public void CancelFades() { m_fadeTimer.Enabled = false; m_fadeTimerState = FadeTimerState.Inactive; m_entryFadeDelta = 0; m_exitFadeDelta = 0; m_exitFadeThreshold = 0; }
public void ImmediateFade(int durationInSeconds) { if (durationInSeconds != 0) { m_exitFadeDelta = -1.0f / (durationInSeconds * ((float)1000 / FADE_TIMER_INTERVAL)); m_exitFadeThreshold = Position + FADE_TIMER_INTERVAL; m_fadeTimerState = FadeTimerState.Threshold; if (!m_fadeTimer.Enabled) { m_fadeTimer.Enabled = true; } } }
public void ImmediateFade(int durationInSeconds) { if (durationInSeconds != 0) { this.m_exitFadeDelta = -1f / (durationInSeconds * 10f); this.m_exitFadeThreshold = this.Position + 100; this.m_fadeTimerState = FadeTimerState.Threshold; if (!this.m_fadeTimer.Enabled) { this.m_fadeTimer.Enabled = true; } } }
private void fadeTimer_Elapsed(object sender, ElapsedEventArgs e) { switch (this.m_fadeTimerState) { case FadeTimerState.Inactive: this.m_fadeTimer.Enabled = false; break; case FadeTimerState.Entry: if (this.m_channelVolume >= 1f) { if (this.m_exitFadeDelta != 0f) { this.m_fadeTimerState = FadeTimerState.Threshold; } else { this.m_fadeTimerState = FadeTimerState.Inactive; } break; } if ((1f - this.m_channelVolume) >= this.m_entryFadeDelta) { this.Volume = this.m_channelVolume + this.m_entryFadeDelta; break; } this.Volume = 1f; break; case FadeTimerState.Threshold: if ((this.m_exitFadeThreshold != 0f) && (this.Position >= this.m_exitFadeThreshold)) { this.m_fadeTimerState = FadeTimerState.Exit; } break; case FadeTimerState.Exit: if (this.m_channelVolume <= 0f) { this.m_fadeTimerState = FadeTimerState.Inactive; break; } if (this.m_channelVolume >= -this.m_exitFadeDelta) { this.Volume = this.m_channelVolume + this.m_exitFadeDelta; break; } this.Volume = 0f; break; } }
void fadeTimer_Elapsed(object sender, ElapsedEventArgs e) { switch(m_fadeTimerState) { case FadeTimerState.Inactive: // It shouldn't be running, so kill it m_fadeTimer.Enabled = false; break; case FadeTimerState.Entry: if(m_channelVolume < 1) { // Increase the volume if(1.0f - m_channelVolume < m_entryFadeDelta) { // Will fmod cap it at 1 if a higher value is set, or does // this need to be done to get it to set it when the value // would be > 1? Volume = 1; } else { Volume = m_channelVolume + m_entryFadeDelta; } } else if(m_exitFadeDelta != 0) { // Done with the entry fade, but there's an exit fade that needs // to be watched for. m_fadeTimerState = FadeTimerState.Threshold; } else { // Done with the entry fade and there is no exit fade, so the fade // timer is no longer needed. m_fadeTimerState = FadeTimerState.Inactive; } break; case FadeTimerState.Threshold: // Waiting to pass the exit fade threshold if(m_exitFadeThreshold != 0 && Position >= m_exitFadeThreshold) { // Start the exit fade m_fadeTimerState = FadeTimerState.Exit; } break; case FadeTimerState.Exit: if(m_channelVolume > 0) { // Decrease the volume if(m_channelVolume < -m_exitFadeDelta) { // Will fmod cap it at 0 if a lower value is set, or does // this need to be done to get it to set it when the value // would be < 0? Volume = 0; } else { Volume = m_channelVolume + m_exitFadeDelta; } } else { // Done with the exit fade so the fade // timer is no longer needed. m_fadeTimerState = FadeTimerState.Inactive; } break; } }
public void ImmediateFade(int durationInSeconds) { if(durationInSeconds != 0) { m_exitFadeDelta = -1.0f / (durationInSeconds * ((float)1000 / FADE_TIMER_INTERVAL)); m_exitFadeThreshold = Position + FADE_TIMER_INTERVAL; m_fadeTimerState = FadeTimerState.Threshold; if(!m_fadeTimer.Enabled) m_fadeTimer.Enabled = true; } }
public void CancelFades() { m_fadeTimer.Enabled = false; m_fadeTimerState = FadeTimerState.Inactive; m_entryFadeDelta = 0; m_exitFadeDelta = 0; m_exitFadeThreshold = 0; }
void fadeTimer_Elapsed(object sender, ElapsedEventArgs e) { switch (m_fadeTimerState) { case FadeTimerState.Inactive: // It shouldn't be running, so kill it m_fadeTimer.Enabled = false; break; case FadeTimerState.Entry: if (m_channelVolume < 1) { // Increase the volume if (1.0f - m_channelVolume < m_entryFadeDelta) { // Will fmod cap it at 1 if a higher value is set, or does // this need to be done to get it to set it when the value // would be > 1? Volume = 1; } else { Volume = m_channelVolume + m_entryFadeDelta; } } else if (m_exitFadeDelta != 0) { // Done with the entry fade, but there's an exit fade that needs // to be watched for. m_fadeTimerState = FadeTimerState.Threshold; } else { // Done with the entry fade and there is no exit fade, so the fade // timer is no longer needed. m_fadeTimerState = FadeTimerState.Inactive; } break; case FadeTimerState.Threshold: // Waiting to pass the exit fade threshold if (m_exitFadeThreshold != 0 && Position >= m_exitFadeThreshold) { // Start the exit fade m_fadeTimerState = FadeTimerState.Exit; } break; case FadeTimerState.Exit: if (m_channelVolume > 0) { // Decrease the volume if (m_channelVolume < -m_exitFadeDelta) { // Will fmod cap it at 0 if a lower value is set, or does // this need to be done to get it to set it when the value // would be < 0? Volume = 0; } else { Volume = m_channelVolume + m_exitFadeDelta; } } else { // Done with the exit fade so the fade // timer is no longer needed. m_fadeTimerState = FadeTimerState.Inactive; } break; } }
private void fadeTimer_Elapsed(object sender, ElapsedEventArgs e) { switch (this.m_fadeTimerState) { case FadeTimerState.Inactive: this.m_fadeTimer.Enabled = false; break; case FadeTimerState.Entry: if (this.m_channelVolume >= 1f) { if (this.m_exitFadeDelta != 0f) { this.m_fadeTimerState = FadeTimerState.Threshold; } else { this.m_fadeTimerState = FadeTimerState.Inactive; } break; } if ((1f - this.m_channelVolume) >= this.m_entryFadeDelta) { this.Volume = this.m_channelVolume + this.m_entryFadeDelta; break; } this.Volume = 1f; break; case FadeTimerState.Threshold: if ((this.m_exitFadeThreshold != 0f) && (this.Position >= this.m_exitFadeThreshold)) { this.m_fadeTimerState = FadeTimerState.Exit; } break; case FadeTimerState.Exit: if (this.m_channelVolume <= 0f) { this.m_fadeTimerState = FadeTimerState.Inactive; break; } if (this.m_channelVolume >= -this.m_exitFadeDelta) { this.Volume = this.m_channelVolume + this.m_exitFadeDelta; break; } this.Volume = 0f; break; } }
public void ImmediateFade(int durationInSeconds) { if (durationInSeconds != 0) { this.m_exitFadeDelta = -1f / (durationInSeconds * 10f); this.m_exitFadeThreshold = this.Position + 100; this.m_fadeTimerState = FadeTimerState.Threshold; if (!this.m_fadeTimer.Enabled) { this.m_fadeTimer.Enabled = true; } } }