mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-22 20:58:34 +01:00
allow pausing, resuming and applying 3d to the sound effect instance handler and move it to its own file
This commit is contained in:
parent
05543dfea8
commit
c85666502c
3 changed files with 135 additions and 102 deletions
|
@ -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 {
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
134
MLEM/Misc/SoundEffectInstanceHandler.cs
Normal file
134
MLEM/Misc/SoundEffectInstanceHandler.cs
Normal file
|
@ -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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue