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added a Play3D shorthand to SoundEffectInfo

This commit is contained in:
Ell 2021-01-24 15:52:01 +01:00
parent fc9b93b129
commit 05d80524e6

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@ -1,9 +1,10 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
namespace MLEM.Misc {
/// <summary>
/// A sound effect info is a wrapper around <see cref="SoundEffect"/> that additionally stores <see cref="Volume"/>, <see cref="Pitch"/> and <see cref="Pan"/> information.
/// Additionally, a <see cref="SoundEffectInstance"/> can be created using <see cref="CreateInstance"/>.
/// Additionally, a <see cref="SoundEffectInstance"/> can be created using <see cref="CreateInstance"/> and a 3D sound can be played using <see cref="Play3D"/>.
/// </summary>
public class SoundEffectInfo {
@ -24,6 +25,8 @@ namespace MLEM.Misc {
/// </summary>
public float Pan;
private AudioEmitter emitter;
/// <summary>
/// Creates a new sound effect info with the given values.
/// </summary>
@ -46,6 +49,30 @@ namespace MLEM.Misc {
return this.Sound.Play(this.Volume, this.Pitch, this.Pan);
}
/// <summary>
/// Plays this info's <see cref="Sound"/> once, with 3d positioning applied, to the given <see cref="listener"/>.
/// The required <see cref="AudioEmitter"/> is automatically created and cached for future use.
/// </summary>
/// <param name="listener">Data about the listener</param>
/// <param name="pos">The position to play the sound at</param>
/// <param name="dopplerScale">The emitter's doppler scale, defaults to 1</param>
/// <param name="forward">The emitter's forward vector, defaults to <see cref="Vector3.Forward"/></param>
/// <param name="up">The emitter's up vector, defaults to <see cref="Vector3.Up"/></param>
/// <param name="velocity">The emitter's velocity, defaults to <see cref="Vector3.Zero"/></param>
public void Play3D(AudioListener listener, Vector3 pos, float? dopplerScale = null, Vector3? forward = null, Vector3? up = null, Vector3? velocity = null) {
if (this.emitter == null)
this.emitter = new AudioEmitter();
this.emitter.Position = pos;
this.emitter.DopplerScale = dopplerScale ?? 1;
this.emitter.Forward = forward ?? Vector3.Forward;
this.emitter.Up = up ?? Vector3.Up;
this.emitter.Velocity = velocity ?? Vector3.Zero;
var inst = this.CreateInstance();
inst.Apply3D(listener, this.emitter);
inst.Play();
}
/// <summary>
/// Creates a new <see cref="SoundEffectInstance"/> with this sound effect info's data.
/// </summary>