/// <summary> /// Clean up any resources being used. /// </summary> /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param> protected override void Dispose(bool disposing) { if (disposing && (components != null)) { components.Dispose(); if (Synth != null) { Synth.Dispose(); Synth = null; } } base.Dispose(disposing); }
protected override void Dispose(bool disposing) { #if MIDI_MANAGER #else if (disposing) { if (asset_sfloader != null) { asset_sfloader.Dispose(); } adriver.Dispose(); syn.Dispose(); IsDisposed = true; } #endif base.Dispose(disposing); }
/// <summary> /// Renders the currently applied settings to a MIDI file (in memory) and then sets up a player /// </summary> bool setupPlayerForPlayback() { if (drv != null) { drv.Dispose(); } if (player != null) { player.Dispose(); } if (syn != null) { syn.Dispose(); } var soundfontFile = @"Soundbanks\ExtractedSoundbank_" + (NLSTChoice + 10).ToString("X2") + ".dls"; if (!File.Exists(soundfontFile)) { MessageBox.Show("A required soundbank file is missing - Please see the Github on how to extract soundbanks from your ROM."); return(false); } var settings = new Settings(); settings[ConfigurationKeys.SynthAudioChannels].IntValue = 2; syn = new Synth(settings); syn.Gain = 0.5f; syn.LoadSoundFont(soundfontFile, true); for (int i = 0; i < 16; i++) { syn.SoundFontSelect(i, 1); } player = new Player(syn); var mid = exportMIDBytes(); player.AddMem(mid, 0, mid.Length); drv = new AudioDriver(settings, syn); return(true); }
/// <summary> /// 음악 출력 장치를 끄고 타이머를 멈춥니다. /// </summary> public static void Dispose() { if (HasStart) { for (int i = 0; i <= 8; i++) { StopPlaying(i); } timer.Stop(); //outDevice.Close(); adriver.Dispose(); //playback.Stop(); //outputDevice.Stop(); //outputDevice.Dispose(); //reverb.Dispose(); syn.Dispose(); settings.Dispose(); mgmt.Stop(); HasStart = false; IsReady = false; } }
public void Dispose() { Synth.Dispose(); }
public override void onRemovedFromEntity() { _synth.Dispose(); _synth = null; }