public override void Execute() { // Create a studio system, a high level system which can load FMOD studio projects // the preInit argument allows configuration of the system before it is initialized (see the bottom of this file) using (SupersonicSound.Studio.System system = new SupersonicSound.Studio.System(preInit: PreInit)) { // Set up the demo to call update on the system Pump(system); // Load the banks into the system, you must do this before the system can play any sounds from the banks // - The "Master Bank" is required to play *any sounds* from a project, every project has a single one // - The "Master Bank.strings" contains all the string data associated with a bank, such as path names, every project has a single one // - The string bank is required if you wish to address sounds by string (rather than by GUID) // - The "Surround_Ambience" bank contains the sounds from our project which we want to play (this is taken from the FMOD demo project) var master = system.LoadBankFromFile(GetContentPath("Master Bank.bank"), BankLoadingFlags.Normal); var strings = system.LoadBankFromFile(GetContentPath("Master Bank.strings.bank"), BankLoadingFlags.Normal); var bank = system.LoadBankFromFile(GetContentPath("Surround_Ambience.bank"), BankLoadingFlags.Normal); // Get a handle for the sound we want to play (by path name) // This contains metadata about the sound var loopingAmbienceDescription = system.GetEvent("event:/Ambience/Country"); // Create an actual instance of this sound var loopingAmbienceInstance = loopingAmbienceDescription.CreateInstance(); // Get a parameter from this instance for use later var timeParam = loopingAmbienceInstance.Parameters["Time"]; // Start playing the sound, this sound loops so it will continue until stopped loopingAmbienceInstance.Start(); // Wait until the user presses a key, perform the action every 50ms WaitForKeypress(() => { // >> This happens every 50ms << // Vary the "time" parameter by simply setting the "Value" property on the parameter we got earlier float time = (float)(DateTime.Now.TimeOfDay.TotalSeconds * 0.025f) % 1; timeParam.Value = time; Console.WriteLine("Time {0}", time); }); // Tell the sound to stop playing, but allow it time to fade out naturally loopingAmbienceInstance.Stop(true); // Wait until the sound has stopped altogether WaitUntil( () => loopingAmbienceInstance.PlaybackState == PlaybackState.Stopped, () => Console.WriteLine("Playback state: {0}", loopingAmbienceInstance.PlaybackState) ); // Release the handle, indicating to the FMOD system that it may reclaim the memory used by this // Releasing the handle of a playing sound is absolutely fine! All handles should be released *as soon as possible* loopingAmbienceInstance.Release(); // Unload the banks now that they're not needed bank.Unload(); strings.Unload(); master.Unload(); } // End of the using block, the sound system will be disposed and cleaned up }
public override void Execute() { // Create a studio system, a high level system which can load FMOD studio projects // the preInit argument allows configuration of the system before it is initialized (see the bottom of this file) using (SupersonicSound.Studio.System system = new SupersonicSound.Studio.System(preInit: PreInit)) { // Set up the demo to call update on the system Pump(system); // Load the banks into the system, you must do this before the system can play any sounds from the banks // - The "Master Bank" is required to play *any sounds* from a project, every project has a single one // - The "Master Bank.strings" contains all the string data associated with a bank, such as path names, every project has a single one // - The string bank is required if you wish to address sounds by string (rather than by GUID) // - The "Surround_Ambience" bank contains the sounds from our project which we want to play (this is taken from the FMOD demo project) var master = system.LoadBankFromFile(GetContentPath("Master Bank.bank"), BankLoadingFlags.Normal); var strings = system.LoadBankFromFile(GetContentPath("Master Bank.strings.bank"), BankLoadingFlags.Normal); var bank = system.LoadBankFromFile(GetContentPath("Surround_Ambience.bank"), BankLoadingFlags.Normal); // Get a handle for the sound we want to play (by path name) // This contains metadata about the sound var loopingAmbienceDescription = system.GetEvent("event:/Ambience/Country"); // Create an actual instance of this sound var loopingAmbienceInstance = loopingAmbienceDescription.CreateInstance(); // Get a parameter from this instance for use later var timeParam = loopingAmbienceInstance.Parameters["Time"]; // Start playing the sound, this sound loops so it will continue until stopped loopingAmbienceInstance.Start(); // Wait until the user presses a key, perform the action every 50ms WaitForKeypress(() => { // >> This happens every 50ms << // Vary the "time" parameter by simply setting the "Value" property on the parameter we got earlier float time = (float)(DateTime.Now.TimeOfDay.TotalSeconds * 0.025f) % 1; timeParam.Value = time; Console.WriteLine("Time {0}", time); }); // Tell the sound to stop playing, but allow it time to fade out naturally loopingAmbienceInstance.Stop(true); // Wait until the sound has stopped altogether WaitUntil( () => loopingAmbienceInstance.PlaybackState == PlaybackState.Stopped, () => Console.WriteLine("Playback state: {0}", loopingAmbienceInstance.PlaybackState) ); // Release the handle, indicating to the FMOD system that it may reclaim the memory used by this // Releasing the handle of a playing sound is absolutely fine! All handles should be released *as soon as possible* loopingAmbienceInstance.Release(); // Unload the banks now that they're not needed bank.Unload(); strings.Unload(); master.Unload(); } // End of the using block, the sound system will be disposed and cleaned up }