Play() public method

public Play ( ) : void
return void
コード例 #1
0
ファイル: MainPage.xaml.cs プロジェクト: hutchgard/Materials
        // Constructor
        public MainPage()
        {
            InitializeComponent();

            DispatcherTimer timer = new DispatcherTimer();
            // Run it a little faster than our buffer updates
            timer.Interval = TimeSpan.FromMilliseconds(80);
            timer.Tick += OnTimerTick;
            timer.Start();
            FrameworkDispatcher.Update();

            // Add in the event handler for when a new buffer of audio is available
            audioIn.BufferReady += new EventHandler<EventArgs>(Microphone_BufferReady);

            // XNA is limited to 100ms latency. :(
            audioIn.BufferDuration = TimeSpan.FromMilliseconds(100);

            // Create a buffer of the appropriate length
            int bufferLen = audioIn.GetSampleSizeInBytes(audioIn.BufferDuration);
            audioBuffer = new byte[bufferLen];

            // Create our audio out interface with the same samplerate and channels of the audio input
            // We couldn't create this above because we needed to get audioIn.SampleRate
            audioOut = new DynamicSoundEffectInstance(audioIn.SampleRate, AudioChannels.Mono);

            // Start recording and playing
            audioIn.Start();
            audioOut.Play();
        }
コード例 #2
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        public void PlaySound(Tone tone, TimeSpan duration)
        {
            Deployment.Current.Dispatcher.BeginInvoke(() =>
            {
                if (_timer == null)
                {
                    _timer = new DispatcherTimer
                    {
                        Interval = TimeSpan.FromMilliseconds(33)
                    };
                    _timer.Tick += delegate { try { FrameworkDispatcher.Update(); } catch { } };
                }

                if (_timer.IsEnabled) _timer.Stop();

                _timeLeft = duration;

                FrameworkDispatcher.Update();
                _frequency = tone;
                _dynamicSound = new DynamicSoundEffectInstance(SampleRate, AudioChannels.Mono);
                _dynamicSound.BufferNeeded += dynamicSound_BufferNeeded;
                _dynamicSound.Play();
                _bufferSize = _dynamicSound.GetSampleSizeInBytes(TimeSpan.FromSeconds(1));
                _soundBuffer = new byte[_bufferSize];

                _timer.Start();
            });
        }
コード例 #3
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        public void PlaySound(int samplingRate, byte[] pcmData)
        {
            DynamicSoundEffectInstance playback = 
                new DynamicSoundEffectInstance(samplingRate, AudioChannels.Mono);

            playback.SubmitBuffer(pcmData);
            playback.Play();
        }
コード例 #4
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        public SoundPlayer(int sampleRate, bool stereo, int framesPerSecond)
        {
            soundInstance = new DynamicSoundEffectInstance(sampleRate, stereo ? AudioChannels.Stereo : AudioChannels.Mono);
             stream_buffer_size = (uint)(((ulong)MAX_BUFFER_SIZE * (ulong)sampleRate) / 44100);
            var wBitsPerSample = 16;
            var nChannels = stereo ? 2 : 1;
            var nBlockAlign = wBitsPerSample * nChannels / 8;
            stream_buffer_size = (uint)(stream_buffer_size * nBlockAlign) / 4;
            stream_buffer_size = (uint)((stream_buffer_size * 30) / framesPerSecond);
            stream_buffer_size = (stream_buffer_size / 1024) * 1024;

            waveBuffer = new byte[stream_buffer_size];//soundInstance.GetSampleSizeInBytes(TimeSpan.FromMilliseconds(25))];

            soundInstance.Play();            
        }
コード例 #5
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ファイル: Synth.cs プロジェクト: Janoslaw/SyntezatorWP7
        public Synth()
        {
            // Create DynamicSoundEffectInstance object and start it
            _instance = new DynamicSoundEffectInstance(SampleRate, Channels == 2 ? AudioChannels.Stereo : AudioChannels.Mono);
            _instance.Play();

            // Create buffers
            const int bytesPerSample = 2;
            _xnaBuffer = new byte[Channels * SamplesPerBuffer * bytesPerSample];
            _workingBuffer = new float[Channels, SamplesPerBuffer];

            // Create voice structures
            _voicePool = new Voice[Polyphony];
            for (int i = 0; i < Polyphony; ++i)
            {
                _voicePool[i] = new Voice(this);
            }
            _freeVoices = new Stack<Voice>(_voicePool);
            _activeVoices = new List<Voice>();
            _keyRegistry = new Dictionary<int, Voice>();
        }
コード例 #6
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ファイル: SoundData.cs プロジェクト: FreeReign/UltimaXNA
            public void Play()
            {
                float now = UltimaVars.EngineVars.TheTime;

                // Check to see if any existing instances of this sound effect have stopped playing. If
                // they have, remove the reference to them so the garbage collector can collect them.
                for (int i = 0; i < m_instances.Count; i++)
                    if (m_instances[i].Item2 < now)
                    {
                        m_instances.RemoveAt(i);
                        i--;
                    }

                DynamicSoundEffectInstance instance = new DynamicSoundEffectInstance(22050, AudioChannels.Mono);
                instance.BufferNeeded += new EventHandler<EventArgs>(instance_BufferNeeded);
                instance.SubmitBuffer(m_waveBuffer);
                instance.Play();
                m_instances.Add(new Tuple<DynamicSoundEffectInstance, float>(instance,
                    now + (instance.GetSampleDuration(m_waveBuffer.Length).Milliseconds / 1000f)));
            }
コード例 #7
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ファイル: SoundManager.cs プロジェクト: ApexHAB/apex-lumia
 public void Play()
 {
     lock (DynamicSoundSync)
     {
         if (_dynamicSound == null)
         {
             IsPlaying = true;
             Time = 0;
             CurrentFillBufferIndex = 0;
             CurrentPlayBufferIndex = 0;
             _dynamicSound = new DynamicSoundEffectInstance(SampleRate,
                                                            (ChannelCount == 1)
                                                                ? AudioChannels.Mono
                                                                : AudioChannels.Stereo);
             _dynamicSound.BufferNeeded += BufferNeeded;
             FillBuffer();
             BufferHitCount = 0;
             SubmitBuffer();
             _dynamicSound.Play();
         }
     }
 }
コード例 #8
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ファイル: Program.cs プロジェクト: AustinWise/ZmqMusic
        private static void PlayThings(Context ctx, Node srcNode)
        {
            FrameworkDispatcher.Update();
            using (var aud = new DynamicSoundEffectInstance(48000, AudioChannels.Mono))
            {
                SampleSize = aud.GetSampleSizeInBytes(new TimeSpan(0, 0, 0, 0, SampleTimeMs));

                var sub = ctx.Socket(SocketType.SUB);
                sub.Subscribe(new byte[0]);
                sub.Connect(srcNode.Url);

                mBar.SignalAndWait();

                bool bufferNeeded = true;
                aud.BufferNeeded += (_, __) => bufferNeeded = true;

                while (isRunning)
                {
                    if (bufferNeeded)
                    {
                        foreach (var n in mNodes.Where(n => n is GeneratorNode).Cast<GeneratorNode>())
                        {
                            n.SignalForData();
                        }
                        bufferNeeded = false;
                    }

                    var bytes = sub.Recv(SampleTimeMs / 2);

                    if (bytes != null)
                    {
                        aud.SubmitBuffer(bytes);
                        if (aud.State == SoundState.Stopped)
                            aud.Play();
                    }

                    FrameworkDispatcher.Update();

                    //running = false;
                }

                aud.Stop();
                sub.Dispose();
            }
        }
コード例 #9
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ファイル: ASound.cs プロジェクト: leventcorapsiz/UltimaXNA
        /// <summary>
        /// Plays the effect.
        /// </summary>
        /// <param name="asEffect">Set to false for music, true for sound effects.</param>
        public void Play(bool asEffect, AudioEffects effect = AudioEffects.None, float volume = 1.0f)
        {
            double now = UltimaGame.TotalMS;
            CullExpiredEffects(now);

            m_ThisInstance = GetNewInstance(asEffect);
            if (m_ThisInstance == null)
            {
                this.Dispose();
                return;
            }

            switch (effect)
            {
                case AudioEffects.PitchVariation:
                    float pitch = (float)Utility.RandomValue(-5, 5) * .025f;
                    m_ThisInstance.Pitch = pitch;
                    break;
            }

            BeforePlay();

            byte[] buffer = GetBuffer();
            if (buffer != null && buffer.Length > 0)
            {
                m_ThisInstance.BufferNeeded += new EventHandler<EventArgs>(OnBufferNeeded);
                m_ThisInstance.SubmitBuffer(buffer);
                m_ThisInstance.Volume = volume;
                m_ThisInstance.Play();

                List<Tuple<DynamicSoundEffectInstance, double>> list = (asEffect) ? m_EffectInstances : m_MusicInstances;
                double ms = m_ThisInstance.GetSampleDuration(buffer.Length).TotalMilliseconds;
                list.Add(new Tuple<DynamicSoundEffectInstance, double>(m_ThisInstance, now + ms));
            }
        }
コード例 #10
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ファイル: NativeSpeechHelper.cs プロジェクト: ogazitt/zaplify
        private static void PlaybackSpeech()
        {
            // trace the operation
            TraceHelper.AddMessage("About to playback speech");

            // create a sound effect instance
            DynamicSoundEffectInstance effect = new DynamicSoundEffectInstance(mic.SampleRate, AudioChannels.Mono);

            // submit all the buffers to the instance
            foreach (var buf in speechBufferList)
                if (buf.Length > 0)
                    effect.SubmitBuffer(buf);
            speechBufferList.Clear();

            // create an event handler to stop playback when all the buffers have been consumed
            effect.BufferNeeded += delegate
            {
                if (effect.PendingBufferCount == 0)
                {
                    effect.Stop();
                    TraceHelper.AddMessage("Finished playing back speech");
                }
            };

            // play the speech
            FrameworkDispatcher.Update();
            effect.Play();
        }
        private void UpdateCurrentTone()
        {
            if (_currentToneMillisecondsLeft > 0)
            {
                _currentToneMillisecondsLeft -= _dispatcherTimer.Interval.Milliseconds;
                return;
            }

            if (_dynamicSound != null) _dynamicSound.Stop(); // otherwise, buffer (1sec) is played out

            if (_toneQueue.Count == 0)
            {
                _dispatcherTimer.Stop();
                return;
            }

            var newTone = _toneQueue.Dequeue();
            _currentToneMillisecondsLeft = newTone.DurationInMilliSeconds - _dispatcherTimer.Interval.Milliseconds;

            if (newTone.Mute) return;

            _currentToneFrequency = newTone.Frequency;

            _dynamicSound = new DynamicSoundEffectInstance(48000, AudioChannels.Stereo);
            _dynamicSound.BufferNeeded += GetSoundBuffer;

            _dynamicSound.Play();
        }
コード例 #12
0
ファイル: ASound.cs プロジェクト: InjectionDev/UltimaXNA
        /// <summary>
        /// Plays the effect.
        /// </summary>
        /// <param name="asEffect">Set to false for music, true for sound effects.</param>
        public void Play(bool asEffect = true)
        {
            double now = UltimaGame.TotalMS;
            CullExpiredEffects(now);

            m_ThisInstance = GetNewInstance(asEffect);
            if (m_ThisInstance == null)
            {
                this.Dispose();
                return;
            }

            BeforePlay();

            byte[] buffer = GetBuffer();
            if (buffer != null && buffer.Length > 0)
            {

                m_ThisInstance.BufferNeeded += new EventHandler<EventArgs>(OnBufferNeeded);
                m_ThisInstance.SubmitBuffer(buffer);
                m_ThisInstance.Play();

                List<Tuple<DynamicSoundEffectInstance, double>> list = (asEffect) ? m_EffectInstances : m_MusicInstances;
                list.Add(new Tuple<DynamicSoundEffectInstance, double>(m_ThisInstance, now + (m_ThisInstance.GetSampleDuration(buffer.Length).Milliseconds)));
            }
        }
コード例 #13
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 public override void Initialize(AudioRenderInitializeArgs renderArgs)
 {
     Playback = new DynamicSoundEffectInstance(ClockRate, Channels == 2 ? AudioChannels.Stereo : AudioChannels.Mono);
     Playback.Play();
 }
コード例 #14
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ファイル: ThereminGame.cs プロジェクト: niallwingham/theremin
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            base.Initialize();
            this.IsMouseVisible = true;

            // Sound
            sound = new DynamicSoundEffectInstance(SampleRate, Channels);
            sound.Play();

            // Images
            colorTexture = new Texture2D(graphics.GraphicsDevice, FrameWidth, FrameHeight);
            LeftHand = new DepthImage(graphics.GraphicsDevice, DepthFrameWidth, DepthFrameHeight);
            RightHand = new DepthImage(graphics.GraphicsDevice, DepthFrameWidth, DepthFrameHeight);

            // Gesture Recognition
            LeftHandTracker = new HandTracker();
            //Thread gestureThread = new Thread(new ThreadStart(IdentifyGestures));
            //gestureThread.Start();

            //Thread kinectThread = new Thread(new ThreadStart(StartKinect));
            //kinectThread.Start();
            StartKinect();
        }