public SoundInstance(ScriptEngine parent, string filename) : base(parent) { PopulateFunctions(); string[] sounds = { ".wav", ".flac" }; string[] music = { ".ogg" }; if (!System.IO.File.Exists(filename)) { _soundType = SoundType.None; return; } _filename = filename; string ending = System.IO.Path.GetExtension(filename); if (Array.Exists(sounds, x => x == ending)) { _sound = new Sound(new SoundBuffer(filename)); _soundType = SoundType.Sound; } else if (Array.Exists(music, x => x == ending)) { _music = new Music(filename); _soundType = SoundType.Music; } }
/// <summary> /// Load a new sound from a filepath. If this file has been used before it will be loaded from the cache. /// </summary> /// <param name="source">The path to the sound file.</param> /// <param name="loop">Determines if the sound should loop.</param> public Sound(string source, bool loop = false) { buffer = Sounds.Load(source); sound = new SFML.Audio.Sound(buffer); Loop = loop; sound.RelativeToListener = false; }
public void PlaySound(string name, bool loop = false, int volume = 100) { for (var i = 0; i < _sounds.Count; i++) { if (_sounds[i].Sound.Status == SoundStatus.Stopped) { _sounds[i].Dispose(); _sounds.RemoveAt(i); i--; } } if (name.Contains("background") && _sounds.Any(t => t.Name == name)) { if (_sounds.Single(t => t.Name == name).Sound.Status != SoundStatus.Playing) { _sounds.Single(t => t.Name == name).Sound.Play(); } } else { var sound = new Sound(ResourceManager.Instance[name] as SoundBuffer); _sounds.Add(new SoundData(name, sound)); sound.Loop = loop; sound.Volume = volume; sound.Play(); } }
/// <summary> /// Initializes a new instance of the <see cref="AudioStream"/> class. /// </summary> /// <param name="fileName">Name of the file.</param> /// <param name="sndBuffer">The SND buffer.</param> public AudioStream(string fileName, SoundBuffer sndBuffer) { OutputBuffer = sndBuffer; _outputSound = new Sound(sndBuffer); Init(fileName, false); }
public static void PlaySound(string filename) { var buffer = new SoundBuffer(filename); var sound = new Sound(buffer); sound.Play(); }
/// <summary> /// Load a new sound from a filepath. If this file has been used before it will be loaded from the cache. /// </summary> /// <param name="source"></param> public Sound(string source, bool loop = false) { buffer = Sounds.Load(source); sound = new SFML.Audio.Sound(buffer); Loop = loop; sound.RelativeToListener = false; }
/// <summary> /// Play a sound /// </summary> private static void PlaySound() { // Load a sound buffer from a wav file SoundBuffer Buffer = new SoundBuffer("datas/sound/footsteps.wav"); // Display sound informations Console.WriteLine("footsteps.wav :"); Console.WriteLine(" " + Buffer.Duration + " sec"); Console.WriteLine(" " + Buffer.SampleRate + " samples / sec"); Console.WriteLine(" " + Buffer.ChannelsCount + " channels"); // Create a sound instance and play it Sound Sound = new Sound(Buffer); Sound.Play(); // Loop while the sound is playing while (Sound.Status == SoundStatus.Playing) { // Display the playing position Console.CursorLeft = 0; Console.Write("Playing... " + Sound.PlayingOffset + " sec "); // Leave some CPU time for other processes Thread.Sleep(100); } }
/// <summary> /// Initializes a new instance of the <see cref="AudioStreamImp"/> class. /// </summary> /// <param name="fileName">Name of the file.</param> /// <param name="sndBuffer">The SND buffer.</param> public AudioStreamImp(string fileName, SoundBuffer sndBuffer) { OutputBuffer = sndBuffer; _outputSound = new SFML.Audio.Sound(sndBuffer); Init(fileName, false); }
public void SetSong(string key) { if (Sound.Status == SoundStatus.Playing) Sound.Stop(); Sound = AssetManager.GetSound(key); Sound.PlayingOffset = 0f; Sound.Loop = false; }
public SoundInstance(SoundBuffer sound, float basePitch, float pitchVariance, float volume, bool looped = false) { this.sound = new Sound(sound); this.basePitch = basePitch; this.pitchVariance = pitchVariance; this.volume = volume; this.looped = looped; }
public static void Load() { // Redimensiona a lista Array.Resize(ref List, (byte)Sounds.Amount); // Carrega todos os arquivos e os adiciona a lista for (int i = 1; i < List.Length; i++) List[i] = new SFML.Audio.Sound(new SoundBuffer(Directories.Sounds.FullName + i + Format)); }
public void PlaySound(string soundName) { var sound = new Sound(_sounds[soundName]) { Loop = true }; sound.Play(); }
/// <summary> /// コンストラクター /// </summary> /// <param name="fileName">ファイル名</param> public SoundEffectTrack(string fileName) { if (fileName == null || fileName == "") { throw new ArgumentNullException ("FileName is null or empty"); } this.fileName = fileName; this.data = new Sound (new SoundBuffer (fileName)); this.data.Loop = false; }
public void PlaySound(string name) { Sound sound = new Sound(); if (m_SoundBufferList.ContainsKey(name)) { sound.SoundBuffer = m_SoundBufferList[name]; sound.Play(); } }
/// <summary> /// Initializes a new instance of the <see cref="AudioStream"/> class. /// </summary> /// <param name="fileName">Name of the file.</param> /// <param name="streaming">if set to <c>true</c> [streaming].</param> public AudioStream(string fileName, bool streaming) { if (streaming) _outputStream = new Music(fileName); else { OutputBuffer = new SoundBuffer(fileName); _outputSound = new Sound(OutputBuffer); } Init(fileName, streaming); }
/// <summary> /// Initializes a new instance of the <see cref="AudioStreamImp"/> class. /// </summary> /// <param name="fileName">Name of the file.</param> /// <param name="streaming">if set to <c>true</c> [streaming].</param> public AudioStreamImp(string fileName, bool streaming) { if (streaming) { _outputStream = new Music(fileName); } else { OutputBuffer = new SoundBuffer(fileName); _outputSound = new SFML.Audio.Sound(OutputBuffer); } Init(fileName, streaming); }
public static void play(Sample sample, float volume = 0.65f, float pan = 0f, float pitch = 1f) { if (sample == null) return; if (Application.audio_disabled) return; var sound = new SA.Sound(); sounds.Add(sound); sound.SoundBuffer = sample.buffer; sound.Loop = false; sound.Pitch = pitch; sound.Volume = volume * volume * sample.volume_modifier * 100f; sound.Play(); }
/// <summary> /// Load a new sound from copying another sound. /// </summary> /// <param name="sound">The sound to copy from.</param> public Sound(Sound sound) { buffer = sound.buffer; this.sound = new SFML.Audio.Sound(buffer); Loop = sound.Loop; sound.RelativeToListener = sound.RelativeToListener; X = sound.X; Y = sound.Y; Z = sound.Z; Volume = sound.Volume; Pitch = sound.Pitch; Attenuation = sound.Attenuation; MinimumDistance = sound.MinimumDistance; Offset = sound.Offset; }
public Sound Create(string key) { if (Sounds.ContainsKey(key)) { return Sounds[key]; } else if (Sounds.Count < MaxSoundCount) { Sounds[key] = new Sound(Game.Assets.Sounds[key]); return Sounds[key]; } else { throw new Exception("Not enough channels. Use Release(...) to free unused channels."); } }
static public bool LoadSounds() { for (int i = 0; i < sound.Count(); i++) sound[i] = new Sound(); sounds.Add("jump", new SoundBuffer(assembly.GetManifestResourceStream("TrainBox.snd.jump.wav"))); sounds.Add("drop", new SoundBuffer(assembly.GetManifestResourceStream("TrainBox.snd.drop.wav"))); sounds.Add("pickup", new SoundBuffer(assembly.GetManifestResourceStream("TrainBox.snd.pickup.wav"))); sounds.Add("open", new SoundBuffer(assembly.GetManifestResourceStream("TrainBox.snd.open.wav"))); sounds.Add("explode", new SoundBuffer(assembly.GetManifestResourceStream("TrainBox.snd.explode.wav"))); sounds.Add("win", new SoundBuffer(assembly.GetManifestResourceStream("TrainBox.snd.win.wav"))); music = new Music(assembly.GetManifestResourceStream("TrainBox.snd.m1.ogg")); endingMusic = new Music(assembly.GetManifestResourceStream("TrainBox.snd.m2.ogg")); return true; }
/// <summary> /// initialize Player and Enemies, by calling the constructors /// </summary> public static void Initialize() { gTime = new GameTime(); BackgroundMusic = new Sound(new SoundBuffer("Sound/asia_1.ogg")); BackgroundMusic.Loop = true; BackgroundMusic.Volume = 30; BackgroundMusic.Play(); JumpSound = new Sound(new SoundBuffer("Sound/jumpSound.wav")); JumpSound.Volume = 100; map = new Map(new System.Drawing.Bitmap("Pictures/Map.bmp")); Player = new Player(new Vector2f(map.TileSize + 30,map.TileSize + 30)); enemy1 = new Enemy("Pictures/EnemyGreen.png", new Vector2f(800, 100), "Pictures/EnemyGreenMove.png"); enemy2 = new Enemy("Pictures/EnemyRed.png", new Vector2f(100, 600), "Pictures/EnemyGreenMove.png"); }
public void PlaySound(string soundName, double listenerX, double listenerY, double soundX, double soundY, int maxSoundDistance) { var distanceX = Math.Abs(listenerX - soundX); var distanceY = Math.Abs(listenerY - soundY); var totalDistance = Math.Sqrt((Math.Pow(distanceX, 2) + Math.Pow(distanceY, 2))); if (totalDistance > maxSoundDistance) return; var volume = (int)(maxSoundDistance - totalDistance) * (100 / maxSoundDistance); var sound = new Sound(_sounds[soundName]) { Volume = volume }; sound.Play(); }
/// <summary> /// Releases unmanaged and - optionally - managed resources. /// </summary> public void Dispose() { if (_outputStream != null) { _outputStream.Dispose(); _outputStream = null; } if (OutputBuffer != null) { //OutputBuffer.Dispose(); OutputBuffer = null; } if (_outputSound != null) { _outputSound.Dispose(); _outputSound = null; } }
static void Main(string[] args) { // Test(); // return; Logger.WriteLine(args[0]); AppDomain.CurrentDomain.UnhandledException += (sender, eventArgs) => { Logger.WriteLine(eventArgs.ExceptionObject); }; var fileStream = File.Open("C:\\Users\\Admin\\Downloads\\Similar Outskirts - Shockwave.mp3", FileMode.Open); MemoryStream ms = new MemoryStream(); BinaryWriter writer = new BinaryWriter(ms); var sound = new Sound(new BinaryReader(fileStream)); sound.decodeFullyInto(writer); fileStream.Close(); var wavBytes = ms.ToArray(); short[] samples = new short[wavBytes.Length / 2]; Buffer.BlockCopy(wavBytes, 0, samples, 0, wavBytes.Length); var sound1 = new SFML.Audio.Sound(new SoundBuffer(samples, 2, 44100)); sound1.Play(); //Music sfmlMusic = new Music(wavBytes); //sfmlMusic.Play(); Console.Read(); Window window = new AudioPlayerWindow(args[0]); window.Run(); }
public static Sound Play(string soundName, Vector3f position) { if (sounds.ContainsKey(soundName)) { var sound = new Sound(sounds[soundName]) { RelativeToListener = false, // Don't follow the listener around. Position = position, MinDistance = 400f, Attenuation = 1f, }; sound.Play(); return sound; } else { Console.WriteLine("Unable to play sound, file not found: " + soundName); return null; } }
public GameModeBase() { myId = 0; idSet = false; map = new TileMap(); alerts = new List<HUDAlert>(); entities = new Dictionary<ushort, EntityBase>(); players = new Dictionary<byte, Player>(); Effects = new List<EffectBase>(); pathFinding = null; Fog = null; deathSound_Cliff = new Sound(ExternalResources.GSoundBuffer("Resources/Audio/Death/0.wav")); unitCompleteSound_Worker = new Sound(ExternalResources.GSoundBuffer("Resources/Audio/UnitCompleted/0.wav")); useSound_Cliff = new Sound(ExternalResources.GSoundBuffer("Resources/Audio/UseCommand/0.wav")); gatherResourceSound_Cliff = new Sound(ExternalResources.GSoundBuffer("Resources/Audio/GetResources/0.wav")); attackSound_Cliff = new Sound(ExternalResources.GSoundBuffer("Resources/Audio/OnAttack/0.wav")); }
public CannonWeapon(Game game, Entity sourceObject) : base(game, sourceObject) { ProjectileSpeed = 600.0f; Damage = 4000; ProjectileRotateSpeed = 10; ShootSoundBuffer1 = new SoundBuffer("assets/audio/shotgun1.ogg"); ShootSoundBuffer2 = new SoundBuffer("assets/audio/shotgun2.ogg"); ShootSound1 = new Sound(ShootSoundBuffer1); ShootSound2 = new Sound(ShootSoundBuffer2); ExplosionSoundBuffer1 = new SoundBuffer("assets/audio/explode1.ogg"); ExplosionSoundBuffer2 = new SoundBuffer("assets/audio/explode2.ogg"); ExplosionSound1 = new Sound(ExplosionSoundBuffer1); ExplosionSound2 = new Sound(ExplosionSoundBuffer2); SplashSoundBuffer1 = new SoundBuffer("assets/audio/splash1.ogg"); SplashSoundBuffer2 = new SoundBuffer("assets/audio/splash2.ogg"); SplashSound1 = new Sound(SplashSoundBuffer1); SplashSound2 = new Sound(SplashSoundBuffer2); }
private void LoadResources() { // Set up start screen graphics Texture txStart = new Texture(@"resources\logo.png"); spStart = new Sprite(txStart); // Main game screen background Texture txBack = new Texture(@"resources\back.png"); spBack = new Sprite(txBack); Texture txDot = new Texture(@"resources\dot.png"); spDot = new Sprite(txDot); powerSprites[0] = new Texture(@"resources\power-1.png"); powerSprites[1] = new Texture(@"resources\power-2.png"); powerSprites[2] = new Texture(@"resources\power-3.png"); spPower = new Sprite((Texture)powerSprites[powerSpriteId]); startBuffer = new SFML.Audio.SoundBuffer(@"resources\pacman_beginning.wav"); startSound = new SFML.Audio.Sound(startBuffer); chompBuffer = new SFML.Audio.SoundBuffer(@"resources\dot.wav"); chompSound = new SFML.Audio.Sound(chompBuffer); energizerBuffer = new SFML.Audio.SoundBuffer(@"resources\energizer.wav"); energizerSound = new SFML.Audio.Sound(energizerBuffer); sirenBuffer = new SFML.Audio.SoundBuffer(@"resources\siren.wav"); sirenSound = new SFML.Audio.Sound(sirenBuffer); playerDeathBuffer = new SFML.Audio.SoundBuffer(@"resources\pacman_death.wav"); playerDeathSound = new SFML.Audio.Sound(playerDeathBuffer); }
public StandardMelee(InputHandler handler) { _mousePosition = new Vector2f(500, 500); CurrentStatus = StatusState.WaitingForPlayers; uiState = UIStateTypes.Normal; currentHotkey = null; currentHotkeySheet = null; standardHotkeys = Settings.GetSheet("standard_game_mode_controls"); InputHandler = handler; myId = 0; map = new TileMap(); allowMinimapCameraMove = true; selectedUnits = null; controlGroups = new Dictionary<Keyboard.Key, List<EntityBase>>(); for (int i = 27; i <= 35; i++) { controlGroups.Add((Keyboard.Key) i, new List<EntityBase>()); } controlBoxP1 = new Vector2f(0, 0); controlBoxP2 = new Vector2f(0, 0); selectedAttackMove = false; releaseSelect = false; CameraPosition = new Vector2f(0, 0); miniMap = new MiniMap(map, Fog, entities); //Load Sprites bottomHUDGUI = new Sprite(ExternalResources.GTexture("Resources/Sprites/HUD/BottomGUI.png")); alertHUDAlert = new Sprite(ExternalResources.GTexture("Resources/Sprites/HUD/Alert_Alert.png")); alertHUDUnitCreated = new Sprite(ExternalResources.GTexture("Resources/Sprites/HUD/Alert_UnitCreated.png")); alertHUDBuildingCreated = new Sprite(ExternalResources.GTexture("Resources/Sprites/HUD/Alert_BuildingFinished.png")); avatarWorker = new Sprite(ExternalResources.GTexture("Resources/Sprites/HUD/HUD_AVATAR_WORKER.png")); hudBoxUnit = new Sprite(ExternalResources.GTexture("Resources/Sprites/HUD/HUD_BOX_Unit.png")); hudBoxBuilding = new Sprite(ExternalResources.GTexture("Resources/Sprites/HUD/HUD_BOX_Building.png")); hudControlBox = new Sprite(ExternalResources.GTexture("Resources/Sprites/HUD/ControlGroupBox.png")); hudControlBox.Origin = new Vector2f(hudControlBox.TextureRect.Width/2, 0); viewBounds = new Sprite(ExternalResources.GTexture("Resources/Sprites/Hud/ViewBounds.png")); //Load Sounds moveSound = new Sound(ExternalResources.GSoundBuffer("Resources/Audio/MoveCommand/0.wav")); attackMoveSound = new Sound(ExternalResources.GSoundBuffer("Resources/Audio/AttackCommand/0.wav")); backgroundMusic = new Music("Resources/Audio/Music/In Game/mario.wav"); backgroundMusic.Loop = true; backgroundMusic.Volume = Settings.MUSICVOLUME; backgroundMusic.Play(); }
public void Load(string path) { this.sound = new Sound(new SoundBuffer(path)); }
public SoundResource(Sound sound) { this.sound = sound; }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { // Check that the device can capture audio if (SoundRecorder.IsAvailable == false) { Console.WriteLine("Sorry, audio capture is not supported by your system"); return; } // Choose the sample rate Console.WriteLine("Please choose the sample rate for sound capture (44100 is CD quality) : "); uint sampleRate = uint.Parse(Console.ReadLine()); // Wait for user input... Console.WriteLine("Press enter to start recording audio"); Console.ReadLine(); // Here we'll use an integrated custom recorder, which saves the captured data into a SoundBuffer SoundBufferRecorder recorder = new SoundBufferRecorder(); // Audio capture is done in a separate thread, so we can block the main thread while it is capturing recorder.Start(sampleRate); Console.WriteLine("Recording... press enter to stop"); Console.ReadLine(); recorder.Stop(); // Get the buffer containing the captured data SoundBuffer buffer = recorder.SoundBuffer; // Display captured sound informations Console.WriteLine("Sound information :"); Console.WriteLine(" " + buffer.Duration + " seconds"); Console.WriteLine(" " + buffer.SampleRate + " samples / seconds"); Console.WriteLine(" " + buffer.ChannelCount + " channels"); // Choose what to do with the recorded sound data Console.WriteLine("What do you want to do with captured sound (p = play, s = save) ? "); char choice = char.Parse(Console.ReadLine()); if (choice == 's') { // Choose the filename Console.WriteLine("Choose the file to create : "); string filename = Console.ReadLine(); // Save the buffer buffer.SaveToFile(filename); } else { // Create a sound instance and play it Sound sound = new Sound(buffer); sound.Play(); // Wait until finished while (sound.Status == SoundStatus.Playing) { // Display the playing position Console.CursorLeft = 0; Console.Write("Playing... " + sound.PlayingOffset + " sec "); // Leave some CPU time for other threads Thread.Sleep(100); } } // Finished ! Console.WriteLine("\nDone !"); }
public SoundInstance(SoundBuffer sound, float basePitch, float pitchVariance) { this.sound = new Sound(sound); this.basePitch = basePitch; this.pitchVariance = pitchVariance; }
/// <summary> /// Load a new sound from an IO Stream. /// </summary> /// <param name="stream">The memory stream of the sound data.</param> /// <param name="loop">Determines if the sound should loop.</param> public Sound(Stream stream, bool loop = false) { buffer = new SoundBuffer(stream); sound = new SFML.Audio.Sound(buffer); Loop = loop; }
/// <summary> /// Load a new sound from an IO Stream. /// </summary> /// <param name="stream"></param> public Sound(Stream stream) { buffer = new SoundBuffer(stream); sound = new SFML.Audio.Sound(buffer); }
public void Prepare(ref Sound sound, string key, int volume = 100, float pitch = 1.0f) { if (sound == null) { sound = Create(key); sound.Volume = volume; sound.Pitch = pitch; } }
public MusicManager() { Sound = new Sound(); base.AddToList(); }
public BasicFirework(Vector2f position, Vector2f initialVelocity, Vector2f gravity) : base(position, initialVelocity, gravity, 0.5f, 0.01f) { whistleSound = SoundManager.Play("whistlingrocket_" + Helper.GetRandomNumber(1, 4), new Vector3f(Position.X, 0, Position.Y)); Modifiers.Add(new FadeModifier()); }
//////////////////////////////////////////////////////////// /// <summary> /// Construct the sound from another source /// </summary> /// <param name="copy">Sound to copy</param> //////////////////////////////////////////////////////////// public Sound(Sound copy) : base(sfSound_copy(copy.CPointer)) { SoundBuffer = copy.SoundBuffer; }