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Drop SoundEffectInstance (mis)usage in favor of new SoundEffectInfo
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parent
7dc08afa5a
commit
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5 changed files with 68 additions and 27 deletions
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@ -362,11 +362,11 @@ namespace MLEM.Ui.Elements {
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/// <summary>
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/// A style property that contains the sound effect that is played when this element's <see cref="OnPressed"/> is called
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/// </summary>
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public StyleProp<SoundEffectInstance> ActionSound;
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public StyleProp<SoundEffectInfo> ActionSound;
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/// <summary>
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/// A style property that contains the sound effect that is played when this element's <see cref="OnSecondaryPressed"/> is called
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/// </summary>
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public StyleProp<SoundEffectInstance> SecondActionSound;
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public StyleProp<SoundEffectInfo> SecondActionSound;
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/// <summary>
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/// Creates a new element with the given anchor and size and sets up some default event reactions.
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@ -133,10 +133,10 @@ namespace MLEM.Ui.Style {
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/// </summary>
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public float TextScale = 1;
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/// <summary>
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/// The <see cref="SoundEffectInstance"/> that should be played when an element's <see cref="Element.OnPressed"/> and <see cref="Element.OnSecondaryPressed"/> events are called.
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/// The <see cref="SoundEffectInfo"/> that should be played when an element's <see cref="Element.OnPressed"/> and <see cref="Element.OnSecondaryPressed"/> events are called.
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/// Note that this sound is only played if the callbacks have any subscribers.
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/// </summary>
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public SoundEffectInstance ActionSound;
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public SoundEffectInfo ActionSound;
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}
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}
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@ -210,11 +210,11 @@ namespace MLEM.Ui {
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};
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this.OnElementPressed += e => {
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if (e.OnPressed != null)
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e.ActionSound.Value?.Replay();
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e.ActionSound.Value?.Play();
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};
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this.OnElementSecondaryPressed += e => {
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if (e.OnSecondaryPressed != null)
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e.SecondActionSound.Value?.Replay();
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e.SecondActionSound.Value?.Play();
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};
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this.TextFormatter = new TextFormatter();
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@ -1,21 +0,0 @@
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using System;
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using Microsoft.Xna.Framework.Audio;
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namespace MLEM.Extensions {
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/// <summary>
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/// A set of extensions for dealing wiht <see cref="SoundEffectInstance"/>
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/// </summary>
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public static class SoundExtensions {
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/// <summary>
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/// Stops and plays a sound effect instance in one call
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/// </summary>
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/// <param name="sound">The sound to stop and play</param>
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[Obsolete("When using the .NET Core version of MonoGame, the replay issue has been fixed. Just call Play() instead.")]
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public static void Replay(this SoundEffectInstance sound) {
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sound.Stop();
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sound.Play();
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}
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}
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}
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62
MLEM/Misc/SoundEffectInfo.cs
Normal file
62
MLEM/Misc/SoundEffectInfo.cs
Normal file
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@ -0,0 +1,62 @@
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using Microsoft.Xna.Framework.Audio;
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namespace MLEM.Misc {
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/// <summary>
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/// 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.
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/// Additionally, a <see cref="SoundEffectInstance"/> can be created using <see cref="CreateInstance"/>.
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/// </summary>
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public class SoundEffectInfo {
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/// <summary>
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/// The <see cref="SoundEffect"/> that is played by this info.
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/// </summary>
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public readonly SoundEffect Sound;
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/// <summary>
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/// Volume, ranging from 0.0 (silence) to 1.0 (full volume). Volume during playback is scaled by SoundEffect.MasterVolume.
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/// </summary>
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public float Volume;
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/// <summary>
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/// Pitch adjustment, ranging from -1.0 (down an octave) to 0.0 (no change) to 1.0 (up an octave).
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/// </summary>
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public float Pitch;
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/// <summary>
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/// Pan value ranging from -1.0 (left speaker) to 0.0 (centered), 1.0 (right speaker).
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/// </summary>
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public float Pan;
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/// <summary>
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/// Creates a new sound effect info with the given values.
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/// </summary>
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/// <param name="sound">The sound to play</param>
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/// <param name="volume">The volume to play the sound with</param>
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/// <param name="pitch">The pitch to play the sound with</param>
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/// <param name="pan">The pan to play the sound with</param>
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public SoundEffectInfo(SoundEffect sound, float volume = 1, float pitch = 0, float pan = 0) {
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this.Sound = sound;
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this.Volume = volume;
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this.Pitch = pitch;
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this.Pan = pan;
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}
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/// <summary>
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/// Plays this info's <see cref="Sound"/> once.
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/// </summary>
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/// <returns>False if more sounds are currently playing than the platform allows</returns>
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public bool Play() {
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return this.Sound.Play(this.Volume, this.Pitch, this.Pan);
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}
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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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/// </summary>
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/// <returns>A new sound effect instance, with this info's data applied</returns>
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public SoundEffectInstance CreateInstance() {
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var instance = this.Sound.CreateInstance();
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instance.Volume = this.Volume;
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instance.Pitch = this.Pitch;
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instance.Pan = this.Pan;
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return instance;
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}
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}
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}
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