Esempio n. 1
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        /// <summary>
        /// When the play button is clicked, start playing teh sound
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void play_Click(object sender, EventArgs e)
        {
            // Play sound
            var item = comboBox1.SelectedItem;
            // Look up the id for the selected sound.  For obvious reasons, we
            // try to display the text name, if we have one -- we usually don't --
            // so that needs to be converted back into an ID
            uint id;

            if (item is string name)
            {
                id = AudioAssets.IDForString(name);
            }
            else
            {
                id = (uint)item;
            }

            // Open the WEM stream for the id
            var WEM = audioAssets.WEM(id);

            if (null == WEM)
            {
                return;
            }
            // Stop whatever was playing
            waveOut.Stop();
            // Start the new stuff
            waveOut.Init(WEM.WaveProvider());
            waveOut.Play();
        }
Esempio n. 2
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    internal static IEnumerator PlaySound(Enums.AudioSounds audioType, Action onMusicStopPlay)
    {
        if (Level.GetInstance.GameFinished)
        {
            yield break;
        }

        GameObject  _gameObj    = audioSoundsGameObjects.Dequeue();
        AudioSource audioSource = _gameObj.GetComponent <AudioSource>();

        if (AudioAssets.GetInstance().GetSound(audioType) != null)
        {
            if (audioType == Enums.AudioSounds.BackGroundMusic)
            {
                backMusic = audioSource;
            }

            audioSource.clip = AudioAssets.GetInstance().GetSound(audioType);
            _gameObj.SetActive(true);
            audioSource.Play();
        }
        currentPlaingAudioSounds.Add(audioSource);
        yield return(new WaitWhile(() => audioSource.isPlaying));

        currentPlaingAudioSounds.Remove(audioSource);
        audioSoundsGameObjects.Enqueue(audioSource.gameObject);
        audioSource.gameObject.SetActive(false);
        onMusicStopPlay?.Invoke();
    }
Esempio n. 3
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        /// <summary>
        /// When the human presses the open button, show a file dialog to open
        /// the right thing.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void button1_Click(object sender, EventArgs e)
        {
            using var fbd = new FolderBrowserDialog();
            DialogResult result = fbd.ShowDialog();

            if (result != DialogResult.OK || string.IsNullOrWhiteSpace(fbd.SelectedPath))
            {
                return;
            }

            // Open the assets
            // (You should put a lot more error checking here!)
            assets = new Assets(fbd.SelectedPath);
            comboBox1.Items.Clear();
            audioAssets = assets.AudioAssets;
            // List the files
            // First list each of the sound banks
            foreach (var soundBankName in audioAssets.SoundBankNames)
            {
                // Get the sound bank
                var soundBank = audioAssets.SoundBank(soundBankName);
                // Get the sounds in the soundbank
                foreach (var fileInfo in soundBank.Sounds)
                {
                    // See if the name for the sound id is known
                    // (Spoiler: it usually isn't)
                    object id = AudioAssets.StringForID(fileInfo.ID);
                    if (null == id)
                    {
                        id = fileInfo.ID;
                    }
                    // Because the libary is still new, it reports things it
                    // thinks are WEM resources.. but are not.  Still working
                    // out how better to resolve that.  This next step screens
                    // out the bogus ones for now.
                    if (0 == fileInfo.Size && 0 == fileInfo.PrefetchSize)
                    {
                        continue;
                    }
                    #if false
                    // Open the WEM stream for the id.. to check that it's real
                    var WEM = audioAssets.WEM(fileInfo.ID);
                    if (null == WEM)
                    {
                        continue;
                    }
                    WEM.Dispose();
                    #endif
                    // And put it in the combo list
                    comboBox1.Items.Add(id);
                }
            }
            comboBox1.SelectedIndex = 0;
        }
Esempio n. 4
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 private void Awake()
 {
     if (Instance != null && Instance != this)
     {
         Destroy(gameObject);
     }
     else
     {
         Instance = this;
     }
 }
Esempio n. 5
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 void Awake()
 {
     playerMovementInput = new Vector3();
     viewport = GetComponentInChildren<Camera>();
     flashLight = GetComponent<Light>();
     audioAssets = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<AudioAssets>();
     try
     {
         levelController = GameObject.FindGameObjectWithTag(Tags.levelController).GetComponent<MainLevelController>();
     }catch(Exception e) {
         Debug.Log(e);
     } 
 }
        public override void Initialize()
        {
            Node.size        = Globals.TILE_WIDTH;
            Globals.diamonds = 0;

            Globals.soundManager = new SoundManager();

            ArtAssets.LoadTextures();
            ArtAssets.LoadFont(Globals.contentManager);
            AudioAssets.Load(Globals.contentManager);
            AnimationAssets.LoadAnimations(Globals.graphicsDevice, Globals.contentManager);

            Armies.SetUpCharacters();

            StateManager.ChangeState(Settings.STATES.MainMenu);
        }
Esempio n. 7
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 private void PopulateAssets(AudioAssets assets)
 {
     if (assets == null)
     {
         return;
     }
     if (assets.musics != null)
     {
         foreach (AudioClip a in assets.musics)
         {
             m_AssetsNames[a.name] = a;
         }
     }
     if (assets.soundEffects != null)
     {
         foreach (AudioClip a in assets.soundEffects)
         {
             m_AssetsNames[a.name] = a;
         }
     }
 }
Esempio n. 8
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    void Awake()
    {
        // Zuweisung von Variablen
        #region
        npcSight = GetComponent<NPC_Sight>();
        nav = GetComponent<NavMeshAgent>();
        col = GetComponent<SphereCollider>();
        player = GameObject.FindGameObjectWithTag(Tags.player).transform;
        playerHealth = player.GetComponent<Player_Health>();
        playerMovement = player.GetComponent<Player_Movement>();
        audioAssets = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<AudioAssets>();
        alert = 0f;
        waitTimer = 0f;
        #endregion

        // Zuweisung der Delegaten
        #region
        PlayerTracker.Stepped += ReactToStep;
        PlayerTracker.Jumped += ReactToJump;
        PlayerTracker.ShotFired += ReactToShot;
        PlayerTracker.DoorMoved += ReactToDoorSound;
        #endregion
    }
Esempio n. 9
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 private void Awake()
 {
     instance = this;
 }
Esempio n. 10
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 protected override void OnStartRunning()
 {
     RequireSingletonForUpdate <AudioAssets>();
     audioAssets = GetSingleton <AudioAssets>();
     base.OnStartRunning();
 }
Esempio n. 11
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        public async Task <SkillResponse> FunctionHandler(SkillRequest input, ILambdaContext context)
        {
            var log = context.Logger;
            // I use the following lines to log and validate my input
            //      but this isn't a requirement for the skill
            //log.LogLine($"Skill Request Object...");
            //log.LogLine(JsonConvert.SerializeObject(input));

            SkillResponse returnResponse = new SkillResponse();
            var           audioItems     = AudioAssets.GetSampleAudioFiles();

            // initialize a connection to the database
            //  this also initialized the context for the DynamoDB helper
            var audioStateHelper = new AudioStateHelper();
            await audioStateHelper.VerifyTable();

            string userId = "";

            if (input.Session != null)
            {
                userId = input.Session.User.UserId;
            }
            else
            {
                userId = input.Context.System.User.UserId;
            }

            var lastState = await audioStateHelper.GetAudioState(userId);

            var currentState = new AudioState()
            {
                UserId = userId
            };

            currentState.State = lastState.State;

            // For an intent
            if (input.GetRequestType() == typeof(LaunchRequest))
            {
                log.LogLine($"Default LaunchRequest made");
                var output = new PlainTextOutputSpeech()
                {
                    Text = "Welcome to the Alexa audio sample. "
                           + "You can say, play the audio, to begin."
                };
                var reprompt = new Reprompt()
                {
                    OutputSpeech = new PlainTextOutputSpeech()
                    {
                        Text = "You can say, play the audio, to begin."
                    }
                };
                returnResponse = ResponseBuilder.Ask(output, reprompt);

                await audioStateHelper.SaveAudioState(currentState);
            }
            else if (input.GetRequestType() == typeof(IntentRequest))
            {
                var intentRequest = (IntentRequest)input.Request;
                var output        = new PlainTextOutputSpeech();
                var reprompt      = new Reprompt();
                log.LogLine($"Triggered " + intentRequest.Intent.Name);
                switch (intentRequest.Intent.Name)
                {
                case "PlayAudio":
                    currentState.State.Token     = audioItems.FirstOrDefault().Title;
                    currentState.State.State     = "PLAY_MODE";
                    currentState.State.Index     = 0;
                    currentState.State.playOrder = new List <int> {
                        0, 1, 2, 3, 4
                    };
                    returnResponse = ResponseBuilder.AudioPlayerPlay(
                        PlayBehavior.ReplaceAll,
                        audioItems[currentState.State.Index].Url,
                        currentState.State.Token);

                    break;

                case BuiltInIntent.Help:
                    output.Text           = "You can say, play the audio, to begin.";
                    reprompt.OutputSpeech = new PlainTextOutputSpeech()
                    {
                        Text = "You can say, play the audio, to begin."
                    };
                    returnResponse = ResponseBuilder.Ask(output, reprompt);
                    break;

                case BuiltInIntent.Cancel:
                    currentState.State.OffsetInMS = Convert.ToInt32(input.Context.AudioPlayer.OffsetInMilliseconds);
                    currentState.State.Token      = input.Context.AudioPlayer.Token;
                    currentState.State.State      = "PAUSE_MODE";
                    returnResponse = ResponseBuilder.AudioPlayerStop();
                    break;

                case BuiltInIntent.Next:
                    var thisFile = lastState.State.Token;
                    // get the last state, get the index, add 1
                    // or start from the beginning if you're doing a loop
                    currentState.State.Index++;
                    if (currentState.State.Index >= audioItems.Count)
                    {
                        currentState.State.Index = 0;
                    }
                    currentState.State.Token      = audioItems[currentState.State.Index].Title;
                    currentState.State.OffsetInMS = 0;
                    currentState.State.State      = "PLAY_MODE";
                    returnResponse = ResponseBuilder.AudioPlayerPlay(PlayBehavior.ReplaceAll,
                                                                     audioItems[currentState.State.Index].Url,
                                                                     currentState.State.Token);
                    break;

                case BuiltInIntent.Previous:
                    // get the last state, get the index, subtract 1
                    currentState.State.Index = currentState.State.Index - 1;
                    if (currentState.State.Index < 0)
                    {
                        currentState.State.Index = 0;
                    }

                    currentState.State.Token      = audioItems[currentState.State.Index].Title;
                    currentState.State.OffsetInMS = 0;
                    currentState.State.State      = "PLAY_MODE";
                    returnResponse = ResponseBuilder.AudioPlayerPlay(PlayBehavior.ReplaceAll,
                                                                     audioItems[currentState.State.Index].Url,
                                                                     currentState.State.Token);
                    break;

                case BuiltInIntent.Repeat:
                    // get the last state, get the index, start over at offset = 0
                    currentState.State.Token      = audioItems[currentState.State.Index].Title;
                    currentState.State.OffsetInMS = 0;
                    currentState.State.State      = "PLAY_MODE";
                    returnResponse = ResponseBuilder.AudioPlayerPlay(PlayBehavior.ReplaceAll,
                                                                     audioItems[currentState.State.Index].Url,
                                                                     currentState.State.Token,
                                                                     0);
                    break;

                case BuiltInIntent.StartOver:
                    // start everything from the beginning
                    currentState.State.Token      = audioItems[0].Title;
                    currentState.State.OffsetInMS = 0;
                    currentState.State.State      = "PLAY_MODE";
                    returnResponse = ResponseBuilder.AudioPlayerPlay(PlayBehavior.ReplaceAll,
                                                                     audioItems[0].Url,
                                                                     currentState.State.Token,
                                                                     0);
                    break;

                case BuiltInIntent.Stop:
                    currentState.State.OffsetInMS = Convert.ToInt32(input.Context.AudioPlayer.OffsetInMilliseconds);
                    currentState.State.Token      = input.Context.AudioPlayer.Token;
                    currentState.State.State      = "PAUSE_MODE";
                    returnResponse = ResponseBuilder.AudioPlayerStop();
                    break;

                case BuiltInIntent.Resume:
                    // Get the last state, start from the offest in milliseconds

                    returnResponse = ResponseBuilder.AudioPlayerPlay(PlayBehavior.ReplaceAll,
                                                                     audioItems[currentState.State.Index].Url,
                                                                     currentState.State.Token,
                                                                     currentState.State.OffsetInMS);
                    // If there was an enqueued item...
                    if (currentState.State.EnqueuedToken != null)
                    {
                        returnResponse.Response.Directives.Add(new AudioPlayerPlayDirective()
                        {
                            PlayBehavior = PlayBehavior.Enqueue,
                            AudioItem    = new Alexa.NET.Response.Directive.AudioItem()
                            {
                                Stream = new AudioItemStream()
                                {
                                    Url   = audioItems[currentState.State.Index + 1].Url,
                                    Token = audioItems[currentState.State.Index + 1].Title,
                                    ExpectedPreviousToken = currentState.State.Token,
                                    OffsetInMilliseconds  = 0
                                }
                            }
                        });
                    }

                    currentState.State.EnqueuedToken = audioItems[currentState.State.Index + 1].Title;
                    currentState.State.State         = "PLAY_MODE";
                    break;

                case BuiltInIntent.Pause:
                    currentState.State.OffsetInMS = Convert.ToInt32(input.Context.AudioPlayer.OffsetInMilliseconds);
                    currentState.State.Token      = input.Context.AudioPlayer.Token;
                    currentState.State.State      = "PAUSE_MODE";
                    returnResponse = ResponseBuilder.AudioPlayerStop();
                    break;

                default:
                    log.LogLine($"Unknown intent: " + intentRequest.Intent.Name);
                    output.Text           = "Welcome to Pocast Player";
                    reprompt.OutputSpeech = new PlainTextOutputSpeech()
                    {
                        Text = "This is your reprompt. Please do something."
                    };
                    returnResponse = ResponseBuilder.TellWithReprompt(output, reprompt);
                    break;
                }
            }
            else if (input.GetRequestType() == typeof(AudioPlayerRequest))
            {
                var audioRequest = input.Request as AudioPlayerRequest;

                if (audioRequest.AudioRequestType == AudioRequestType.PlaybackStarted)
                {
                    log.LogLine($"PlaybackStarted Triggered ");
                    // respond with Stop or ClearQueue
                    returnResponse = ResponseBuilder.AudioPlayerClearQueue(ClearBehavior.ClearEnqueued);
                }
                else if (audioRequest.AudioRequestType == AudioRequestType.PlaybackFinished)
                {
                    // Audio comes to an end on its own
                    log.LogLine($"PlaybackFinished Triggered ");
                    if (currentState.State.EnqueuedToken != null)
                    {
                        int itemIndex = audioItems.IndexOf(audioItems.Where(i => i.Title == currentState.State.EnqueuedToken).FirstOrDefault());
                        currentState.State.Token = audioItems[itemIndex].Title;
                        currentState.State.Index = itemIndex;
                        returnResponse           = ResponseBuilder.AudioPlayerPlay(PlayBehavior.ReplaceAll,
                                                                                   audioItems[itemIndex].Url,
                                                                                   currentState.State.Token);
                    }
                    else
                    {
                        // respond with Stop or ClearQueue
                        returnResponse = ResponseBuilder.AudioPlayerClearQueue(ClearBehavior.ClearEnqueued);
                    }
                }
                else if (audioRequest.AudioRequestType == AudioRequestType.PlaybackStopped)
                {
                    // This is when your audio is explicitly stopped
                    log.LogLine($"PlaybackStopped Triggered ");
                    currentState.State.State         = "PAUSE_MODE";
                    currentState.State.Token         = audioRequest.Token;
                    currentState.State.EnqueuedToken = audioRequest.EnqueuedToken;
                    currentState.State.OffsetInMS    = Convert.ToInt32(audioRequest.OffsetInMilliseconds);
                    log.LogLine($"Saving AudioState: " + currentState.State.Token + " at " + currentState.State.OffsetInMS.ToString() + "ms");
                    returnResponse = null;
                }
                else if (audioRequest.AudioRequestType == AudioRequestType.PlaybackNearlyFinished)
                {
                    log.LogLine($"PlaybackNearlyFinished Triggered ");

                    // we'll want to hand back the "next" item in the queue
                    //  First we check to see if there is an enqueued item and, if there is
                    //  we can respond with nothing
                    if (audioRequest.HasEnqueuedItem)
                    {
                        return(null);
                    }

                    // let's get the current token
                    var currentPlay = audioRequest.Token;
                    // get the index of that current item
                    int itemIndex = audioItems.IndexOf(audioItems.Where(i => i.Title == audioRequest.Token).FirstOrDefault());
                    if (itemIndex == -1)
                    {
                        log.LogLine($"Could not get the index of: " + audioRequest.Token);
                    }
                    itemIndex++;
                    if (itemIndex == audioItems.Count)
                    {
                        itemIndex = 0;
                    }

                    currentState.State.EnqueuedToken = audioItems[itemIndex].Title;
                    currentState.State.Token         = audioRequest.Token;
                    // if there is not, we send a play intent with "ENQUEUE"
                    returnResponse = ResponseBuilder.AudioPlayerPlay(
                        PlayBehavior.Enqueue,
                        audioItems[itemIndex].Url,
                        currentState.State.EnqueuedToken,
                        currentState.State.Token,
                        0);
                }
                else if (audioRequest.AudioRequestType == AudioRequestType.PlaybackFailed)
                {
                    log.LogLine($"PlaybackFailed Triggered");
                    // atm, we basically pretend nothing happened and play the first
                    //  file again on a failure
                    //  THIS IS A TERRIBLE SOLUTION
                    //  Figure out a better one for your skill
                    currentState.State.Token = audioItems.FirstOrDefault().Title;
                    currentState.State.Index = 0;
                    currentState.State.State = "PLAY_MODE";
                    returnResponse           = ResponseBuilder.AudioPlayerPlay(PlayBehavior.ReplaceAll, audioItems.FirstOrDefault().Url, currentState.State.Token);
                }
            }

            // I use the following code to validate and log my outputs for
            //      later investigation
            //log.LogLine($"Skill Response Object...");
            //string responseJson = "no response is given";
            //try
            //{
            //    responseJson = JsonConvert.SerializeObject(returnResponse);
            //}
            //catch
            //{
            //    log.LogLine(responseJson);
            //    return null;
            //}
            //log.LogLine(responseJson);

            // Save our state
            await audioStateHelper.SaveAudioState(currentState);

            // return our response
            return(returnResponse);
        }
Esempio n. 12
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    public void Play(string name)
    {
        AudioAssets s = Array.Find(sounds, sound => sound.name == name);

        s.source.Play();
    }