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Drop SoundEffectInstance (mis)usage in favor of new SoundEffectInfo

This commit is contained in:
Ellpeck 2020-06-22 13:59:33 +02:00
parent 7dc08afa5a
commit 096131ce15
5 changed files with 68 additions and 27 deletions

View file

@ -362,11 +362,11 @@ namespace MLEM.Ui.Elements {
/// <summary>
/// A style property that contains the sound effect that is played when this element's <see cref="OnPressed"/> is called
/// </summary>
public StyleProp<SoundEffectInstance> ActionSound;
public StyleProp<SoundEffectInfo> ActionSound;
/// <summary>
/// A style property that contains the sound effect that is played when this element's <see cref="OnSecondaryPressed"/> is called
/// </summary>
public StyleProp<SoundEffectInstance> SecondActionSound;
public StyleProp<SoundEffectInfo> SecondActionSound;
/// <summary>
/// Creates a new element with the given anchor and size and sets up some default event reactions.

View file

@ -133,10 +133,10 @@ namespace MLEM.Ui.Style {
/// </summary>
public float TextScale = 1;
/// <summary>
/// The <see cref="SoundEffectInstance"/> that should be played when an element's <see cref="Element.OnPressed"/> and <see cref="Element.OnSecondaryPressed"/> events are called.
/// The <see cref="SoundEffectInfo"/> that should be played when an element's <see cref="Element.OnPressed"/> and <see cref="Element.OnSecondaryPressed"/> events are called.
/// Note that this sound is only played if the callbacks have any subscribers.
/// </summary>
public SoundEffectInstance ActionSound;
public SoundEffectInfo ActionSound;
}
}

View file

@ -210,11 +210,11 @@ namespace MLEM.Ui {
};
this.OnElementPressed += e => {
if (e.OnPressed != null)
e.ActionSound.Value?.Replay();
e.ActionSound.Value?.Play();
};
this.OnElementSecondaryPressed += e => {
if (e.OnSecondaryPressed != null)
e.SecondActionSound.Value?.Replay();
e.SecondActionSound.Value?.Play();
};
this.TextFormatter = new TextFormatter();

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@ -1,21 +0,0 @@
using System;
using Microsoft.Xna.Framework.Audio;
namespace MLEM.Extensions {
/// <summary>
/// A set of extensions for dealing wiht <see cref="SoundEffectInstance"/>
/// </summary>
public static class SoundExtensions {
/// <summary>
/// Stops and plays a sound effect instance in one call
/// </summary>
/// <param name="sound">The sound to stop and play</param>
[Obsolete("When using the .NET Core version of MonoGame, the replay issue has been fixed. Just call Play() instead.")]
public static void Replay(this SoundEffectInstance sound) {
sound.Stop();
sound.Play();
}
}
}

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@ -0,0 +1,62 @@
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"/>.
/// </summary>
public class SoundEffectInfo {
/// <summary>
/// The <see cref="SoundEffect"/> that is played by this info.
/// </summary>
public readonly SoundEffect Sound;
/// <summary>
/// Volume, ranging from 0.0 (silence) to 1.0 (full volume). Volume during playback is scaled by SoundEffect.MasterVolume.
/// </summary>
public float Volume;
/// <summary>
/// Pitch adjustment, ranging from -1.0 (down an octave) to 0.0 (no change) to 1.0 (up an octave).
/// </summary>
public float Pitch;
/// <summary>
/// Pan value ranging from -1.0 (left speaker) to 0.0 (centered), 1.0 (right speaker).
/// </summary>
public float Pan;
/// <summary>
/// Creates a new sound effect info with the given values.
/// </summary>
/// <param name="sound">The sound to play</param>
/// <param name="volume">The volume to play the sound with</param>
/// <param name="pitch">The pitch to play the sound with</param>
/// <param name="pan">The pan to play the sound with</param>
public SoundEffectInfo(SoundEffect sound, float volume = 1, float pitch = 0, float pan = 0) {
this.Sound = sound;
this.Volume = volume;
this.Pitch = pitch;
this.Pan = pan;
}
/// <summary>
/// Plays this info's <see cref="Sound"/> once.
/// </summary>
/// <returns>False if more sounds are currently playing than the platform allows</returns>
public bool Play() {
return this.Sound.Play(this.Volume, this.Pitch, this.Pan);
}
/// <summary>
/// Creates a new <see cref="SoundEffectInstance"/> with this sound effect info's data.
/// </summary>
/// <returns>A new sound effect instance, with this info's data applied</returns>
public SoundEffectInstance CreateInstance() {
var instance = this.Sound.CreateInstance();
instance.Volume = this.Volume;
instance.Pitch = this.Pitch;
instance.Pan = this.Pan;
return instance;
}
}
}