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MLEM/MLEM/Sound/SoundEffectInstanceHandler.cs
2022-06-17 18:23:47 +02:00

173 lines
8.4 KiB
C#

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<SoundEffectInstanceHandler.Entry> {
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.StopAndNotify();
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>
/// Stops all of the sound effect instances in this handler
/// </summary>
public void Stop() {
this.playingSounds.RemoveAll(e => {
e.StopAndNotify();
return true;
});
}
/// <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);
}
/// <summary>Returns an enumerator that iterates through the collection.</summary>
/// <returns>An enumerator that can be used to iterate through the collection.</returns>
public IEnumerator<Entry> GetEnumerator() {
return this.playingSounds.GetEnumerator();
}
/// <summary>Returns an enumerator that iterates through a collection.</summary>
/// <returns>An <see cref="T:System.Collections.IEnumerator"></see> object that can be used to iterate through the collection.</returns>
IEnumerator IEnumerable.GetEnumerator() {
return this.GetEnumerator();
}
/// <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;
/// <summary>
/// An action that is invoked when this entry's <see cref="Instance"/> is stopped or after it finishes naturally.
/// This action is invoked in <see cref="SoundEffectInstanceHandler.Update()"/>.
/// </summary>
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;
internal Entry(SoundEffectInstance instance, Action<SoundEffectInstance> onStopped, AudioEmitter emitter) {
this.Instance = instance;
this.OnStopped = onStopped;
this.Emitter = emitter;
}
internal void TryApply3D(AudioListener[] listeners) {
if (listeners != null && listeners.Length > 0 && this.Emitter != null)
this.Instance.Apply3D(listeners, this.Emitter);
}
internal void StopAndNotify() {
this.Instance.Stop(true);
this.OnStopped?.Invoke(this.Instance);
}
}
}
}