Example #1
0
        private void Play(bool pickNewWav)
        {
            var trackCount = _tracks.Length;

            // Do we need to pick a new wav to play first?
            if (pickNewWav)
            {
                switch (_variation)
                {
                case VariationType.Ordered:
                    _wavIndex = (_wavIndex + 1) % trackCount;
                    break;

                case VariationType.OrderedFromRandom:
                    _wavIndex = (_wavIndex + 1) % trackCount;
                    break;

                case VariationType.Random:
                    if (_weights == null || trackCount == 1)
                    {
                        _wavIndex = XactHelpers.Random.Next() % trackCount;
                    }
                    else
                    {
                        var sum = XactHelpers.Random.Next(_totalWeights);
                        for (var i = 0; i < trackCount; i++)
                        {
                            sum -= _weights[i];
                            if (sum <= 0)
                            {
                                _wavIndex = i;
                                break;
                            }
                        }
                    }
                    break;

                case VariationType.RandomNoImmediateRepeats:
                {
                    if (_weights == null || trackCount == 1)
                    {
                        _wavIndex = XactHelpers.Random.Next() % trackCount;
                    }
                    else
                    {
                        var last = _wavIndex;
                        var sum  = XactHelpers.Random.Next(_totalWeights);
                        for (var i = 0; i < trackCount; i++)
                        {
                            sum -= _weights[i];
                            if (sum <= 0)
                            {
                                _wavIndex = i;
                                break;
                            }
                        }

                        if (_wavIndex == last)
                        {
                            _wavIndex = (_wavIndex + 1) % trackCount;
                        }
                    }
                    break;
                }

                case VariationType.Shuffle:
                    // TODO: Need some sort of deck implementation.
                    _wavIndex = XactHelpers.Random.Next() % trackCount;
                    break;
                }
                ;
            }

            _wav = _soundBank.GetSoundEffectInstance(_waveBanks[_wavIndex], _tracks[_wavIndex], out _streaming);
            if (_wav == null)
            {
                // We couldn't create a sound effect instance, most likely
                // because we've reached the sound pool limits.
                return;
            }

            // Do all the randoms before we play.
            if (_volumeVar.HasValue)
            {
                _trackVolume = _volumeVar.Value.X + ((float)XactHelpers.Random.NextDouble() * _volumeVar.Value.Y);
            }
            if (_pitchVar.HasValue)
            {
                _trackPitch = _pitchVar.Value.X + ((float)XactHelpers.Random.NextDouble() * _pitchVar.Value.Y);
            }
            if (_clip.FilterEnabled)
            {
                if (_filterVar.HasValue)
                {
                    _trackFilterFrequency = _filterVar.Value.X + ((float)XactHelpers.Random.NextDouble() * _filterVar.Value.Y);
                    _trackFilterQFactor   = _filterVar.Value.Z + ((float)XactHelpers.Random.NextDouble() * _filterVar.Value.W);
                }
                else
                {
                    _trackFilterFrequency = _clip.FilterFrequency;
                    _trackFilterQFactor   = _clip.FilterQ;
                }
            }

            // This is a shortcut for infinite looping of a single track.
            _wav.IsLooped = _loopCount == 255 && trackCount == 1;

            // Update all the wave states then play.
            UpdateState();
            _wav.Play();
        }