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allow enumerating SoundEffectInstanceHandler entries

This commit is contained in:
Ell 2021-08-02 20:34:13 +02:00
parent 0c45f2d8e6
commit db7ee04d30
2 changed files with 22 additions and 7 deletions

View file

@ -16,6 +16,7 @@ Improvements
- Added customizable overloads for Keybind, Combination and GenericInput ToString methods - Added customizable overloads for Keybind, Combination and GenericInput ToString methods
- Moved ColorHelper.Invert to ColorExtensions.Invert - Moved ColorHelper.Invert to ColorExtensions.Invert
- Removed LINQ Any and All usage in various methods to improve memory usage - Removed LINQ Any and All usage in various methods to improve memory usage
- Allow enumerating SoundEffectInstanceHandler entries
Fixes Fixes
- Set default values for InputHandler held and pressed keys to avoid an exception if buttons are held in the very first frame - Set default values for InputHandler held and pressed keys to avoid an exception if buttons are held in the very first frame

View file

@ -10,7 +10,7 @@ namespace MLEM.Sound {
/// Additionally, a callback can be registered that is invoked when the <see cref="SoundEffectInstance"/> finishes playing. /// 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"/>. /// Note that an object of this class can be added to a <see cref="Game"/> using its <see cref="GameComponentCollection"/>.
/// </summary> /// </summary>
public class SoundEffectInstanceHandler : GameComponent, IEnumerable<SoundEffectInstance> { public class SoundEffectInstanceHandler : GameComponent, IEnumerable<SoundEffectInstanceHandler.Entry> {
private readonly List<Entry> playingSounds = new List<Entry>(); private readonly List<Entry> playingSounds = new List<Entry>();
private AudioListener[] listeners; private AudioListener[] listeners;
@ -110,28 +110,42 @@ namespace MLEM.Sound {
} }
/// <inheritdoc /> /// <inheritdoc />
public IEnumerator<SoundEffectInstance> GetEnumerator() { public IEnumerator<Entry> GetEnumerator() {
foreach (var sound in this.playingSounds) return this.playingSounds.GetEnumerator();
yield return sound.Instance;
} }
IEnumerator IEnumerable.GetEnumerator() { IEnumerator IEnumerable.GetEnumerator() {
return this.GetEnumerator(); return this.GetEnumerator();
} }
private readonly struct Entry { /// <summary>
/// An entry in a <see cref="SoundEffectInstanceHandler"/>.
/// Each entry stores the <see cref="SoundEffectInstance"/> that is being played, as well as the additional data passed through <see cref="SoundEffectInstanceHandler.Add(Microsoft.Xna.Framework.Audio.SoundEffectInstance,System.Action{Microsoft.Xna.Framework.Audio.SoundEffectInstance},Microsoft.Xna.Framework.Audio.AudioEmitter)"/>.
/// </summary>
public readonly struct Entry {
/// <summary>
/// The sound effect instance that this entry is playing
/// </summary>
public readonly SoundEffectInstance Instance; public readonly SoundEffectInstance Instance;
/// <summary>
/// An action that is invoked when this entry's <see cref="Instance"/> is stopped.
/// This action is invoked in <see cref="SoundEffectInstanceHandler.Update()"/>.
/// </summary>
public readonly Action<SoundEffectInstance> OnStopped; public readonly Action<SoundEffectInstance> OnStopped;
/// <summary>
/// The <see cref="AudioEmitter"/> that this sound effect instance is linked to.
/// If the underlying handler's <see cref="SoundEffectInstanceHandler.SetListeners"/> method has been called, 3D sound will be applied.
/// </summary>
public readonly AudioEmitter Emitter; public readonly AudioEmitter Emitter;
public Entry(SoundEffectInstance instance, Action<SoundEffectInstance> onStopped, AudioEmitter emitter) { internal Entry(SoundEffectInstance instance, Action<SoundEffectInstance> onStopped, AudioEmitter emitter) {
this.Instance = instance; this.Instance = instance;
this.OnStopped = onStopped; this.OnStopped = onStopped;
this.Emitter = emitter; this.Emitter = emitter;
} }
public void TryApply3D(AudioListener[] listeners) { internal void TryApply3D(AudioListener[] listeners) {
if (listeners != null && listeners.Length > 0 && this.Emitter != null) if (listeners != null && listeners.Length > 0 && this.Emitter != null)
this.Instance.Apply3D(listeners, this.Emitter); this.Instance.Apply3D(listeners, this.Emitter);
} }