mirror of
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162 lines
7 KiB
C#
162 lines
7 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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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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/// <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"/> and a 3D sound can be played using <see cref="Play3D"/>.
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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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/// <returns>A new sound effect instance, with this info's data applied</returns>
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public SoundEffectInstance CreateInstance() {
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var instance = this.Sound.CreateInstance();
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instance.Volume = this.Volume;
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instance.Pitch = this.Pitch;
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instance.Pan = this.Pan;
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return instance;
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}
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}
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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 <see cref="GameComponentCollection.Add"/>.
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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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/// <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 />
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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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/// 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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}
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}
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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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/// <returns>The passed instance, for chaining</returns>
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public SoundEffectInstance Add(SoundEffectInstance instance, Action<SoundEffectInstance> onStopped = null) {
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this.playingSounds.Add(new Entry(instance, onStopped));
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instance.Play();
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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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/// <returns>The newly created <see cref="SoundEffectInstance"/></returns>
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public SoundEffectInstance Add(SoundEffectInfo info, Action<SoundEffectInstance> onStopped = null) {
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return this.Add(info.CreateInstance(), onStopped);
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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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/// <returns>The newly created <see cref="SoundEffectInstance"/></returns>
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public SoundEffectInstance Add(SoundEffect effect, Action<SoundEffectInstance> onStopped = null) {
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return this.Add(effect.CreateInstance(), onStopped);
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}
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/// <inheritdoc />
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public IEnumerator<SoundEffectInstance> GetEnumerator() {
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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 Entry(SoundEffectInstance instance, Action<SoundEffectInstance> onStopped) {
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this.Instance = instance;
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this.OnStopped = onStopped;
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}
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}
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}
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} |