Exemple #1
0
        public void preloadEffect(string pszFilePath)
        {
            if (pszFilePath.Length <= 0)
            {
                return;
            }
            uint num = SimpleAudioEngine._Hash(pszFilePath);

            if (SimpleAudioEngine.sharedList().ContainsKey(num))
            {
                return;
            }
            EffectPlayer effectPlayer = new EffectPlayer();

            effectPlayer.Open(SimpleAudioEngine._FullPath(pszFilePath), num);
            SimpleAudioEngine.sharedList().Add(num, effectPlayer);
        }
        /**
         * @brief       preload a compressed audio file
         * @details	    the compressed audio will be decode to wave, then write into an
         * internal buffer in SimpleaudioEngine
         */


        /// <summary>
        /// Load the sound effect found with the given path. The sound effect is only loaded one time and the
        /// effect is cached as an instance of EffectPlayer.
        /// </summary>
        public void PreloadEffect(string pszFilePath)
        {
            if (string.IsNullOrEmpty(pszFilePath))
            {
                return;
            }

            int nId = pszFilePath.GetHashCode();

            lock (SharedList)
            {
                if (SharedList.ContainsKey(nId))
                {
                    return;
                }
            }
            EffectPlayer eff = new EffectPlayer();

            eff.Open(FullPath(pszFilePath), nId);
            SharedList[nId] = eff;
        }
        /**
         * @brief       preload a compressed audio file
         * @details	    the compressed audio will be decode to wave, then write into an
         * internal buffer in SimpleaudioEngine
         */
        public void preloadEffect(string pszFilePath)
        {
            do
            {
                if (pszFilePath.Length <= 0)
                {
                    break;
                }

                uint nID = _Hash(pszFilePath);

                if (sharedList().ContainsKey(nID))
                {
                    break;
                }

                EffectPlayer eff = new EffectPlayer();
                eff.Open(_FullPath(pszFilePath), nID);
                sharedList().Add(nID, eff);
            } while (false);
        }
        /**
        @brief  		preload a compressed audio file
        @details	    the compressed audio will be decode to wave, then write into an
        internal buffer in SimpleaudioEngine
        */
        /// <summary>
        /// Load the sound effect found with the given path. The sound effect is only loaded one time and the
        /// effect is cached as an instance of EffectPlayer.
        /// </summary>
        public void PreloadEffect(string pszFilePath)
        {
            if (string.IsNullOrEmpty(pszFilePath))
            {
                return;
            }

            int nId = pszFilePath.GetHashCode();
            lock (SharedList)
            {
                if (SharedList.ContainsKey(nId))
                {
                    return;
                }
            }
            EffectPlayer eff = new EffectPlayer();
            eff.Open(FullPath(pszFilePath), nId);
            SharedList[nId] = eff;
        }
        /**
        @brief  		preload a compressed audio file
        @details	    the compressed audio will be decode to wave, then write into an
        internal buffer in SimpleaudioEngine
        */
        public void preloadEffect(string pszFilePath)
        {
            do
            {
                if (pszFilePath.Length <= 0)
                    break;

                uint nID = _Hash(pszFilePath);

                if (sharedList().ContainsKey(nID))
                    break;

                EffectPlayer eff = new EffectPlayer();
                eff.Open(_FullPath(pszFilePath), nID);
                sharedList().Add(nID, eff);

            } while (false);
        }