public ReduceWhenSpeechAudioRule(IAudioSystem audioSystem, float volumeFactor = 0.2f, float fadeOutTimeInSeconds = 0.8f, Func <float, float> easing = null) { _targetVolumeFactor = volumeFactor; _fadeOutTimeInSeconds = fadeOutTimeInSeconds; _easing = easing; _enabled = true; _audioSystem = audioSystem; _modifier = new VolumeModifier(volumeFactor); }
public void SetUp() { _animationSystem = Substitute.For <IAnimationSystem>(); _audioSystem = Substitute.For <IAudioSystem>(); _behaviorSystem = Substitute.For <IBehaviorSystem>(); _entityDestructionSystem = Substitute.For <IEntityDestructionSystem>(); _inputSystem = Substitute.For <IInputSystem>(); _physicsSystem = Substitute.For <IPhysicsSystem>(); _renderingSystem = Substitute.For <IRenderingSystem>(); }
public ALAudioClip(string id, ISoundData soundData, IAudioSystem system, IAudioErrors errors, IAudioBackend backend) { _soundData = soundData; _errors = errors; _backend = backend; ID = id; _buffer = new Lazy<int> (() => generateBuffer()); _system = system; Volume = 1f; Pitch = 1f; }
public ALAudioClip(string id, ISoundData soundData, IAudioSystem system, IAudioErrors errors, IAudioBackend backend) { _soundData = soundData; _errors = errors; _backend = backend; ID = id; _buffer = new Lazy <int> (() => generateBuffer()); _system = system; Volume = 1f; Pitch = 1f; }
public ALAudioClip(string id, ISoundData soundData, IAudioSystem system, IAudioErrors errors, IAudioBackend backend) { _soundData = soundData; _errors = errors; _backend = backend; ID = id; _buffer = new Lazy <int> (() => generateBuffer()); Duration = getDuration(soundData.DataLength, soundData.Channels, soundData.BitsPerSample, soundData.SampleRate); _playingSounds = new AGSConcurrentHashSet <ISound>(); _system = system; Volume = 1f; Pitch = 1f; }
public ALAudioFactory(IResourceLoader loader, Resolver resolver, IAudioSystem audioSystem) { _audioSystem = audioSystem; _loader = loader; _resolver = resolver; _decoders = new Dictionary <string, List <ISoundDecoder> > { { ".WAV", new List <ISoundDecoder> { new WaveDecoder() } } , { ".OGG", new List <ISoundDecoder> { new OggDecoder() } } , { ".FLAC", new List <ISoundDecoder> { new FlacDecoder() } } }; RegisterExternalDecoders?.Invoke(_decoders); }
public void SetUp() { _coreDiagnosticInfoProvider = Substitute.For <ICoreDiagnosticInfoProvider>(); _gameTimeProvider = Substitute.For <IGameTimeProvider>(); _engineSystems = Substitute.For <IEngineSystems>(); _sceneManager = Substitute.For <ISceneManagerForGameLoop>(); _performanceStatisticsRecorder = Substitute.For <IPerformanceStatisticsRecorder>(); _animationSystem = Substitute.For <IAnimationSystem>(); _engineSystems.AnimationSystem.Returns(_animationSystem); _engineSystems.AnimationSystemName.Returns(AnimationSystemName); _audioSystem = Substitute.For <IAudioSystem>(); _engineSystems.AudioSystem.Returns(_audioSystem); _engineSystems.AudioSystemName.Returns(AudioSystemName); _behaviorSystem = Substitute.For <IBehaviorSystem>(); _engineSystems.BehaviorSystem.Returns(_behaviorSystem); _engineSystems.BehaviorSystemName.Returns(BehaviorSystemName); _entityDestructionSystem = Substitute.For <IEntityDestructionSystem>(); _engineSystems.EntityDestructionSystem.Returns(_entityDestructionSystem); _engineSystems.EntityDestructionSystemName.Returns(EntityDestructionSystemName); _inputSystem = Substitute.For <IInputSystem>(); _engineSystems.InputSystem.Returns(_inputSystem); _engineSystems.InputSystemName.Returns(InputSystemName); _physicsSystem = Substitute.For <IPhysicsSystem>(); _engineSystems.PhysicsSystem.Returns(_physicsSystem); _engineSystems.PhysicsSystemName.Returns(PhysicsSystemName); _renderingSystem = Substitute.For <IRenderingSystem>(); _engineSystems.RenderingSystem.Returns(_renderingSystem); _engineSystems.RenderingSystemName.Returns(RenderingSystemName); _customSystem1 = Substitute.For <ICustomSystem>(); _customSystem1.Name.Returns(CustomSystem1Name); _customSystem2 = Substitute.For <ICustomSystem>(); _customSystem2.Name.Returns(CustomSystem2Name); _customSystem3 = Substitute.For <ICustomSystem>(); _customSystem3.Name.Returns(CustomSystem3Name); _engineSystems.CustomSystems.Returns(new[] { _customSystem1, _customSystem2, _customSystem3 }); }
public static void Provide(IAudioSystem audioSystem) { _audio = audioSystem == null ? new NullAudioSystem() : audioSystem; }
static Services() { _audio = new NullAudioSystem(); }
public Fahrzeug(IMotor motor, IBremse bremse, IAudioSystem audioSystem) { this.motor = motor; this.bremse = bremse; this.audioSystem = audioSystem; }
public AudioEngine() { audioSystem = new AudioSystemBass(); tracks = new LinkedList<AUDIOTRACK>(); init(); }
public EngineSystems( IAnimationSystem animationSystem, IAudioSystem audioSystem, IBehaviorSystem behaviorSystem, IEntityDestructionSystem entityDestructionSystem, IInputSystem inputSystem, IPhysicsSystem physicsSystem, IRenderingSystem renderingSystem, IEnumerable <ICustomSystem> customSystems, CoreConfiguration configuration) { AnimationSystem = animationSystem; AudioSystem = audioSystem; BehaviorSystem = behaviorSystem; EntityDestructionSystem = entityDestructionSystem; InputSystem = inputSystem; PhysicsSystem = physicsSystem; RenderingSystem = renderingSystem; var customSystemsExecutionOrder = configuration.CustomSystemsExecutionOrder; var customSystemsList = customSystems.ToList(); var customSystemsSortedList = new List <ICustomSystem>(); Log.Info("Searching for custom systems..."); foreach (var customSystem in customSystemsList) { Log.Info($"Custom system found: {customSystem.Name}"); } if (customSystemsExecutionOrder.Count != customSystemsExecutionOrder.Distinct().Count()) { throw new ArgumentException("Configuration specifies duplicated custom systems. Each custom system can be specified only once."); } var customSystemsNames = customSystemsList.Select(cs => cs.Name).ToList(); if (customSystemsNames.Count != customSystemsNames.Distinct().Count()) { throw new ArgumentException("There are custom system with duplicated names. Each system must have unique name."); } foreach (var systemName in customSystemsExecutionOrder) { var customSystem = customSystemsList.SingleOrDefault(cs => cs.Name == systemName); if (customSystem == null) { throw new ArgumentException($"Cannot find custom system specified in configuration. Custom system name: {systemName}"); } customSystemsSortedList.Add(customSystem); } CustomSystems = customSystemsSortedList.AsReadOnly(); SystemsNames = new[] { AnimationSystemName, AudioSystemName, BehaviorSystemName, EntityDestructionSystemName, InputSystemName, PhysicsSystemName, RenderingSystemName }.Concat(CustomSystems.Select(cs => cs.Name)).OrderBy(n => n).ToList().AsReadOnly(); Log.Info("Custom systems has been configured to execute in following order:"); foreach (var customSystem in CustomSystems) { Log.Info($"Custom system name: {customSystem.Name}"); } }
public AGSAudioSettings(IAudioSystem system, ICrossFading roomMusicCrossFading) { _system = system; RoomMusicCrossFading = roomMusicCrossFading; }
public void SetAudioSystem(IAudioSystem audioSystemParam) { audioSystem = audioSystemParam; }
public void SetAudioSystem(IAudioSystem audioSystem) { Demo.SetAudioSystem(audioSystem); }
protected override void OnLoad(EventArgs e) { PauseSyncButton = new Button(Key.Space); PrevSceneButton = new Button(Key.F3); NextSceneButton = new Button(Key.F4); ReloadDemoButton = new Button(Key.F5); RestartDemoOrRetreatSceneButton = new Button(Key.F6); AdvanceSceneButton = new Button(Key.F7); InputEnabledButton = new Button(Key.F8); CameraModeButton = new Button(Key.F9); CameraSpeedDownButton = new Button(Key.F10); CameraSpeedUpButton = new Button(Key.F11); PrintFrameButton = new Button(Key.F12); tunableManager = TunableManager.GetSingleton(); syncSystem = SyncSystem.GetSingleton(); renderer = Renderer.GetSingleton(); string dataFolder = "data"; AssetManager.WorkingDir = dataFolder; AssetManager assetManager = AssetManager.GetSingleton(); Logger.LogPhase("Asset manager is created"); assetManager.LoadAll(); assetManager.printLoadedAssets(); Logger.LogPhase("Assets have been loaded"); tunableManager.ReloadValues(); Logger.LogPhase("Config file have been loaded"); demoWrapper = new DemoWrapper(); demoWrapper.Create(); demoSettings = demoWrapper.Demo.GetDemoSettings(); // Audio .................................... Logger.LogPhase("Initializing audio system"); if (demoSettings.AudioEngineSetting == DemoSettings.AudioEngine.System) { audioSystem = new SystemAudio(); } if (demoSettings.AudioEngineSetting == DemoSettings.AudioEngine.Dummy) { if (demoSettings.AudioEnabled == true) { Logger.LogError(Logger.ErrorState.User, "Initialized dummy audio when Audio is enabled."); } audioSystem = new DummyAudioSystem(); } bool audioInitOk = audioSystem.Initialize(); if (!audioInitOk) { Logger.LogError(Logger.ErrorState.Critical, "Audio system failed to initialize."); return; } Logger.LogPhase("Audio has been initialized"); demoWrapper.SetAudioSystem(audioSystem); // Sync............................. if (demoSettings.SyncEnabled) { syncSystem.Start(demoSettings.SyncFilePrefix); } else { syncSystem.StartManual(); } // Rendering ................. Size windowSize = new Size((int)demoSettings.Resolution.X, (int)demoSettings.Resolution.Y); base.Size = windowSize; if (demoSettings.Fullscreen) { base.WindowState = WindowState.Fullscreen; } renderer.ResizeScreen((int)demoSettings.Resolution.X, (int)demoSettings.Resolution.Y); CursorVisible = false; testScene = new TestScene(); testScene.Load(assetManager); loadingScene = new LoadingScene(); loadingScene.Load(assetManager); applicationTime = new Stopwatch(); LoadDemo(); Logger.LogPhase("OnLoad complete"); loadCompleted = true; running = true; applicationTime.Start(); }
private void Start() { audioSystem = GetComponent <IAudioSystem>(); }
public Auto(IBremse bremse, IMotor motor, IAudioSystem audioSystem) { this.bremse = bremse ?? throw new ArgumentNullException(nameof(bremse)); this.motor = motor ?? throw new ArgumentNullException(nameof(motor)); this.audioSystem = audioSystem ?? throw new ArgumentNullException(nameof(audioSystem)); }