Пример #1
0
 public override SoundInstance CreateInstance(AudioListener listener = null, bool useHrtf = false, float directionalFactor = 0.0f, HrtfEnvironment environment = HrtfEnvironment.Small)
 {
     return(CreateInstance(listener, false, useHrtf, directionalFactor, environment));
 }
Пример #2
0
        /// <summary>
        /// Create a new sound effect instance of the sound effect.
        /// The audio data are shared between the instances so that useless memory copies is avoided.
        /// Each instance that can be played and localized independently from others.
        /// </summary>
        /// <returns>A new sound instance</returns>
        /// <exception cref="ObjectDisposedException">The sound has already been disposed</exception>
        public SoundInstance CreateInstance(AudioListener listener = null, bool forceLoadInMemory = false, bool useHrtf = false, float directionalFactor = 0.0f, HrtfEnvironment environment = HrtfEnvironment.Small)
        {
            if (listener == null)
            {
                listener = AudioEngine.DefaultListener;
            }

            CheckNotDisposed();

            var newInstance = new SoundInstance(this, listener, forceLoadInMemory, useHrtf, directionalFactor, environment)
            {
                Name = Name + " - Instance " + intancesCreationCount
            };

            RegisterInstance(newInstance);

            return(newInstance);
        }
Пример #3
0
        internal SoundInstance(Sound staticSound, AudioListener listener, bool forceLoadInMemory, bool useHrtf = false, float directionalFactor = 0.0f, HrtfEnvironment environment = HrtfEnvironment.Small)
        {
            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, useHrtf, directionalFactor, environment);
            if (Source.Ptr == IntPtr.Zero)
            {
                throw new Exception("Failed to create an AudioLayer Source");
            }

            if (streamed)
            {
                soundSource = new CompressedSoundSource(this, staticSound.FileProvider, staticSound.CompressedDataUrl, staticSound.NumberOfPackets, staticSound.Samples, staticSound.SampleRate, staticSound.Channels, staticSound.MaxPacketLength);
            }
            else
            {
                if (staticSound.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();
        }
Пример #4
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>
        /// <param name="useHrtf">If the engine should use Hrtf for spatialization</param>
        /// <param name="directionalFactor"></param>
        /// <param name="environment"></param>
        public SoundInstance(AudioEngine engine, AudioListener listener, DynamicSoundSource dynamicSoundSource, int sampleRate, bool mono, bool spatialized = false, bool useHrtf = false, float directionalFactor = 0.0f, HrtfEnvironment environment = HrtfEnvironment.Small)
        {
            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, useHrtf, directionalFactor, environment);
            if (Source.Ptr == IntPtr.Zero)
            {
                throw new Exception("Failed to create an AudioLayer Source");
            }

            ResetStateToDefault();
        }
Пример #5
0
 /// <summary>
 /// Create a new sound effect instance of the sound effect.
 /// Each instance that can be played and localized independently from others.
 /// </summary>
 /// <returns>A new sound instance</returns>
 /// <exception cref="ObjectDisposedException">The sound has already been disposed</exception>
 public abstract SoundInstance CreateInstance(AudioListener listener = null, bool useHrtf = false, float directionalFactor = 0.0f, HrtfEnvironment environment = HrtfEnvironment.Small);
Пример #6
0
 public static extern Source SourceCreate(Listener listener, int sampleRate, int maxNumberOfBuffers, bool mono, bool spatialized, bool streamed, bool hrtf, float hrtfDirectionFactor, HrtfEnvironment environment);