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81 lines
No EOL
3.9 KiB
C#
81 lines
No EOL
3.9 KiB
C#
using System;
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using Microsoft.Xna.Framework.Audio;
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using MLEM.Extensions;
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namespace MLEM.Sound {
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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="RandomPitchModifier"/> can be applied, a <see cref="SoundEffectInstance"/> can be created using <see cref="CreateInstance"/>, and more.
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/// </summary>
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public class SoundEffectInfo {
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private static readonly Random Random = new Random();
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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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/// To incorporate <see cref="RandomPitchModifier"/>, you can use <see cref="GetRandomPitch"/>.
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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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/// A value that allows randomly modifying <see cref="Pitch"/> every time <see cref="Play"/> or <see cref="CreateInstance"/> are used.
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/// The random modifier that is added onto <see cref="Pitch"/> will be between -<see cref="RandomPitchModifier"/> and <see cref="RandomPitchModifier"/>.
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/// </summary>
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public float RandomPitchModifier;
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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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/// 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"/>.
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/// If <see cref="RandomPitchModifier"/> is 0, this method always returns <see cref="Pitch"/>.
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/// </summary>
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/// <returns>A random pitch to use to play this sound effect</returns>
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public float GetRandomPitch() {
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if (this.RandomPitchModifier == 0)
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return this.Pitch;
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return this.Pitch + ((float) Random.NextDouble() * 2 - 1) * this.RandomPitchModifier;
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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.GetRandomPitch(), 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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/// <param name="isLooped">The value to set the returned instance's <see cref="SoundEffectInstance.IsLooped"/> to. Defaults to false.</param>
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/// <returns>A new sound effect instance, with this info's data applied</returns>
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public SoundEffectInstance CreateInstance(bool isLooped = false) {
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return this.Sound.CreateInstance(this.Volume, this.GetRandomPitch(), this.Pan, isLooped);
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}
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}
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} |