"/> with this sound effect info's data.
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/// Creates a new <see cref="SoundEffectInstance"/> with this sound effect info's data.
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/// </summary>
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/// </summary>
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@ -89,4 +64,99 @@ namespace MLEM.Misc {
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}
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}
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}
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}
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/// <summary>
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/// A simple class that handles automatically removing and disposing <see cref="SoundEffectInstance"/> objects once they are done playing to free up the audio source for new sounds.
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/// Additionally, a callback can be registered that is invoked when the <see cref="SoundEffectInstance"/> finishes playing.
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/// Note that an object of this class can be added to a <see cref="Game"/> using <see cref="GameComponentCollection.Add"/>.
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/// </summary>
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public class SoundEffectInstanceHandler : GameComponent, IEnumerable<SoundEffectInstance> {
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private readonly List<Entry> playingSounds = new List<Entry>();
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/// <summary>
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/// Creates a new sound effect instance handler with the given settings
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/// </summary>
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/// <param name="game">The game instance</param>
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public SoundEffectInstanceHandler(Game game) : base(game) {
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}
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/// <inheritdoc />
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public override void Update(GameTime gameTime) {
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this.Update();
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}
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/// <summary>
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/// Updates this sound effect handler and manages all of the <see cref="SoundEffectInstance"/> objects in it.
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/// This should be called each update frame.
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/// </summary>
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public void Update() {
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for (var i = this.playingSounds.Count - 1; i >= 0; i--) {
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var entry = this.playingSounds[i];
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if (entry.Instance.IsDisposed || entry.Instance.State == SoundState.Stopped) {
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entry.Instance.Stop(true);
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entry.OnStopped?.Invoke(entry.Instance);
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this.playingSounds.RemoveAt(i);
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}
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}
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}
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/// <summary>
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/// Adds a new <see cref="SoundEffectInstance"/> to this handler.
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/// This also starts playing the instance.
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/// </summary>
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/// <param name="instance">The instance to add</param>
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/// <param name="onStopped">The function that should be invoked when this instance stops playing, defaults to null</param>
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/// <returns>The passed instance, for chaining</returns>
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public SoundEffectInstance Add(SoundEffectInstance instance, Action<SoundEffectInstance> onStopped = null) {
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this.playingSounds.Add(new Entry(instance, onStopped));
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instance.Play();
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return instance;
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}
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/// <summary>
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/// Adds a new <see cref="SoundEffectInfo"/> to this handler.
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/// This also starts playing the created instance.
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/// </summary>
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/// <param name="info">The info for which to add a <see cref="SoundEffectInstance"/></param>
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/// <param name="onStopped">The function that should be invoked when this instance stops playing, defaults to null</param>
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/// <returns>The newly created <see cref="SoundEffectInstance"/></returns>
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public SoundEffectInstance Add(SoundEffectInfo info, Action<SoundEffectInstance> onStopped = null) {
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return this.Add(info.CreateInstance(), onStopped);
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}
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/// <summary>
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/// Adds a new <see cref="SoundEffect"/> to this handler.
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/// This also starts playing the created instance.
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/// </summary>
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/// <param name="effect">The sound for which to add a <see cref="SoundEffectInstance"/></param>
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/// <param name="onStopped">The function that should be invoked when this instance stops playing, defaults to null</param>
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/// <returns>The newly created <see cref="SoundEffectInstance"/></returns>
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public SoundEffectInstance Add(SoundEffect effect, Action<SoundEffectInstance> onStopped = null) {
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return this.Add(effect.CreateInstance(), onStopped);
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}
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/// <inheritdoc />
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public IEnumerator<SoundEffectInstance> GetEnumerator() {
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foreach (var sound in this.playingSounds)
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yield return sound.Instance;
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}
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IEnumerator IEnumerable.GetEnumerator() {
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return this.GetEnumerator();
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}
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private readonly struct Entry {
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public readonly SoundEffectInstance Instance;
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public readonly Action<SoundEffectInstance> OnStopped;
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public Entry(SoundEffectInstance instance, Action<SoundEffectInstance> onStopped) {
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this.Instance = instance;
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this.OnStopped = onStopped;
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}
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}
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}
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}
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}
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