public XactSound(AudioEngine engine, SoundBank soundBank, BinaryReader soundReader) { _soundBank = soundBank; var flags = soundReader.ReadByte(); _complexSound = (flags & 0x1) != 0; var hasRPCs = (flags & 0x0E) != 0; var hasDSPs = (flags & 0x10) != 0; _categoryID = soundReader.ReadUInt16(); _volume = XactHelpers.ParseVolumeFromDecibels(soundReader.ReadByte()); _pitch = soundReader.ReadInt16() / 1000.0f; soundReader.ReadByte(); //priority soundReader.ReadUInt16(); // filter stuff? var numClips = 0; if (_complexSound) { numClips = soundReader.ReadByte(); } else { _trackIndex = soundReader.ReadUInt16(); _waveBankIndex = soundReader.ReadByte(); } if (!hasRPCs) { RpcCurves = new int[0]; } else { var current = soundReader.BaseStream.Position; // This doesn't seem to be used... might have been there // to allow for some future file format expansion. var dataLength = soundReader.ReadUInt16(); var numPresets = soundReader.ReadByte(); RpcCurves = new int[numPresets]; for (var i = 0; i < numPresets; i++) { RpcCurves[i] = engine.GetRpcIndex(soundReader.ReadUInt32()); } // Just in case seek to the right spot. soundReader.BaseStream.Seek(current + dataLength, SeekOrigin.Begin); } if (!hasDSPs) { _useReverb = false; } else { // The file format for this seems to follow the pattern for // the RPC curves above, but in this case XACT only supports // a single effect... Microsoft Reverb... so just set it. _useReverb = true; soundReader.BaseStream.Seek(7, SeekOrigin.Current); } if (_complexSound) { _soundClips = new XactClip[numClips]; for (int i = 0; i < numClips; i++) { _soundClips[i] = new XactClip(soundBank, soundReader, _useReverb); } } var category = engine.Categories[_categoryID]; category.AddSound(this); }