Esempio n. 1
0
        private SoundChannel playIos(double startTime = 0, int loops = 0, SoundTransform sndTransform = null)
        {
            if (null == _player)
            {
                return(null);
            }

            if (loops < 0)
            {
                loops = 0;
            }

            _player.NumberOfLoops = loops;

            if (startTime > 0)
            {
                _player.PlayAtTime(startTime);
            }
            else
            {
                _player.Play();
            }

            return(_channel);
        }
Esempio n. 2
0
        public void PlayAtTime(double time)
        {
            player.PlayAtTime(time);

            //TODO: Avoid repetition. Move into some post-construct phase.
            if (timer == null)
            {
                timer = NSTimer.CreateRepeatingScheduledTimer(1, delegate {
                    PositionChanged?.Invoke(this, new EventArgs());
                });
            }
        }
Esempio n. 3
0
        private SoundChannel internalPlay(double startTime = 0, int loops = 0, SoundTransform sndTransform = null)
        {
            // Instead of doing this every frame, we only do it when we play a new sound (it is less often)
            // This still gives us opportunity to recycle audio players before a new one is needed
            RemoveUnusedAudioPlayers();

            if (null == mPlayer && _url != null)
            {
                internalLoad(_url);
            }
            if (null == mPlayer)
            {
                DebugTrace("Could not load sound " + (_url != null ? _url : "<unknown>"));
                return(null);                                   // If we could not still load it, probably should add an error message
            }

            DebugTrace("Play sound " + _url);

            if (sPlayingSounds.Count >= MaxNumberOfPlayingSounds)
            {
                // Too many sounds, if that's mp3, we assume it is music, and in that case we don't skip this one...
                if (_url.EndsWith(".mp3", StringComparison.InvariantCultureIgnoreCase) == false)
                {
                    if (IsInPlayingList() == false)
                    {
                        DebugTrace("    Unloaded.");
                        unload();                                       // We can safely unload it if it is not in the playlist already
                    }
                    DebugTrace("    Skipped.");
                    return(null);
                }
            }

            // We add it to the playing sounds only if it does not actually plays
            if (IsInPlayingList() == false)
            {
                // Not already in the list, add it and play it
                Debug.Assert(mPlayer.Playing == false);
                CheckInPlayingList(false);
                sPlayingSounds.Add(this);
                CheckInPlayingList(true);

                if (sPlayingSounds.Count >= ReportNumberOfPlayersAbove)
                {
                    GeneralDebugTrace(sPlayingSounds.Count.ToString() + " sounds playing simultaneously.");
                }
            }

            mPlayer.NumberOfLoops = (loops > 0) ? loops : 0;

            if (mPlayer.Playing == false)
            {
                //DispatchQueue.DefaultGlobalQueue.DispatchAsync (() => {
                if (startTime > 0)
                {
                    mPlayer.PlayAtTime(startTime);
                }
                else
                {
                    mPlayer.Play();
                }
                //});
            }
            else
            {
                DebugTrace("    Was already playing.");
            }

            return(mChannel);
        }
Esempio n. 4
0
 partial void BtnPlayPause_TouchUpInside(UIButton sender)
 {
     ControlMusic(IsMusicPlaying);
     player.PlayAtTime(1000);
 }