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allow pausing, resuming and applying 3d to the sound effect instance handler and move it to its own file

This commit is contained in:
Ell 2021-01-24 19:43:47 +01:00
parent 05543dfea8
commit c85666502c
3 changed files with 135 additions and 102 deletions

View file

@ -5,7 +5,6 @@ using System.Text.RegularExpressions;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Textures;
namespace MLEM.Data {

View file

@ -1,14 +1,9 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
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"/> and a 3D sound can be played using <see cref="Play3D"/>.
/// Additionally, a <see cref="SoundEffectInstance"/> can be created using <see cref="CreateInstance"/>.
/// </summary>
public class SoundEffectInfo {
@ -64,99 +59,4 @@ namespace MLEM.Misc {
}
}
/// <summary>
/// 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.
/// Additionally, a callback can be registered that is invoked when the <see cref="SoundEffectInstance"/> finishes playing.
/// Note that an object of this class can be added to a <see cref="Game"/> using <see cref="GameComponentCollection.Add"/>.
/// </summary>
public class SoundEffectInstanceHandler : GameComponent, IEnumerable<SoundEffectInstance> {
private readonly List<Entry> playingSounds = new List<Entry>();
/// <summary>
/// Creates a new sound effect instance handler with the given settings
/// </summary>
/// <param name="game">The game instance</param>
public SoundEffectInstanceHandler(Game game) : base(game) {
}
/// <inheritdoc />
public override void Update(GameTime gameTime) {
this.Update();
}
/// <summary>
/// Updates this sound effect handler and manages all of the <see cref="SoundEffectInstance"/> objects in it.
/// This should be called each update frame.
/// </summary>
public void Update() {
for (var i = this.playingSounds.Count - 1; i >= 0; i--) {
var entry = this.playingSounds[i];
if (entry.Instance.IsDisposed || entry.Instance.State == SoundState.Stopped) {
entry.Instance.Stop(true);
entry.OnStopped?.Invoke(entry.Instance);
this.playingSounds.RemoveAt(i);
}
}
}
/// <summary>
/// Adds a new <see cref="SoundEffectInstance"/> to this handler.
/// This also starts playing the instance.
/// </summary>
/// <param name="instance">The instance to add</param>
/// <param name="onStopped">The function that should be invoked when this instance stops playing, defaults to null</param>
/// <returns>The passed instance, for chaining</returns>
public SoundEffectInstance Add(SoundEffectInstance instance, Action<SoundEffectInstance> onStopped = null) {
this.playingSounds.Add(new Entry(instance, onStopped));
instance.Play();
return instance;
}
/// <summary>
/// Adds a new <see cref="SoundEffectInfo"/> to this handler.
/// This also starts playing the created instance.
/// </summary>
/// <param name="info">The info for which to add a <see cref="SoundEffectInstance"/></param>
/// <param name="onStopped">The function that should be invoked when this instance stops playing, defaults to null</param>
/// <returns>The newly created <see cref="SoundEffectInstance"/></returns>
public SoundEffectInstance Add(SoundEffectInfo info, Action<SoundEffectInstance> onStopped = null) {
return this.Add(info.CreateInstance(), onStopped);
}
/// <summary>
/// Adds a new <see cref="SoundEffect"/> to this handler.
/// This also starts playing the created instance.
/// </summary>
/// <param name="effect">The sound for which to add a <see cref="SoundEffectInstance"/></param>
/// <param name="onStopped">The function that should be invoked when this instance stops playing, defaults to null</param>
/// <returns>The newly created <see cref="SoundEffectInstance"/></returns>
public SoundEffectInstance Add(SoundEffect effect, Action<SoundEffectInstance> onStopped = null) {
return this.Add(effect.CreateInstance(), onStopped);
}
/// <inheritdoc />
public IEnumerator<SoundEffectInstance> GetEnumerator() {
foreach (var sound in this.playingSounds)
yield return sound.Instance;
}
IEnumerator IEnumerable.GetEnumerator() {
return this.GetEnumerator();
}
private readonly struct Entry {
public readonly SoundEffectInstance Instance;
public readonly Action<SoundEffectInstance> OnStopped;
public Entry(SoundEffectInstance instance, Action<SoundEffectInstance> onStopped) {
this.Instance = instance;
this.OnStopped = onStopped;
}
}
}
}

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@ -0,0 +1,134 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
namespace MLEM.Misc {
/// <summary>
/// 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.
/// Additionally, a callback can be registered that is invoked when the <see cref="SoundEffectInstance"/> finishes playing.
/// Note that an object of this class can be added to a <see cref="Game"/> using <see cref="GameComponentCollection.Add"/>.
/// </summary>
public class SoundEffectInstanceHandler : GameComponent, IEnumerable<SoundEffectInstance> {
private readonly List<Entry> playingSounds = new List<Entry>();
/// <summary>
/// Creates a new sound effect instance handler with the given settings
/// </summary>
/// <param name="game">The game instance</param>
public SoundEffectInstanceHandler(Game game) : base(game) {
}
/// <inheritdoc />
public override void Update(GameTime gameTime) {
this.Update();
}
/// <summary>
/// Updates this sound effect handler and manages all of the <see cref="SoundEffectInstance"/> objects in it.
/// This should be called each update frame.
/// </summary>
public void Update() {
for (var i = this.playingSounds.Count - 1; i >= 0; i--) {
var entry = this.playingSounds[i];
if (entry.Instance.IsDisposed || entry.Instance.State == SoundState.Stopped) {
entry.Instance.Stop(true);
entry.OnStopped?.Invoke(entry.Instance);
this.playingSounds.RemoveAt(i);
}
}
}
/// <summary>
/// Pauses all of the sound effect instances that are currently playing
/// </summary>
public void Pause() {
foreach (var entry in this.playingSounds)
entry.Instance.Pause();
}
/// <summary>
/// Resumes all of the sound effect instances in this handler
/// </summary>
public void Resume() {
foreach (var entry in this.playingSounds)
entry.Instance.Resume();
}
/// <summary>
/// Applies 3d effects to all sound effect instances that have been added to this handler along with an <see cref="AudioEmitter"/>
/// </summary>
/// <param name="listener">The audio listener that 3d sound should be applied for</param>
public void Apply3D(AudioListener listener) {
foreach (var entry in this.playingSounds) {
if (entry.Emitter != null)
entry.Instance.Apply3D(listener, entry.Emitter);
}
}
/// <summary>
/// Adds a new <see cref="SoundEffectInstance"/> to this handler.
/// This also starts playing the instance.
/// </summary>
/// <param name="instance">The instance to add</param>
/// <param name="onStopped">The function that should be invoked when this instance stops playing, defaults to null</param>
/// <param name="emitter">An optional audio emitter with which 3d sound can be applied</param>
/// <returns>The passed instance, for chaining</returns>
public SoundEffectInstance Add(SoundEffectInstance instance, Action<SoundEffectInstance> onStopped = null, AudioEmitter emitter = null) {
this.playingSounds.Add(new Entry(instance, onStopped, emitter));
instance.Play();
return instance;
}
/// <summary>
/// Adds a new <see cref="SoundEffectInfo"/> to this handler.
/// This also starts playing the created instance.
/// </summary>
/// <param name="info">The info for which to add a <see cref="SoundEffectInstance"/></param>
/// <param name="onStopped">The function that should be invoked when this instance stops playing, defaults to null</param>
/// <param name="emitter">An optional audio emitter with which 3d sound can be applied</param>
/// <returns>The newly created <see cref="SoundEffectInstance"/></returns>
public SoundEffectInstance Add(SoundEffectInfo info, Action<SoundEffectInstance> onStopped = null, AudioEmitter emitter = null) {
return this.Add(info.CreateInstance(), onStopped, emitter);
}
/// <summary>
/// Adds a new <see cref="SoundEffect"/> to this handler.
/// This also starts playing the created instance.
/// </summary>
/// <param name="effect">The sound for which to add a <see cref="SoundEffectInstance"/></param>
/// <param name="onStopped">The function that should be invoked when this instance stops playing, defaults to null</param>
/// <param name="emitter">An optional audio emitter with which 3d sound can be applied</param>
/// <returns>The newly created <see cref="SoundEffectInstance"/></returns>
public SoundEffectInstance Add(SoundEffect effect, Action<SoundEffectInstance> onStopped = null, AudioEmitter emitter = null) {
return this.Add(effect.CreateInstance(), onStopped, emitter);
}
/// <inheritdoc />
public IEnumerator<SoundEffectInstance> GetEnumerator() {
foreach (var sound in this.playingSounds)
yield return sound.Instance;
}
IEnumerator IEnumerable.GetEnumerator() {
return this.GetEnumerator();
}
private readonly struct Entry {
public readonly SoundEffectInstance Instance;
public readonly Action<SoundEffectInstance> OnStopped;
public readonly AudioEmitter Emitter;
public Entry(SoundEffectInstance instance, Action<SoundEffectInstance> onStopped, AudioEmitter emitter) {
this.Instance = instance;
this.OnStopped = onStopped;
this.Emitter = emitter;
}
}
}
}