static void Main(string[] args)
 {
     using (var game = new Game())
     {
         game.Run();
     }
 }
Exemple #2
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 private static void CheckTextureFormat(Game game, string textureUrl, AlphaFormat expectedFormat)
 {
     var expectedPixelFormat = PlaformAndAlphaToPixelFormats[Tuple.Create(Platform.Type, expectedFormat)];
     var texture = game.Asset.Load<Texture>(textureUrl);
     Assert.AreEqual(expectedPixelFormat, texture.Format);
     game.Asset.Unload(texture);
 }
        private void TestAddRemoveListenerImpl(Game game)
        {
            var audio = game.Audio;
            var notAddedToEntityListener = new AudioListenerComponent();
            var addedToEntityListener = new AudioListenerComponent();

            // Add a listenerComponent not present in the entity system yet and check that it is correctly added to the AudioSystem internal data structures
            Assert.DoesNotThrow(() => audio.AddListener(notAddedToEntityListener), "Adding a listener not present in the entity system failed");
            Assert.IsTrue(audio.Listeners.ContainsKey(notAddedToEntityListener), "The list of listeners of AudioSystem does not contains the notAddedToEntityListener.");

            // Add a listenerComponent already present in the entity system and check that it is correctly added to the AudioSystem internal data structures
            var entity = new Entity("Test");
            entity.Add(addedToEntityListener);
            throw new NotImplementedException("TODO: UPDATE TO USE Scene and Graphics Composer"); 
            //game.Entities.Add(entity);
            Assert.DoesNotThrow(() => audio.AddListener(addedToEntityListener), "Adding a listener present in the entity system failed");
            Assert.IsTrue(audio.Listeners.ContainsKey(addedToEntityListener), "The list of listeners of AudioSystem does not contains the addedToEntityListener.");

            // Add a listenerComponent already added to audio System and check that it does not crash
            Assert.DoesNotThrow(()=>audio.AddListener(addedToEntityListener), "Adding a listener already added to the audio system failed.");

            // Remove the listeners from the AudioSystem and check that they are removed from internal data structures.
            Assert.DoesNotThrow(() => audio.RemoveListener(notAddedToEntityListener), "Removing an listener not present in the entity system failed.");
            Assert.IsFalse(audio.Listeners.ContainsKey(notAddedToEntityListener), "The list of listeners of AudioSystem still contains the notAddedToEntityListener.");
            Assert.DoesNotThrow(() => audio.RemoveListener(addedToEntityListener), "Removing an listener present in the entity system fails");
            Assert.IsFalse(audio.Listeners.ContainsKey(addedToEntityListener), "The list of listeners of AudioSystem still contains the addedToEntityListener.");

            // Remove a listener not present in the AudioSystem anymore and check the thrown exception
            Assert.Throws<ArgumentException>(() => audio.RemoveListener(addedToEntityListener), "Removing the a non-existing listener did not throw ArgumentException.");
        }
Exemple #4
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            public void OneLoopTurnActionAftUpdate(Game game)
            {
                if (oneLoopTurnActionAftUpdate != null)
                    oneLoopTurnActionAftUpdate(game, loopCount, loopCountSum);

                ++loopCount;
                loopCountSum += loopCount;
            }
 private static void TestScriptAudioAccessImpl(Game game)
 {
     using (var script = new ScriptClass(game.Services))
     {
         Assert.DoesNotThrow(() => script.AccessAudioService(), "Access to the audio service failed.");
         Assert.IsTrue(script.AudioServiceNotNull(), "The Audio service is null.");
     }
 }
        private void EntityPositionUpdate(Game game, int loopCount, int loopCountSum)
        {
            rootSubEntity1.Transform.Position += new Vector3(loopCount, 2 * loopCount, 3 * loopCount);
            rootSubEntity2.Transform.Position += new Vector3(loopCount, 2 * loopCount, 3 * loopCount);

            listComp1Entity.Transform.Position += new Vector3(loopCount, 2 * loopCount, 3 * loopCount);
            listComp2Entity.Transform.Position -= new Vector3(loopCount, 2 * loopCount, 3 * loopCount);
        }
 static void Main(string[] args)
 {
     // Profiler.EnableAll();
     using (var game = new Game())
     {
         game.Run();
     }
 }
 private static void TestSoundMusicLoadingImpl(Game game)
 {
     SoundMusic sound = null;
     Assert.DoesNotThrow(() => sound = game.Asset.Load<SoundMusic>("EffectBip"), "Failed to load the SoundMusic.");
     Assert.IsNotNull(sound, "The SoundMusic loaded is null.");
     sound.Play();
     // Should hear the sound here.
 }
 private void TestAudioEngineImpl(Game game)
 {
     var audio = game.Audio;
     AudioEngine audioEngine = null;
     Assert.DoesNotThrow(()=>audioEngine = audio.AudioEngine, "Failed to get the AudioEngine");
     Assert.IsNotNull(audioEngine, "The audio engine is null");
     Assert.IsFalse(audioEngine.IsDisposed, "The audio engine is disposed");
 }
 public LiveAssemblyReloader(Game game, AssemblyContainer assemblyContainer, List<Assembly> assembliesToUnregister, List<Assembly> assembliesToRegister)
 {
     if (game != null)
         this.entities.AddRange(game.SceneSystem.SceneInstance);
     this.game = game;
     this.assemblyContainer = assemblyContainer;
     this.assembliesToUnregister = assembliesToUnregister;
     this.assembliesToRegister = assembliesToRegister;
 }
Exemple #11
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 public void TestAccessToAudio()
 {
     using (var game = new Game())
     {
         AudioSystem audioInterface = null;
         Assert.DoesNotThrow(()=>audioInterface = game.Audio, "Failed to get the audio interface");
         Assert.IsNotNull(audioInterface, "The audio interface supplied is null");
     }
 }
 static void Main(string[] args)
 {
     // Profiler.EnableAll();
     using (var game = new Game())
     {
         game.GraphicsDeviceManager.DeviceCreated += GraphicsDeviceManager_DeviceCreated;
         ParadoxInputDevice.NativeInputManager = game.Input;
         game.Run();
     }
 }
        private void TestAddAudioSysThenEntitySysSetup(Game game)
        {
            var audio = game.Audio;

            BuildEntityHierarchy();
            CreateAndComponentToEntities();

            audio.AddListener(listComp1);
            audio.AddListener(listComp2);

            listComp2Entity.Transform.RotationEulerXYZ = new Vector3((float)Math.PI/2,0,0);
        }
        public void TestAttachDetachSounds()
        {
            var testInst = new AudioEmitterComponent();
            using (var game = new Game())
            {
                Game.InitializeAssetDatabase();
                using (var audioStream1 = AssetManager.FileProvider.OpenStream("EffectToneA", VirtualFileMode.Open, VirtualFileAccess.Read))
                using (var audioStream2 = AssetManager.FileProvider.OpenStream("EffectBip", VirtualFileMode.Open, VirtualFileAccess.Read))
                using (var audioStream3 = AssetManager.FileProvider.OpenStream("EffectStereo", VirtualFileMode.Open, VirtualFileAccess.Read))
                {
                    var sound1 = SoundEffect.Load(game.Audio.AudioEngine, audioStream1);
                    var sound2 = SoundEffect.Load(game.Audio.AudioEngine, audioStream2);
                    var sound3 = SoundEffect.Load(game.Audio.AudioEngine, audioStream3);

                    // Attach two soundEffect and check that their controller are correctly created.

                    AudioEmitterSoundController soundController1 = null;
                    AudioEmitterSoundController soundController2 = null;
                    Assert.DoesNotThrow(() => testInst.AttachSoundEffect(sound1), "Adding a first soundEffect failed");
                    Assert.DoesNotThrow(() => soundController1 = testInst.SoundEffectToController[sound1], "There are no sound controller for sound1.");
                    Assert.IsNotNull(soundController1, "Sound controller for sound1 is null");

                    Assert.DoesNotThrow(() => testInst.AttachSoundEffect(sound2), "Adding a second soundEffect failed");
                    Assert.DoesNotThrow(() => soundController2 = testInst.SoundEffectToController[sound2], "There are no sound controller for sound1.");
                    Assert.IsNotNull(soundController2, "Sound controller for sound2 is null");

                    // Remove the two soundEffect and check that their controller are correctly erased.

                    Assert.DoesNotThrow(() => testInst.DetachSoundEffect(sound2), "Removing a first soundEffect failed");
                    Assert.IsFalse(testInst.SoundEffectToController.ContainsKey(sound2), "The controller for sound2 is still present in the list.");

                    Assert.DoesNotThrow(() => testInst.DetachSoundEffect(sound1), "Removing a second soundEffect failed");
                    Assert.IsFalse(testInst.SoundEffectToController.ContainsKey(sound1), "The controller for sound1 is still present in the list.");

                    Assert.IsTrue(testInst.SoundEffectToController.Keys.Count == 0, "There are some controller left in the component list.");

                    // Check the exception thrwon by attachSoundEffect.

                    Assert.Throws<ArgumentNullException>(() => testInst.AttachSoundEffect(null), "AttachSoundEffect did not throw ArgumentNullException");
                    Assert.Throws<InvalidOperationException>(() => testInst.AttachSoundEffect(sound3), "AttachSoundEffect did not throw InvalidOperationException.");

                    // Check the exception thrown by detachSoundEffect.

                    Assert.Throws<ArgumentNullException>(() => testInst.DetachSoundEffect(null), "DetachSoundEffect did not throw ArgumentNullException.");
                    Assert.Throws<ArgumentException>(() => testInst.DetachSoundEffect(sound1), "DetachSoundEffect did not throw ArgumentException ");
                }
            }
        }
        /// <summary>
        /// Load some default random <see cref="SoundEffect"/>, attach them to the emitter components, and query their controllers.
        /// </summary>
        /// <param name="game"></param>
        private void AddSoundEffectToEmitterComponents(Game game)
        {
            sounds = new List<SoundEffect>
                {
                    game.Asset.Load<SoundEffect>("EffectBip"),
                    game.Asset.Load<SoundEffect>("EffectToneA"),
                    game.Asset.Load<SoundEffect>("EffectToneA"),
                };

            emitComps[0].AttachSoundEffect(sounds[0]);
            emitComps[0].AttachSoundEffect(sounds[1]);
            emitComps[1].AttachSoundEffect(sounds[2]);

            soundControllers = new List<AudioEmitterSoundController>
                {
                    emitComps[0].GetSoundEffectController(sounds[0]),
                    emitComps[0].GetSoundEffectController(sounds[1]),
                    emitComps[1].GetSoundEffectController(sounds[2]),
                };
        }
Exemple #16
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        private void TestEffectsAndMusicSetup(Game game)
        {
            BuildEntityHierarchy();
            CreateAndAddListenerComponentToEntities();
            CreateAndAddEmitterComponentToEntities();
            AddSoundEffectToEmitterComponents(game);
            AddRootEntityToEntitySystem(game);

            game.Audio.AddListener(listComps[0]);
        }
Exemple #17
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        private void TestRemoveListenerSetup(Game game)
        {
            BuildEntityHierarchy();
            CreateAndAddListenerComponentToEntities();
            CreateAndAddEmitterComponentToEntities();
            AddSoundEffectToEmitterComponents(game);
            AddRootEntityToEntitySystem(game);

            // add an extra listener
            listComps.Add(new AudioListenerComponent());
            listCompEntities.Add(new Entity());
            listCompEntities[2].Add(listComps[2]);
            throw new NotImplementedException("TODO: UPDATE TO USE Scene and Graphics Composer"); 
            //game.Entities.Add(listCompEntities[2]);

            // isolate the two listeners such that emitter 1 can be heard only by listener 1 and emitter 2 by listener 3
            // and place emitters such that emitters 1 output on left ear and emitter 2 on right ear.
            listCompEntities[0].Transform.Position = listCompEntities[0].Transform.Position - new Vector3(1000,0,0);
            emitCompEntities[0].Transform.Position = emitCompEntities[0].Transform.Position - new Vector3(1, 0, 0);
            emitCompEntities[1].Transform.Position = emitCompEntities[1].Transform.Position + new Vector3(1, 0, 0);

            game.Audio.AddListener(listComps[2]);
            game.Audio.AddListener(listComps[0]);

            soundControllers[0].IsLooped = true;
            soundControllers[2].IsLooped = true;
        }
        /// <inheritdoc/>
        public void GameStop()
        {
            if (game == null)
                return;

            game.Exit();

            // Wait for game to actually exit?
            gameFinished.WaitOne();

            game = null;
        }
        /// <inheritdoc/>
        public void GameLaunch(string gameTypeName)
        {
            try
            {
                Log.Info("Running game with type {0}", gameTypeName);

                Type gameType;
                lock (loadedAssemblies)
                {
                    gameType = GameEnumerateTypesHelper().FirstOrDefault(x => x.FullName == gameTypeName);
                }

                if (gameType == null)
                    throw new InvalidOperationException(string.Format("Could not find type [{0}] in project [{1}]", gameTypeName, projectName));

                game = (Game)Activator.CreateInstance(gameType);

                // TODO: Bind database
                Task.Run(() =>
                {
                    gameFinished.Reset();
                    try
                    {
                        using (game)
                        {
                            // Allow scripts to crash, we will still restart them
                            game.Script.Scheduler.PropagateExceptions = false;
                            game.Run();
                        }
                    }
                    catch (Exception e)
                    {
                        Log.Error("Exception while running game", e);
                    }

                    host.OnGameExited();

                    // Notify we are done
                    gameFinished.Set();
                });
            }
            catch (Exception ex)
            {
                Log.Error("Game [{0}] from project [{1}] failed to run", ex, gameTypeName, projectName);
            }
        }
Exemple #20
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 private void TestRemoveListenerLoopImpl(Game game, int loopCount, int loopCountSum)
 {
     if (loopCount == 0)
     {
         // check that initially the sound are hear via the two listeners.
         soundControllers[0].Play();
         soundControllers[2].Play();
     }
     // here we should hear the soundEffect 0 on left ear and the soundEffect 2 on right ear
     else if (loopCount == 60)
     {
         // remove listener 3 from the entity system => check that the sounds are now heard only via listener 1
         throw new NotImplementedException("TODO: UPDATE TO USE Scene and Graphics Composer"); 
         //game.Entities.Remove(listCompEntities[2]);
     }
     // here we should hear the soundEffect 0 on left ear only
     else if (loopCount == 120)
     {
         // remove listener 1 from the audio system  => check that the sounds are not outputted anymore.
         game.Audio.RemoveListener(listComps[0]);
     }
     // here we should hear nothing.
     else if (loopCount == 180)
     {
         game.Exit();
     }
 }
Exemple #21
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        private void TestLocalizationCoherencyLoopImpl(Game game, int loopCount, int loopCountSum)
        {
            // useless motion on the root entities just to check that is does not disturb to calculations.
            rootSubEntity1.Transform.Position += new Vector3(1, 2, 3);
            listCompEntities[0].Transform.Position += new Vector3(3, 2, -1);
            // have the emitter turn clockwise around the listener.
            emitCompEntities[0].Transform.Position = new Vector3((float)Math.Cos(loopCount * Math.PI / 100), 0, (float)Math.Sin(loopCount * Math.PI / 100));

            // the sound should turn around clockwise 
            if (loopCount == 800)
            {
                game.Exit();
            }
        }
Exemple #22
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        private void TestLocalizationCoherencySetup(Game game)
        {
            BuildEntityHierarchy();
            CreateAndAddListenerComponentToEntities();
            CreateAndAddEmitterComponentToEntities();
            AddSoundEffectToEmitterComponents(game);
            AddRootEntityToEntitySystem(game);

            game.Audio.AddListener(listComps[0]);

            soundControllers[0].IsLooped = true;
            soundControllers[0].Play();
        }
Exemple #23
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        private void TestAttenuationCoherencyLoopImpl(Game game, int loopCount, int loopCountSum)
        {
            // put away progressively the emitter.
            emitCompEntities[0].Transform.Position = new Vector3(0, 0, loopCount / 10f);

            // the sound should progressively attenuate
            if (loopCount == 800)
            {
                game.Exit();
            }
        }
Exemple #24
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        private void TestDopplerCoherencyLoopImpl(Game game, int loopCount, int loopCountSum)
        {
            // useless motion on the root entities just to check that is does not disturb to calculations.
            rootSubEntity1.Transform.Position += new Vector3(1, 2, 3);
            listCompEntities[0].Transform.Position += new Vector3(3, 2, -1);
            // apply a left to right motion to the emitter entity
            emitCompEntities[0].Transform.Position = new Vector3(20*(loopCount-200), 0, 2);

            // the sound should be modified in pitch depending on which side the emitter is
            // ( first pitch should be increased and then decreased)
            if (loopCount == 400)
            {
                game.Exit();
            }
        }
Exemple #25
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        private void TestDopplerCoherencySetup(Game game)
        {
            BuildEntityHierarchy();
            CreateAndAddListenerComponentToEntities();
            CreateAndAddEmitterComponentToEntities();
            AddSoundEffectToEmitterComponents(game);
            AddRootEntityToEntitySystem(game);

            game.Audio.AddListener(listComps[0]);

            emitComps[0].DistanceScale = 200f;  // increase distance scale so that the sound can be heard from far away too
            soundControllers[0].IsLooped = true;
            soundControllers[0].Play();
        }
Exemple #26
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        private void TestAddRemoveEmitterSetup(Game game)
        {
            BuildEntityHierarchy();
            CreateAndAddListenerComponentToEntities();
            AddRootEntityToEntitySystem(game);
            AddListenersToAudioSystem(game);

            // isolate the two listeners such that emitter 1 can be heard only by listener 1 and emitter 2 by listener 3
            // and place emitters such that emitters 1 output on left ear and emitter 2 on right ear.
            listCompEntities[0].Transform.Position = listCompEntities[0].Transform.Position - new Vector3(1000, 0, 0);
            emitCompEntities[0].Transform.Position = emitCompEntities[0].Transform.Position - new Vector3(1, 0, 0);
            emitCompEntities[1].Transform.Position = emitCompEntities[1].Transform.Position + new Vector3(1, 0, 0);

            emitComps = new List<AudioEmitterComponent> { new AudioEmitterComponent(), new AudioEmitterComponent() };
            emitCompEntities = new List<Entity> { new Entity(), new Entity()};
            emitCompEntities[0].Add(emitComps[0]);
            emitCompEntities[1].Add(emitComps[1]);

            AddSoundEffectToEmitterComponents(game);
        }
Exemple #27
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        private void TestSeveralControllersLoopImpl(Game game, int loopCount, int loopCountSum)
        {
            // have the emitter turn around the listener to check that all sounds are coming from the same emitter.
            emitCompEntities[0].Transform.Position = new Vector3((float)Math.Cos(loopCount * Math.PI / 30), 0, (float)Math.Sin(loopCount * Math.PI / 30));

            if (loopCount == 0)
            {
                // start a first controller
                soundControllers[0].Play();
            }
            // here we should hear SoundEffect 0
            else if (loopCount == 30)
            {
                // start a second controller while controller 1 has not finished to play
                soundControllers[1].Play();
            }
            // here we should hear SoundEffect 0 and 1
            else if (loopCount == 60)
            {
                // start a third controller while controller 2 has not finished to play
                soundControllers[3].Play();
            }
            // here we should hear the soundEffect 1 and 2
            else if (loopCount == 120)
            {
                game.Exit();
            }
        }
Exemple #28
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        private void TestSeveralControllersSetup(Game game)
        {
            BuildEntityHierarchy();
            CreateAndAddListenerComponentToEntities();
            CreateAndAddEmitterComponentToEntities();
            AddSoundEffectToEmitterComponents(game);
            AddRootEntityToEntitySystem(game);

            game.Audio.AddListener(listComps[0]);

            sounds.Add(game.Asset.Load<SoundEffect>("EffectToneE"));
            emitComps[0].AttachSoundEffect(sounds[3]);
            soundControllers.Add(emitComps[0].GetSoundEffectController(sounds[3]));
        }
Exemple #29
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 private void TestEffectsAndMusicLoopImpl(Game game, int loopCount, int loopCountSum)
 {
     if (loopCount == 0)
     {
         // start the sound music in background.
         var music = game.Asset.Load<SoundMusic>("MusicFishLampMp3");
         music.Play();
     }
     // here we should hear the mp3.
     else if (loopCount == 240)
     {
         // check that AudioEmitterComponent can be played along with soundMusic.
         soundControllers[0].Play();
     }
     // here we should hear the soundEffect 0 and the mp3.
     else if (loopCount == 260)
     {
         // check that two AudioEmitterComponent can be played along with a soundMusic.
         soundControllers[2].Play();
     }
     // here we should hear the soundEffect 0 and 2 and the mp3.
     else if (loopCount == 500)
     {
         game.Exit();
     }
 }
Exemple #30
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        private void TestAddRemoveEmitterLoopImpl(Game game, int loopCount, int loopCountSum)
        {
            if (loopCount == 0)
            {
                // check there is no sound output if the emitterComponents are not added to the entity system.
                soundControllers[0].Play();
                soundControllers[2].Play();
            }
            // here we should hear nothing.
            else if (loopCount == 60)
            {
                // add emitter 1 to the entity system
                throw new NotImplementedException("TODO: UPDATE TO USE Scene and Graphics Composer"); 
                //game.Entities.Add(emitCompEntities[0]);

                // check that emitter 1 can now be heard.
                soundControllers[0].Play();
                soundControllers[2].Play();
            }
            // here we should hear the soundEffect 0 on left ear only
            else if (loopCount == 120)
            {
                // add now emitter 2 to the entity system
                throw new NotImplementedException("TODO: UPDATE TO USE Scene and Graphics Composer"); 
                //game.Entities.Add(emitCompEntities[1]);

                // test that now both emitters can be heard.
                soundControllers[0].Play();
                soundControllers[2].Play();
            }
            // here we should hear the soundEffect 0 on left ear and the soundEffect 2 on right ear
            else if (loopCount == 180)
            {
                // remove emitter 2 from the entity system  
                throw new NotImplementedException("TODO: UPDATE TO USE Scene and Graphics Composer"); 
                //game.Entities.Remove(emitCompEntities[1]);

                // test that now only emitter 1 can be heard.
                soundControllers[0].Play();
                soundControllers[2].Play();
            }
            // here we should hear the soundEffect 0 on left ear only
            else if (loopCount == 240)
            {
                // remove emitter 1 from the entity system  
                throw new NotImplementedException("TODO: UPDATE TO USE Scene and Graphics Composer"); 
                //game.Entities.Remove(emitCompEntities[0]);

                // check that there is not more audio output at all
                soundControllers[0].Play();
                soundControllers[2].Play();
            }
            // here we should hear nothing.
            else if (loopCount == 320)
            {
                game.Exit();
            }
        }