Beispiel #1
0
        public XactSound(AudioEngine engine, SoundBank soundBank, BinaryReader soundReader)
        {
            _soundBank = soundBank;

            var flags = soundReader.ReadByte();

            _complexSound = (flags & 0x1) != 0;
            var hasRPCs = (flags & 0x0E) != 0;
            var hasDSPs = (flags & 0x10) != 0;

            _categoryID = soundReader.ReadUInt16();
            _volume     = XactHelpers.ParseVolumeFromDecibels(soundReader.ReadByte());
            _pitch      = soundReader.ReadInt16() / 1000.0f;
            soundReader.ReadByte();   //priority
            soundReader.ReadUInt16(); // filter stuff?

            var numClips = 0;

            if (_complexSound)
            {
                numClips = soundReader.ReadByte();
            }
            else
            {
                _trackIndex    = soundReader.ReadUInt16();
                _waveBankIndex = soundReader.ReadByte();
            }

            if (!hasRPCs)
            {
                RpcCurves = new int[0];
            }
            else
            {
                var current = soundReader.BaseStream.Position;

                // This doesn't seem to be used... might have been there
                // to allow for some future file format expansion.
                var dataLength = soundReader.ReadUInt16();

                var numPresets = soundReader.ReadByte();
                RpcCurves = new int[numPresets];
                for (var i = 0; i < numPresets; i++)
                {
                    RpcCurves[i] = engine.GetRpcIndex(soundReader.ReadUInt32());
                }

                // Just in case seek to the right spot.
                soundReader.BaseStream.Seek(current + dataLength, SeekOrigin.Begin);
            }

            if (!hasDSPs)
            {
                _useReverb = false;
            }
            else
            {
                // The file format for this seems to follow the pattern for
                // the RPC curves above, but in this case XACT only supports
                // a single effect...  Microsoft Reverb... so just set it.
                _useReverb = true;
                soundReader.BaseStream.Seek(7, SeekOrigin.Current);
            }

            if (_complexSound)
            {
                _soundClips = new XactClip[numClips];
                for (int i = 0; i < numClips; i++)
                {
                    _soundClips[i] = new XactClip(soundBank, soundReader, _useReverb);
                }
            }

            var category = engine.Categories[_categoryID];

            category.AddSound(this);
        }