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allow pausing, resuming and applying 3d to the sound effect instance handler and move it to its own file
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05543dfea8
commit
c85666502c
3 changed files with 135 additions and 102 deletions
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@ -5,7 +5,6 @@ using System.Text.RegularExpressions;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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using MLEM.Textures;
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namespace MLEM.Data {
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@ -1,14 +1,9 @@
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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.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"/> and a 3D sound can be played using <see cref="Play3D"/>.
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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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@ -64,99 +59,4 @@ namespace MLEM.Misc {
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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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134
MLEM/Misc/SoundEffectInstanceHandler.cs
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134
MLEM/Misc/SoundEffectInstanceHandler.cs
Normal file
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@ -0,0 +1,134 @@
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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 Microsoft.Xna.Framework;
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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 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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/// Pauses all of the sound effect instances that are currently playing
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/// </summary>
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public void Pause() {
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foreach (var entry in this.playingSounds)
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entry.Instance.Pause();
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}
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/// <summary>
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/// Resumes all of the sound effect instances in this handler
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/// </summary>
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public void Resume() {
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foreach (var entry in this.playingSounds)
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entry.Instance.Resume();
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}
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/// <summary>
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/// Applies 3d effects to all sound effect instances that have been added to this handler along with an <see cref="AudioEmitter"/>
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/// </summary>
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/// <param name="listener">The audio listener that 3d sound should be applied for</param>
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public void Apply3D(AudioListener listener) {
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foreach (var entry in this.playingSounds) {
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if (entry.Emitter != null)
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entry.Instance.Apply3D(listener, entry.Emitter);
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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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/// <param name="emitter">An optional audio emitter with which 3d sound can be applied</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, AudioEmitter emitter = null) {
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this.playingSounds.Add(new Entry(instance, onStopped, emitter));
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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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/// <param name="emitter">An optional audio emitter with which 3d sound can be applied</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, AudioEmitter emitter = null) {
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return this.Add(info.CreateInstance(), onStopped, emitter);
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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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/// <param name="emitter">An optional audio emitter with which 3d sound can be applied</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, AudioEmitter emitter = null) {
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return this.Add(effect.CreateInstance(), onStopped, emitter);
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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 readonly AudioEmitter Emitter;
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public Entry(SoundEffectInstance instance, Action<SoundEffectInstance> onStopped, AudioEmitter emitter) {
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this.Instance = instance;
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this.OnStopped = onStopped;
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this.Emitter = emitter;
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}
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}
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}
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}
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