Beispiel #1
0
        private bool StreamAudio()
        {
            // The size of our abstracted buffer.
            const int BUFFER_SIZE = 4096 * 2;

            // Store our abstracted buffer into here.
            List <float> data = new List <float>();

            // We'll store this here, so alBufferData can use it too.
            TheoraPlay.THEORAPLAY_AudioPacket currentAudio;
            currentAudio.channels = 0;
            currentAudio.freq     = 0;

            // There might be an initial period of silence, so forcibly push through.
            while (audioStream.State == SoundState.Stopped &&
                   TheoraPlay.THEORAPLAY_availableAudio(Video.theoraDecoder) == 0)
            {
                ;
            }

            // Add to the buffer from the decoder until it's large enough.
            while (data.Count < BUFFER_SIZE &&
                   TheoraPlay.THEORAPLAY_availableAudio(Video.theoraDecoder) > 0)
            {
                IntPtr audioPtr = TheoraPlay.THEORAPLAY_getAudio(Video.theoraDecoder);
                currentAudio = TheoraPlay.getAudioPacket(audioPtr);
                data.AddRange(
                    TheoraPlay.getSamples(
                        currentAudio.samples,
                        currentAudio.frames * currentAudio.channels
                        )
                    );
                TheoraPlay.THEORAPLAY_freeAudio(audioPtr);
            }

            // If we actually got data, buffer it into OpenAL.
            if (data.Count > 0)
            {
                audioStream.SubmitFloatBuffer(
                    data.ToArray(),
                    currentAudio.channels,
                    currentAudio.freq
                    );
                return(true);
            }
            return(false);
        }