Example #1
0
 /// <summary>
 /// Applies 3D settings to a cue.
 /// </summary>
 void Update3DSettings(Cue3D cue3D)
 {
     for (int i = 0; i < listeners.Count; i++)
     {
         cue3D.Cues[i].Apply3D(listeners[i], cue3D.Emitter);
     }
 }
Example #2
0
        /// <summary>
        /// Plays a sound in 3D to all the AudioListeners listed in Listeners.
        /// </summary>
        /// <param name="cueName">Name of the sound to be played.</param>
        /// <param name="emitter">The emitter of the sound.</param>
        /// <remarks>If there are no listeners, then the sound is just played normally.</remarks>
        /// <param name="variables">Variables to be applied to the cue.</param>
        public void Play(string cueName, AudioEmitter emitter, params CueVariable[] variables)
        {
            // Play the cue normally if there are no listeners for 3D sound.
            if (listeners.Count == 0)
            {
                Play(cueName);
                return;
            }

            if (!isInitialized)
            {
                throw new Exception("Audio system must be initialized.");
            }

            // Generate a cue instance for each listener
            List <Cue> cues = new List <Cue>(listeners.Count);

            for (int i = 0; i < listeners.Count; i++)
            {
                Cue cue = soundBank.GetCue(cueName);

                for (int v = 0; v < variables.Length; v++)
                {
                    variables[v].Apply(cue);
                }

                cues.Add(soundBank.GetCue(cueName));
            }

            // Get an inactive instance if available
            Cue3D cue3D;

            if (inactiveCue3Ds.Count > 0)
            {
                cue3D         = inactiveCue3Ds.Dequeue();
                cue3D.Cues    = cues;
                cue3D.Emitter = emitter;
            }
            else
            {
                // we need to create a new one
                cue3D = new Cue3D(cues, emitter);
            }

            // apply the 3D settings for this listener
            Update3DSettings(cue3D);

            // play the cue
            cue3D.Play();

            // add to the activeCue3Ds list.
            activeCue3Ds.Add(cue3D);
        }
Example #3
0
        /// <summary>
        /// Updates the AudioSystem.
        /// </summary>
        protected override void UpdateCore(GameTime gameTime)
        {
            if (!isInitialized)
            {
                return;
            }

            // Remove cues from the activeCues list which have stopped.
            for (int i = activeCues.Count - 1; i >= 0; i--)
            {
                if (activeCues[i].IsStopped)
                {
                    activeCues.RemoveAt(i);
                }
            }

            // Update 3D cues.
            for (int i = activeCue3Ds.Count - 1; i >= 0; i--)
            {
                Cue3D cue3D = activeCue3Ds[i];

                if (cue3D.Cues[0].IsStopped)
                {
                    // If the cue has stopped playing, dispose it.
                    cue3D.DisposeCues();

                    // Store the Cue3D instance for future reuse.
                    inactiveCue3Ds.Enqueue(cue3D);

                    // Remove it from the active list.
                    activeCue3Ds.RemoveAt(i);
                }
                else
                {
                    // If the cue is still playing, update its 3D settings.
                    Update3DSettings(cue3D);
                }
            }

            // Update the audio engine.
            audioEngine.Update();
        }