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172 lines
No EOL
8.4 KiB
C#
172 lines
No EOL
8.4 KiB
C#
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<SoundEffectInstanceHandler.Entry> {
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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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/// <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.StopAndNotify();
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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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/// Stops all of the sound effect instances in this handler
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/// </summary>
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public void Stop() {
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this.playingSounds.RemoveAll(e => {
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e.StopAndNotify();
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return true;
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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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/// <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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/// <summary>Returns an enumerator that iterates through the collection.</summary>
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/// <returns>An enumerator that can be used to iterate through the collection.</returns>
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public IEnumerator<Entry> GetEnumerator() {
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return this.playingSounds.GetEnumerator();
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}
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/// <summary>Returns an enumerator that iterates through a collection.</summary>
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/// <returns>An <see cref="T:System.Collections.IEnumerator"></see> object that can be used to iterate through the collection.</returns>
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IEnumerator IEnumerable.GetEnumerator() {
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return this.GetEnumerator();
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}
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/// <summary>
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/// An entry in a <see cref="SoundEffectInstanceHandler"/>.
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/// 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)"/>.
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/// </summary>
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public readonly struct Entry {
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/// <summary>
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/// The sound effect instance that this entry is playing
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/// </summary>
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public readonly SoundEffectInstance Instance;
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/// <summary>
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/// An action that is invoked when this entry's <see cref="Instance"/> is stopped or after it finishes naturally.
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/// This action is invoked in <see cref="SoundEffectInstanceHandler.Update()"/>.
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/// </summary>
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public readonly Action<SoundEffectInstance> OnStopped;
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/// <summary>
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/// The <see cref="AudioEmitter"/> that this sound effect instance is linked to.
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/// If the underlying handler's <see cref="SoundEffectInstanceHandler.SetListeners"/> method has been called, 3D sound will be applied.
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/// </summary>
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public readonly AudioEmitter Emitter;
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internal 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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internal 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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internal void StopAndNotify() {
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this.Instance.Stop(true);
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this.OnStopped?.Invoke(this.Instance);
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}
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}
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}
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} |