public static void PlaySound(string filename) { var buffer = new SoundBuffer(filename); var sound = new Sound(buffer); sound.Play(); }
/// <summary> /// Play a sound /// </summary> private static void PlaySound() { // Load a sound buffer from a wav file SoundBuffer Buffer = new SoundBuffer("datas/sound/footsteps.wav"); // Display sound informations Console.WriteLine("footsteps.wav :"); Console.WriteLine(" " + Buffer.Duration + " sec"); Console.WriteLine(" " + Buffer.SampleRate + " samples / sec"); Console.WriteLine(" " + Buffer.ChannelsCount + " channels"); // Create a sound instance and play it Sound Sound = new Sound(Buffer); Sound.Play(); // Loop while the sound is playing while (Sound.Status == SoundStatus.Playing) { // Display the playing position Console.CursorLeft = 0; Console.Write("Playing... " + Sound.PlayingOffset + " sec "); // Leave some CPU time for other processes Thread.Sleep(100); } }
public void PlaySound(string name, bool loop = false, int volume = 100) { for (var i = 0; i < _sounds.Count; i++) { if (_sounds[i].Sound.Status == SoundStatus.Stopped) { _sounds[i].Dispose(); _sounds.RemoveAt(i); i--; } } if (name.Contains("background") && _sounds.Any(t => t.Name == name)) { if (_sounds.Single(t => t.Name == name).Sound.Status != SoundStatus.Playing) { _sounds.Single(t => t.Name == name).Sound.Play(); } } else { var sound = new Sound(ResourceManager.Instance[name] as SoundBuffer); _sounds.Add(new SoundData(name, sound)); sound.Loop = loop; sound.Volume = volume; sound.Play(); } }
public void PlaySound(string soundName) { var sound = new Sound(_sounds[soundName]) { Loop = true }; sound.Play(); }
public void PlaySound(string name) { Sound sound = new Sound(); if (m_SoundBufferList.ContainsKey(name)) { sound.SoundBuffer = m_SoundBufferList[name]; sound.Play(); } }
/// <summary> /// Plays this <see cref="IAudioStreamImp" />. /// </summary> /// <param name="loop"><c>true</c> if this <see cref="IAudioStreamImp" /> shall be looped; otherwise, <c>false</c>.</param> public void Play(bool loop) { if (IsStream) { _outputStream.Loop = loop; _outputStream.Play(); } else { _outputSound.Loop = loop; _outputSound.Play(); } }
public static void play(Sample sample, float volume = 0.65f, float pan = 0f, float pitch = 1f) { if (sample == null) return; if (Application.audio_disabled) return; var sound = new SA.Sound(); sounds.Add(sound); sound.SoundBuffer = sample.buffer; sound.Loop = false; sound.Pitch = pitch; sound.Volume = volume * volume * sample.volume_modifier * 100f; sound.Play(); }
/// <summary> /// initialize Player and Enemies, by calling the constructors /// </summary> public static void Initialize() { gTime = new GameTime(); BackgroundMusic = new Sound(new SoundBuffer("Sound/asia_1.ogg")); BackgroundMusic.Loop = true; BackgroundMusic.Volume = 30; BackgroundMusic.Play(); JumpSound = new Sound(new SoundBuffer("Sound/jumpSound.wav")); JumpSound.Volume = 100; map = new Map(new System.Drawing.Bitmap("Pictures/Map.bmp")); Player = new Player(new Vector2f(map.TileSize + 30,map.TileSize + 30)); enemy1 = new Enemy("Pictures/EnemyGreen.png", new Vector2f(800, 100), "Pictures/EnemyGreenMove.png"); enemy2 = new Enemy("Pictures/EnemyRed.png", new Vector2f(100, 600), "Pictures/EnemyGreenMove.png"); }
public void PlaySound(string soundName, double listenerX, double listenerY, double soundX, double soundY, int maxSoundDistance) { var distanceX = Math.Abs(listenerX - soundX); var distanceY = Math.Abs(listenerY - soundY); var totalDistance = Math.Sqrt((Math.Pow(distanceX, 2) + Math.Pow(distanceY, 2))); if (totalDistance > maxSoundDistance) return; var volume = (int)(maxSoundDistance - totalDistance) * (100 / maxSoundDistance); var sound = new Sound(_sounds[soundName]) { Volume = volume }; sound.Play(); }
static void Main(string[] args) { // Test(); // return; Logger.WriteLine(args[0]); AppDomain.CurrentDomain.UnhandledException += (sender, eventArgs) => { Logger.WriteLine(eventArgs.ExceptionObject); }; var fileStream = File.Open("C:\\Users\\Admin\\Downloads\\Similar Outskirts - Shockwave.mp3", FileMode.Open); MemoryStream ms = new MemoryStream(); BinaryWriter writer = new BinaryWriter(ms); var sound = new Sound(new BinaryReader(fileStream)); sound.decodeFullyInto(writer); fileStream.Close(); var wavBytes = ms.ToArray(); short[] samples = new short[wavBytes.Length / 2]; Buffer.BlockCopy(wavBytes, 0, samples, 0, wavBytes.Length); var sound1 = new SFML.Audio.Sound(new SoundBuffer(samples, 2, 44100)); sound1.Play(); //Music sfmlMusic = new Music(wavBytes); //sfmlMusic.Play(); Console.Read(); Window window = new AudioPlayerWindow(args[0]); window.Run(); }
public static Sound Play(string soundName, Vector3f position) { if (sounds.ContainsKey(soundName)) { var sound = new Sound(sounds[soundName]) { RelativeToListener = false, // Don't follow the listener around. Position = position, MinDistance = 400f, Attenuation = 1f, }; sound.Play(); return sound; } else { Console.WriteLine("Unable to play sound, file not found: " + soundName); return null; } }
/// <summary> /// Play the sound. /// </summary> public void Play() { sound.Volume = Util.Clamp(GlobalVolume * Volume, 0f, 1f) * 100f; sound.Play(); }
/// <summary> /// Loads (if needed) a sound and plays it. /// </summary> public static void PlaySound(string name) { var sound = new Sound(LoadSound(name)); sound.Volume = GameOptions.SoundVolume; sound.Play(); Sounds.Add(sound); Sounds.RemoveAll(snd => snd.Status != SoundStatus.Playing); }
public void LoadContent() { Level = new Map(new System.Drawing.Bitmap("Assets/Bitmap-Levels/Level3.bmp")); Store = new Sprite(new Texture("Assets/Textures/Raster.png")); Infobox = new Sprite(new Texture("Assets/Textures/Infotafel.png")); Infobox.Position = new Vec2f(0, Game.WindowSize.Y - 192); font = new Font("Assets/Fonts/data-latin.ttf"); txt = new Text("", font, 20); txt.Position = new Vec2f(Infobox.Position.X + 10, Infobox.Position.Y + 40); MoneyTxt = new Text("", font, 20); MoneyTxt.Position = new Vec2f(Infobox.Position.X + 10, Infobox.Position.Y + 10); BackgroundMusic = new Sound(new SoundBuffer("Assets/Sounds/Farm-SoundBible.com-1720780826.wav")); BackgroundMusic.Loop = true; BackgroundMusic.Volume = 100; BackgroundMusic.Play(); }
public static void PlaySound(string name) { Sound s; try { s = new Sound(LoadSound(name)) { Volume = GameOptions.SoundVolume }; s.Play(); } catch { return; } Sounds.Add(s); Sounds.RemoveAll(snd => snd.Status != SoundStatus.Playing); }
public static void PlaySound(string name, Vector2f position) { const float maxDist = 2000; const float maxVol = 25; const float pitchVariation = 0.25f; Sounds.RemoveAll(snd => snd.Status != SoundStatus.Playing); var dist = Util.Distance(Program.Camera.Position, position); var volume = Util.Clamp(1 - (dist / maxDist), 0, 1); if (volume <= 0) return; // TODO: limit per sound if (Sounds.Count >= 10) return; int count; if (!SoundCounters.TryGetValue(name, out count)) count = 0; if (count > 0) return; SoundCounters[name] = count + 1; var sound = new Sound(LoadSound(name)); sound.Volume = maxVol * volume; sound.Pitch = 1 + ((float)Program.Random.NextDouble() * 2 - 1) * pitchVariation; sound.Play(); Sounds.Add(sound); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { // Check that the device can capture audio if (SoundRecorder.IsAvailable == false) { Console.WriteLine("Sorry, audio capture is not supported by your system"); return; } // Choose the sample rate Console.WriteLine("Please choose the sample rate for sound capture (44100 is CD quality) : "); uint sampleRate = uint.Parse(Console.ReadLine()); // Wait for user input... Console.WriteLine("Press enter to start recording audio"); Console.ReadLine(); // Here we'll use an integrated custom recorder, which saves the captured data into a SoundBuffer SoundBufferRecorder recorder = new SoundBufferRecorder(); // Audio capture is done in a separate thread, so we can block the main thread while it is capturing recorder.Start(sampleRate); Console.WriteLine("Recording... press enter to stop"); Console.ReadLine(); recorder.Stop(); // Get the buffer containing the captured data SoundBuffer buffer = recorder.SoundBuffer; // Display captured sound informations Console.WriteLine("Sound information :"); Console.WriteLine(" " + buffer.Duration + " seconds"); Console.WriteLine(" " + buffer.SampleRate + " samples / seconds"); Console.WriteLine(" " + buffer.ChannelCount + " channels"); // Choose what to do with the recorded sound data Console.WriteLine("What do you want to do with captured sound (p = play, s = save) ? "); char choice = char.Parse(Console.ReadLine()); if (choice == 's') { // Choose the filename Console.WriteLine("Choose the file to create : "); string filename = Console.ReadLine(); // Save the buffer buffer.SaveToFile(filename); } else { // Create a sound instance and play it Sound sound = new Sound(buffer); sound.Play(); // Wait until finished while (sound.Status == SoundStatus.Playing) { // Display the playing position Console.CursorLeft = 0; Console.Write("Playing... " + sound.PlayingOffset + " sec "); // Leave some CPU time for other threads Thread.Sleep(100); } } // Finished ! Console.WriteLine("\nDone !"); }
protected virtual void PlaySound(Sound sound) { //TODO: Set sound properties based on player's camera sound.Volume = Settings.SOUNDVOLUME; if (sound.Status != SoundStatus.Playing) sound.Play(); }