Esempio n. 1
0
        internal SoundInstance(Sound staticSound, AudioListener listener, bool forceLoadInMemory)
        {
            Listener = listener;
            engine = staticSound.AudioEngine;
            sound = staticSound;
            spatialized = staticSound.Spatialized;

            var streamed = staticSound.StreamFromDisk && !forceLoadInMemory;

            if (engine.State == AudioEngineState.Invalidated)
                return;

            Source = AudioLayer.SourceCreate(listener.Listener, staticSound.SampleRate, streamed ? CompressedSoundSource.NumberOfBuffers : 1, staticSound.Channels == 1, spatialized, streamed);
            if (Source.Ptr == IntPtr.Zero)
            {
                throw new Exception("Failed to create an AudioLayer Source");
            }

            if (streamed)
            {
                soundSource = new CompressedSoundSource(this, staticSound.CompressedDataUrl, staticSound.NumberOfPackets, staticSound.SampleRate, staticSound.Channels, staticSound.MaxPacketLength);
            }
            else
            {
                if (sound.PreloadedBuffer.Ptr == IntPtr.Zero)
                {
                    staticSound.LoadSoundInMemory(); //this should be already loaded by the serializer, but in the case of forceLoadInMemory might not be the case yet.
                }
                AudioLayer.SourceSetBuffer(Source, staticSound.PreloadedBuffer);
            }

            ResetStateToDefault();
        }
Esempio n. 2
0
        /// <summary>
        /// Initializes a new instance of the <see cref="SoundInstance"/> class using a dynamic sound source.
        /// </summary>
        /// <param name="engine">The audio engine that will be used to play this instance</param>
        /// <param name="listener">The listener of this instance</param>
        /// <param name="dynamicSoundSource">The source from where the PCM data will be fetched</param>
        /// <param name="sampleRate">The sample rate of this audio stream</param>
        /// <param name="mono">Set to true if the souce is mono, false if stereo</param>
        /// <param name="spatialized">If the SoundInstance will be used for spatialized audio set to true, if not false, if true mono must also be true</param>
        public SoundInstance(AudioEngine engine, AudioListener listener, DynamicSoundSource dynamicSoundSource, int sampleRate, bool mono, bool spatialized = false)
        {
            Listener = listener;
            this.engine = engine;
            this.spatialized = spatialized;
            soundSource = dynamicSoundSource;

            if (engine.State == AudioEngineState.Invalidated)
                return;

            Source = AudioLayer.SourceCreate(listener.Listener, sampleRate, dynamicSoundSource.MaxNumberOfBuffers, mono, spatialized, true);
            if (Source.Ptr == IntPtr.Zero)
            {
                throw new Exception("Failed to create an AudioLayer Source");
            }

            ResetStateToDefault();
        }