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MLEM/MLEM/Sound/SoundEffectInfo.cs

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3.9 KiB
C#

using System;
using Microsoft.Xna.Framework.Audio;
using MLEM.Extensions;
namespace MLEM.Sound {
/// <summary>
/// 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.
/// Additionally, a <see cref="RandomPitchModifier"/> can be applied, a <see cref="SoundEffectInstance"/> can be created using <see cref="CreateInstance"/>, and more.
/// </summary>
public class SoundEffectInfo {
private static readonly Random Random = new Random();
/// <summary>
/// The <see cref="SoundEffect"/> that is played by this info.
/// </summary>
public readonly SoundEffect Sound;
/// <summary>
/// Volume, ranging from 0.0 (silence) to 1.0 (full volume). Volume during playback is scaled by SoundEffect.MasterVolume.
/// </summary>
public float Volume;
/// <summary>
/// Pitch adjustment, ranging from -1.0 (down an octave) to 0.0 (no change) to 1.0 (up an octave).
/// To incorporate <see cref="RandomPitchModifier"/>, you can use <see cref="GetRandomPitch"/>.
/// </summary>
public float Pitch;
/// <summary>
/// Pan value ranging from -1.0 (left speaker) to 0.0 (centered), 1.0 (right speaker).
/// </summary>
public float Pan;
/// <summary>
/// A value that allows randomly modifying <see cref="Pitch"/> every time <see cref="Play"/> or <see cref="CreateInstance"/> are used.
/// The random modifier that is added onto <see cref="Pitch"/> will be between -<see cref="RandomPitchModifier"/> and <see cref="RandomPitchModifier"/>.
/// </summary>
public float RandomPitchModifier;
/// <summary>
/// Creates a new sound effect info with the given values.
/// </summary>
/// <param name="sound">The sound to play</param>
/// <param name="volume">The volume to play the sound with</param>
/// <param name="pitch">The pitch to play the sound with</param>
/// <param name="pan">The pan to play the sound with</param>
public SoundEffectInfo(SoundEffect sound, float volume = 1, float pitch = 0, float pan = 0) {
this.Sound = sound;
this.Volume = volume;
this.Pitch = pitch;
this.Pan = pan;
}
/// <summary>
/// Returns a random pitch for this sound effect info that is between <see cref="Pitch"/> - <see cref="RandomPitchModifier"/> and <see cref="Pitch"/> + <see cref="RandomPitchModifier"/>.
/// If <see cref="RandomPitchModifier"/> is 0, this method always returns <see cref="Pitch"/>.
/// </summary>
/// <returns>A random pitch to use to play this sound effect</returns>
public float GetRandomPitch() {
if (this.RandomPitchModifier == 0)
return this.Pitch;
return this.Pitch + ((float) Random.NextDouble() * 2 - 1) * this.RandomPitchModifier;
}
/// <summary>
/// Plays this info's <see cref="Sound"/> once.
/// </summary>
/// <returns>False if more sounds are currently playing than the platform allows</returns>
public bool Play() {
return this.Sound.Play(this.Volume, this.GetRandomPitch(), this.Pan);
}
/// <summary>
/// Creates a new <see cref="SoundEffectInstance"/> with this sound effect info's data.
/// </summary>
/// <param name="isLooped">The value to set the returned instance's <see cref="SoundEffectInstance.IsLooped"/> to. Defaults to false.</param>
/// <returns>A new sound effect instance, with this info's data applied</returns>
public SoundEffectInstance CreateInstance(bool isLooped = false) {
return this.Sound.CreateInstance(this.Volume, this.GetRandomPitch(), this.Pan, isLooped);
}
}
}