/// <summary> /// Constructor /// </summary> /// <param name="context">Context the audio belongs to. Think of i as an indentifier for the sound you're about to operate on.</param> /// <param name="command">What is the system supposed to do?</param> /// <param name="identifier">What sound are we doing this to?</param> public AudioEvent(object context, AudioCommands command, string identifier = "", Vector3 worldPosition = default(Vector3), Transform followTransform = null) { AudioCommand = command; Identifier = identifier; Context = context; WorldPosition = worldPosition; FollowTransform = followTransform; }
internal void Help(string Arg) { if (String.IsNullOrEmpty(Arg)) { this.Log(MessageStatus.Info, LogStrings.Help.Audio.General); return; } if (AudioCommands.GetCommands().Where(c => c.Alias == Arg.ToLower()).Count() > 0) { var item = AudioCommands.GetCommands().Where(c => c.Alias == Arg.ToLower()).First(); this.Log(MessageStatus.Info, "Usage: " + item.Alias + " " + item.Info + Environment.NewLine + item.Help); return; } this.Log(MessageStatus.Error, LogStrings.Error.General.UnknownCommand + Arg); }
public ServerViewModel() { Server = new Server(IPAddress.Any); Server.ClientConnected += Server_ClientConnected; Server.ClientDisconnected += Server_ClientDisconnected; Server.MessageReceived += Server_MessageReceived; Server.OnPropertyChanged += Server_OnPropertyChanged; Server.Start(); Audio = new AudioCommands(Server, "Audio"); Visual = new VisualCommands(Server, "Visuals"); Windows = new WindowsCommands(Server, "Windows"); Client = new ClientCommands(Server, "Client"); CMD = new CMDCommands(Server, "CMD"); Task.Run(() => new ServerDiscovery("gang?", "Dopple gang").Discover()); }
private bool processCmd(byte[] buf) { if (waudio == null) { return(false); } try { if (buf.Length >= 7) { AudioCommands cmd = (AudioCommands)buf[2]; byte[] param = new byte[2]; int par = BitConverter.ToInt32(buf, 3); switch (cmd) { case AudioCommands.MODE: AudioMode mode = (AudioMode)par; if (!initializeMode(mode)) { Console.WriteLine($"Mode {mode} setting error "); return(false); } else { Console.WriteLine($"Mode {mode} set "); } break; case AudioCommands.MUTE: if (Mode == AudioMode.MODE_NIL) { return(false); } waudio.Mute = par == 1 ? true : false; string onoff = waudio.Mute ? "on" : "off"; Console.WriteLine($"Audio Mute {onoff} "); break; case AudioCommands.UDP: if (Mode == AudioMode.MODE_NIL) { return(false); } waudio.UDP = par == 1 ? true : false; onoff = waudio.UDP ? "on" : "off"; Console.WriteLine($"UDP PCM16 output {onoff} "); break; case AudioCommands.UDPPort: if (Mode == AudioMode.MODE_NIL) { return(false); } waudio.UDP_Port = par; Console.WriteLine($"UDP PCM16 output port set: {par} "); break; default: if (Mode == AudioMode.MODE_NIL) { return(false); } break; } return(true); } } catch (Exception e) { logger.Error(e.Message); return(false); } return(true); }
public AudioCommandPacket(int id, AudioCommands playOrDismiss) : base() { ID = id; Command = playOrDismiss; }
/// <summary> /// Constructor /// </summary> /// <param name="context">Context the audio belongs to. Think of i as an indentifier for the sound you're about to operate on.</param> /// <param name="command">What is the system supposed to do?</param> /// <param name="identifier">What sound are we doing this to?</param> public AudioEvent(object context, AudioCommands command, string identifier = "") { AudioCommand = command; Identifier = identifier; Context = context; }