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moved sound classes into /Sound

This commit is contained in:
Ell 2021-07-05 16:36:48 +02:00
parent 642608a8a2
commit d1b229b589
6 changed files with 214 additions and 184 deletions

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@ -10,6 +10,7 @@ using MLEM.Input;
using MLEM.Misc;
using MLEM.Textures;
using MLEM.Ui.Style;
using SoundEffectInfo = MLEM.Sound.SoundEffectInfo;
namespace MLEM.Ui.Elements {
/// <summary>

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@ -5,6 +5,7 @@ using MLEM.Formatting;
using MLEM.Misc;
using MLEM.Textures;
using MLEM.Ui.Elements;
using SoundEffectInfo = MLEM.Sound.SoundEffectInfo;
namespace MLEM.Ui.Style {
/// <summary>

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@ -1,59 +1,13 @@
using System;
using Microsoft.Xna.Framework.Audio;
using MLEM.Extensions;
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 {
/// <inheritdoc />
[Obsolete("This class has been moved to MLEM.Sound.SoundEffectInfo in 5.1.0")]
public class SoundEffectInfo : Sound.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>
/// <param name="isLooped">The value to set the returned instance's <see cref="SoundEffectInstance.IsLooped"/> to. Defaults to false.</param>
/// <returns>A new sound effect instance, with this info's data applied</returns>
public SoundEffectInstance CreateInstance(bool isLooped = false) {
return this.Sound.CreateInstance(this.Volume, this.Pitch, this.Pan, isLooped);
/// <inheritdoc />
public SoundEffectInfo(SoundEffect sound, float volume = 1, float pitch = 0, float pan = 0) : base(sound, volume, pitch, pan) {
}
}

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@ -1,141 +1,13 @@
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 its <see cref="GameComponentCollection"/>.
/// </summary>
public class SoundEffectInstanceHandler : GameComponent, IEnumerable<SoundEffectInstance> {
private readonly List<Entry> playingSounds = new List<Entry>();
private AudioListener[] listeners;
/// <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 cref="Update()"/>
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.
/// If <see cref="SetListeners"/> has been called, all sounds will additionally be updated in 3D space.
/// 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);
} else {
entry.TryApply3D(this.listeners);
}
}
}
/// <summary>
/// Sets the collection <see cref="AudioListener"/> objects that should be listening to the sounds in this handler in 3D space.
/// If there are one or more listeners, this handler applies 3d effects to all sound effect instances that have been added to this handler along with an <see cref="AudioEmitter"/> in <see cref="Update(Microsoft.Xna.Framework.GameTime)"/> automatically.
/// </summary>
public void SetListeners(params AudioListener[] listeners) {
this.listeners = listeners;
}
/// <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>
/// 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) {
var entry = new Entry(instance, onStopped, emitter);
this.playingSounds.Add(entry);
instance.Play();
entry.TryApply3D(this.listeners);
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 />
[Obsolete("This class has been moved to MLEM.Sound.SoundEffectInstanceHandler in 5.1.0")]
public class SoundEffectInstanceHandler : Sound.SoundEffectInstanceHandler {
/// <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;
}
public void TryApply3D(AudioListener[] listeners) {
if (listeners != null && listeners.Length > 0 && this.Emitter != null)
this.Instance.Apply3D(listeners, this.Emitter);
}
public SoundEffectInstanceHandler(Game game) : base(game) {
}
}

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@ -0,0 +1,60 @@
using Microsoft.Xna.Framework.Audio;
using MLEM.Extensions;
namespace MLEM.Sound {
/// <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>
/// <param name="isLooped">The value to set the returned instance's <see cref="SoundEffectInstance.IsLooped"/> to. Defaults to false.</param>
/// <returns>A new sound effect instance, with this info's data applied</returns>
public SoundEffectInstance CreateInstance(bool isLooped = false) {
return this.Sound.CreateInstance(this.Volume, this.Pitch, this.Pan, isLooped);
}
}
}

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@ -0,0 +1,142 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
namespace MLEM.Sound {
/// <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 its <see cref="GameComponentCollection"/>.
/// </summary>
public class SoundEffectInstanceHandler : GameComponent, IEnumerable<SoundEffectInstance> {
private readonly List<Entry> playingSounds = new List<Entry>();
private AudioListener[] listeners;
/// <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 cref="Update()"/>
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.
/// If <see cref="SetListeners"/> has been called, all sounds will additionally be updated in 3D space.
/// 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);
} else {
entry.TryApply3D(this.listeners);
}
}
}
/// <summary>
/// Sets the collection <see cref="AudioListener"/> objects that should be listening to the sounds in this handler in 3D space.
/// If there are one or more listeners, this handler applies 3d effects to all sound effect instances that have been added to this handler along with an <see cref="AudioEmitter"/> in <see cref="Update(Microsoft.Xna.Framework.GameTime)"/> automatically.
/// </summary>
public void SetListeners(params AudioListener[] listeners) {
this.listeners = listeners;
}
/// <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>
/// 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) {
var entry = new Entry(instance, onStopped, emitter);
this.playingSounds.Add(entry);
instance.Play();
entry.TryApply3D(this.listeners);
return instance;
}
/// <summary>
/// Adds a new <see cref="Misc.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;
}
public void TryApply3D(AudioListener[] listeners) {
if (listeners != null && listeners.Length > 0 && this.Emitter != null)
this.Instance.Apply3D(listeners, this.Emitter);
}
}
}
}