mirror of
https://github.com/Ellpeck/MLEM.git
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moved sound classes into /Sound
This commit is contained in:
parent
642608a8a2
commit
d1b229b589
6 changed files with 214 additions and 184 deletions
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@ -10,6 +10,7 @@ using MLEM.Input;
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using MLEM.Misc;
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using MLEM.Misc;
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using MLEM.Textures;
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using MLEM.Textures;
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using MLEM.Ui.Style;
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using MLEM.Ui.Style;
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using SoundEffectInfo = MLEM.Sound.SoundEffectInfo;
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namespace MLEM.Ui.Elements {
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namespace MLEM.Ui.Elements {
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/// <summary>
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/// <summary>
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@ -5,6 +5,7 @@ using MLEM.Formatting;
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using MLEM.Misc;
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using MLEM.Misc;
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using MLEM.Textures;
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using MLEM.Textures;
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using MLEM.Ui.Elements;
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using MLEM.Ui.Elements;
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using SoundEffectInfo = MLEM.Sound.SoundEffectInfo;
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namespace MLEM.Ui.Style {
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namespace MLEM.Ui.Style {
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/// <summary>
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/// <summary>
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@ -1,59 +1,13 @@
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using System;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Audio;
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using MLEM.Extensions;
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namespace MLEM.Misc {
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namespace MLEM.Misc {
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/// <summary>
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/// <inheritdoc />
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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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[Obsolete("This class has been moved to MLEM.Sound.SoundEffectInfo in 5.1.0")]
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/// Additionally, a <see cref="SoundEffectInstance"/> can be created using <see cref="CreateInstance"/>.
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public class SoundEffectInfo : Sound.SoundEffectInfo {
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/// </summary>
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public class SoundEffectInfo {
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/// <summary>
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/// <inheritdoc />
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/// The <see cref="SoundEffect"/> that is played by this info.
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public SoundEffectInfo(SoundEffect sound, float volume = 1, float pitch = 0, float pan = 0) : base(sound, volume, pitch, pan) {
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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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/// <param name="isLooped">The value to set the returned instance's <see cref="SoundEffectInstance.IsLooped"/> to. Defaults to false.</param>
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/// <returns>A new sound effect instance, with this info's data applied</returns>
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public SoundEffectInstance CreateInstance(bool isLooped = false) {
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return this.Sound.CreateInstance(this.Volume, this.Pitch, this.Pan, isLooped);
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}
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}
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}
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}
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@ -1,141 +1,13 @@
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using System;
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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;
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using Microsoft.Xna.Framework.Audio;
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namespace MLEM.Misc {
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namespace MLEM.Misc {
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/// <summary>
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/// <inheritdoc />
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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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[Obsolete("This class has been moved to MLEM.Sound.SoundEffectInstanceHandler in 5.1.0")]
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/// Additionally, a callback can be registered that is invoked when the <see cref="SoundEffectInstance"/> finishes playing.
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public class SoundEffectInstanceHandler : Sound.SoundEffectInstanceHandler {
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/// Note that an object of this class can be added to a <see cref="Game"/> using its <see cref="GameComponentCollection"/>.
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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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private AudioListener[] listeners;
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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 cref="Update()"/>
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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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/// If <see cref="SetListeners"/> has been called, all sounds will additionally be updated in 3D space.
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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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} else {
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entry.TryApply3D(this.listeners);
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}
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}
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}
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/// <summary>
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/// Sets the collection <see cref="AudioListener"/> objects that should be listening to the sounds in this handler in 3D space.
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/// 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.
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/// </summary>
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public void SetListeners(params AudioListener[] listeners) {
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this.listeners = listeners;
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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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/// 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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var entry = new Entry(instance, onStopped, emitter);
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this.playingSounds.Add(entry);
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instance.Play();
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entry.TryApply3D(this.listeners);
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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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/// <inheritdoc />
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public IEnumerator<SoundEffectInstance> GetEnumerator() {
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public SoundEffectInstanceHandler(Game game) : base(game) {
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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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public void TryApply3D(AudioListener[] listeners) {
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if (listeners != null && listeners.Length > 0 && this.Emitter != null)
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this.Instance.Apply3D(listeners, this.Emitter);
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}
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}
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}
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}
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}
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60
MLEM/Sound/SoundEffectInfo.cs
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60
MLEM/Sound/SoundEffectInfo.cs
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@ -0,0 +1,60 @@
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using Microsoft.Xna.Framework.Audio;
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using MLEM.Extensions;
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namespace MLEM.Sound {
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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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/// <param name="isLooped">The value to set the returned instance's <see cref="SoundEffectInstance.IsLooped"/> to. Defaults to false.</param>
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/// <returns>A new sound effect instance, with this info's data applied</returns>
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public SoundEffectInstance CreateInstance(bool isLooped = false) {
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return this.Sound.CreateInstance(this.Volume, this.Pitch, this.Pan, isLooped);
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}
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}
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}
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142
MLEM/Sound/SoundEffectInstanceHandler.cs
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142
MLEM/Sound/SoundEffectInstanceHandler.cs
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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.Sound {
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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 its <see cref="GameComponentCollection"/>.
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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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private AudioListener[] listeners;
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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 cref="Update()"/>
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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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/// If <see cref="SetListeners"/> has been called, all sounds will additionally be updated in 3D space.
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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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} else {
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entry.TryApply3D(this.listeners);
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}
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}
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}
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/// <summary>
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/// Sets the collection <see cref="AudioListener"/> objects that should be listening to the sounds in this handler in 3D space.
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/// 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.
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/// </summary>
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public void SetListeners(params AudioListener[] listeners) {
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this.listeners = listeners;
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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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|
}
|
||||||
|
|
||||||
|
/// <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);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in a new issue