/// <summary> /// Split the current asset at the current position. The first part keeps the same name and the second part is renamed. /// Ask for confirmation before splitting. /// For the moment split is only permitted while the asset is playing. /// TODO: play from the splitting point to test if the position is fine; fine tune the position. /// </summary> private void splitAssetToolStripMenuItem_Click(object sender, EventArgs e) { if (mAssetBox.SelectedIndex >= 0 && mPlayer.State == AudioPlayerState.paused) { int selected = mAssetBox.SelectedIndex; AudioMediaAsset asset = mPlayList[selected]; SplitForm dialog = new SplitForm(asset, mPlayer); if (dialog.ShowDialog() == DialogResult.OK) { ArrayList assets = asset.Split(mPlayer.CurrentTimePosition); mPlayer.Stop(); mManager.DeleteAsset(asset); mPlayList.RemoveAt(selected); mAssetBox.Items.RemoveAt(selected); AudioMediaAsset before = (AudioMediaAsset)assets[0]; mManager.AddAsset(before); mPlayList.Insert(selected, before); mManager.RenameAsset(before, asset.Name); mAssetBox.Items.Insert(selected, before.Name); AudioMediaAsset after = (AudioMediaAsset)assets[1]; mManager.AddAsset(after); mPlayList.Insert(selected + 1, after); mManager.RenameAsset(after, GetAfterName(asset.Name)); mAssetBox.Items.Insert(selected + 1, after.Name); mAssetBox.SelectedIndex = selected + 1; UpdateButtons(); } } }
public IActionResult PostAssetType([FromBody] Asset assetType) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } var response = _assetManager.AddAsset(assetType); return(Ok(response)); }
public IActionResult Create(Asset asset) { try { AssetManager.AddAsset(asset); return(RedirectToAction("Search")); } catch { return(View()); } }
public ActionResult Create(Asset asset) { try { // Add new asset into database AssetManager.AddAsset(asset); return(RedirectToAction(nameof(Index))); } catch { return(View()); } }
public ActionResult Add(Asset asset) { AddResult result = AssetManager.AddAsset(asset); switch (result) { case AddResult.ExistGUID: return(BadRequest("Asset already exist")); case AddResult.Success: return(Ok("Success")); default: return(BadRequest($"{result} is Notsupported")); } }
private void btnStart_Click(object sender, System.EventArgs e) { AudioClip ob_Clip = new AudioClip("c:\\atest\\a\\Num.wav", 100, 3000); AudioClip ob_Clip1 = new AudioClip("c:\\atest\\a\\Alpha.wav", 100, 3000); ArrayList al = new ArrayList(); al.Add(ob_Clip); al.Add(ob_Clip1); am.NewAudioMediaAsset(2, 8, 22050); am.NewAudioMediaAsset(al); am.NewAudioMediaAsset(2, 8, 22050); MessageBox.Show(" "); AudioMediaAsset Asset = new AudioMediaAsset(1, 16, 44100); //Asset.Name = "Added" ; am.AddAsset(Asset); AddList(am.Assets, am.m_htExists); MessageBox.Show("Done"); }
private void btnDetectPhrases_Click(object sender, System.EventArgs e) { AudioClip ob_AudioClip = new AudioClip("c:\\s\\sil22-8-2.wav", 0, 2000); AudioMediaAsset am = new AudioMediaAsset(ob_AudioClip.Channels, ob_AudioClip.BitDepth, ob_AudioClip.SampleRate); am.AddClip(ob_AudioClip); long Sil = am.GetSilenceAmplitude(am); Sil = Sil + 3; MessageBox.Show(Sil.ToString()); ArrayList al = new ArrayList(); //AudioClip ob_AudioClip1 = new AudioClip ("c:\\s\\Detect22-8-2-new.wav" ) ; //al.Add (ob_AudioClip1 ) ; //al.Add(ob_AudioClip) ; AudioClip ob_AudioClip2 = new AudioClip("c:\\s\\Detect22-8-2.wav"); al.Add(ob_AudioClip2); AudioMediaAsset amd = new AudioMediaAsset(al); a.AddAsset(amd); double dLength = 500; double dBefore = 100; //ArrayList alAsset = amd.ApplyPhraseDetection (Sil , dLength , dBefore) ; PhraseDetectionCommand ob_PhraseDetectionCommand = new PhraseDetectionCommand(amd, Sil, dLength, dBefore); ob_PhraseDetectionCommand.Do(); ArrayList alAsset = ob_PhraseDetectionCommand.AssetList; am0 = alAsset [1] as AudioMediaAsset; //MessageBox.Show (alAsset.Count.ToString ()) ; MessageBox.Show("Done"); AudioMediaAsset DisplayAsset; for (int i = 0; i < alAsset.Count; i++) { DisplayAsset = alAsset [i] as AudioMediaAsset; MessageBox.Show(DisplayAsset.LengthInMilliseconds.ToString()); } }
public ActionResult ProcessData(FormCollection formData) { try { AssetManager manager = new AssetManager(); Asset _asset = new Asset(); _asset.AssetTypeId = int.Parse(formData["AssetTypes"]); _asset.ManufacturerId = int.Parse(formData["Manufacturer"]); _asset.ModelId = int.Parse(formData["Model"]); _asset.AssignedTo = formData["Employee"]; manager.AddAsset(_asset); return(RedirectToAction("Index", "Home")); } catch { return(RedirectToAction("Error", "Home")); } }
private void btnRecord_Click(object sender, System.EventArgs e) { ob_VuMeter.ScaleFactor = 2; ob_VuMeter.SampleTimeLength = 2000; ob_VuMeter.UpperThreshold = 120; ob_VuMeter.LowerThreshold = 100; // Displays the VuMeter form ob_VuMeter.ShowForm(); // assigns the VuMeter object to AudioPlayer property as it is routed through AudioPlayer for integrating it with AudioPlayer ar.VuMeterObject = ob_VuMeter; try { AssetManager aManager = new AssetManager("C:\\Project"); AudioMediaAsset am = new AudioMediaAsset(2, 16, 44100); aManager.AddAsset(am); ar.StartRecording(am); } catch (Exception ex) { MessageBox.Show(ex.ToString()); } }
static void Main() { /* ------------------------------------------------------------------------------------------------- * INITIAL ENGINE CONFIG * ------------------------------------------------------------------------------------------------- * Here we will instantiate the concrete implementations that the engine needs in order to function. * This will also be where we will configure them and hook everything up. * ------------------------------------------------------------------------------------------------- * Implementations of the following interfaces are needed: * - IAssetManager * - IInputManager * - IScreenManager * - ITimeManager * - ISceneManager * - IRenderManager * - IDebugManager * * TODO: IN THE FUTURE, THESE CONFIGURATIONS COULD COME FROM A FILE OR AN EDITOR ! */ // Instantiate the managers IAssetManager assetManager = new AssetManager(); IInputManager inputManager = new InputManager(); IScreenManager screenManager = new ScreenManager(); ITimeManager timeManager = new TimeManager(); ISceneManager sceneManager = new SceneManager(); IRenderManager renderManager = new RenderManager(); IDebugManager debugManager = new DebugManager(); // Setup the asset manager assetManager.RootDirectory = "Content"; assetManager.AddAsset <Texture2D>("ship.png"); assetManager.AddAsset <Texture2D>("ship_explosion.png"); assetManager.AddAsset <Texture2D>("Planet1.png"); assetManager.AddAsset <Texture2D>("Planet2.png"); assetManager.AddAsset <Texture2D>("Planet3.png"); assetManager.AddAsset <Texture2D>("Sentry1.png"); assetManager.AddAsset <Texture2D>("Sentry2.png"); assetManager.AddAsset <Texture2D>("Sentry3.png"); assetManager.AddAsset <Texture2D>("bullet.png"); assetManager.AddAsset <Texture2D>("outline.png"); assetManager.AddAsset <Texture2D>("range.png"); assetManager.AddAsset <Texture2D>("cursor_25.png"); assetManager.AddAsset <Texture2D>("cursor_50.png"); assetManager.AddAsset <Texture2D>("cursor_75.png"); assetManager.AddAsset <Texture2D>("cursor_100.png"); assetManager.AddAsset <AudioClip>("AttackCommand.wav"); assetManager.AddAsset <AudioClip>("PlanetConquered.wav"); assetManager.AddAsset <AudioClip>("PlanetSelect.wav"); assetManager.AddAsset <AudioClip>("PlanetUpgrade.wav"); assetManager.AddAsset <AudioClip>("ShipShotDown.wav"); assetManager.AddAsset <Font>("main_font.spritefont"); assetManager.AddAsset <Font>("debug.spritefont"); // Setup the input manager inputManager.AddActionBinding("PrimaryAction", "MouseLeft"); inputManager.AddActionBinding("SecondaryAction", "MouseRight"); inputManager.AddActionBinding("ToggleFullScreen", "F11"); inputManager.AddActionBinding("ToggleDebugConsole", "F12"); inputManager.AddActionBinding("ToggleSeek", "F1"); inputManager.AddActionBinding("TogglePursuit", "F2"); inputManager.AddActionBinding("UpgradePlanet", "W"); inputManager.AddActionBinding("ChangePlanetToColony", "A"); inputManager.AddActionBinding("ChangePlanetToSentry", "D"); inputManager.AddActionBinding("Restart", "R"); // Setup the screen manager screenManager.AddSupportedResolution(1920, 1080); screenManager.AddSupportedResolution(1280, 720); screenManager.SetResolution(1); screenManager.IsFullScreen = false; // Setup the time manager timeManager.TimeScale = 1; // Setup the scenes that will be usable in the game IScene myScene = SetupScene(assetManager); sceneManager.AddScene(myScene); // Setup the debug manager debugManager.ConsoleFont = assetManager.GetAsset <Font>("debug"); // Instantiate the engine with the settings created above IEngine engine = new Engine(assetManager, inputManager, screenManager, timeManager, sceneManager, renderManager, debugManager); // Start MonoGame // MonoGame will load the resources and call the engine's update method using (var game = new Game1(engine)) game.Run(); }