public async Task <IActionResult> Edit(int id, [Bind("ID,Title,Author,Tuning,Genre,Rating,DurationTime,Minutes,Seconds")] MusicAsset musicAsset) { if (id != musicAsset.ID) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(musicAsset); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!MusicAssetExists(musicAsset.ID)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(musicAsset)); }
/// <summary> /// Loads a music asset. /// </summary> /// <param name="path">Music file path.</param> /// <param name="useCache">Should we use cache for this asset to make future loadings faster?</param> /// <param name="useAssetsRoot">If true, path will be relative to 'AssetsRoot'. If false, will be relative to working directory.</param> /// <returns>Loaded music asset.</returns> public MusicAsset LoadMusic(string path, bool useCache = true, bool useAssetsRoot = true) { var ret = new MusicAsset(_BonEngineBind.BON_Assets_LoadMusic(ToAssetsPath(path, true, useAssetsRoot), useCache)); ret.Path = path; return(ret); }
/// <summary> /// Play a music track. /// </summary> /// <param name="music">Music asset to play.</param> /// <param name="volume">Music volume.</param> /// <param name="loops">How many times to repeat music (-1 = endless, 0 = once, above 0 = number of times).</param> /// <param name="fadeInTime">Fade in time, in seconds (or 0 to play immediately).</param> public void PlayMusic(MusicAsset music, int volume = 100, int loops = -1, float fadeInTime = 0f) { if (music._handle == IntPtr.Zero) { throw new Exception("Can't play music asset with null handle!"); } _BonEngineBind.BON_Sfx_PlayMusic(music._handle, volume, loops, fadeInTime); }
public async Task <IActionResult> Create([Bind("ID,Title,Author,Tuning,Genre,Rating,DurationTime,Minutes,Seconds")] MusicAsset musicAsset) { if (ModelState.IsValid) { _context.Add(musicAsset); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } return(View(musicAsset)); }
string IUploadMusicService.SaveAzureBlobInfoToDatabaseAndReturnKey(string blobName, string uri) { var blobResource = new MusicAsset() { Name = blobName, Uri = uri }; var key = musicAssetRepository.CreateAndReturnKey(blobResource); return(key); }
// load the scene protected override void Load() { // load fonts _font = Assets.LoadFont("gfx/OpenSans-Regular.ttf", 22, false); _fontBig = Assets.LoadFont("gfx/OpenSans-Regular.ttf", 42, false); // load font and music _music = Assets.LoadMusic("sfx/old city theme.ogg"); _sound = Assets.LoadSound("sfx/phaserUp1.mp3"); // start playing music Sfx.PlayMusic(_music); }
// load the scene protected override void Load() { // load fonts _font = Assets.LoadFont("gfx/OpenSans-Regular.ttf", 22, false); _fontBig = Assets.LoadFont("gfx/OpenSans-Regular.ttf", 42, false); // load font and music _music = Assets.LoadMusic("sfx/old city theme.ogg"); _altMusic = Assets.LoadMusic("sfx/forest.ogg"); _sound = Assets.LoadSound("sfx/phaserUp1.mp3"); // start playing music via the music fader _musicFader = new MusicFader(null, 100, _music, 100); }
public bool TogglePlayback(MusicAsset asset) { if (asset == null) { Asset = null; return(false); } if (Asset != asset) { Asset = asset; return(true); } if (Asset == asset && readyForPlayback) { //if (Player?.Rate == 0) //if (!IsPlaying) //{ // Player.Play (); // //updateCommandCenterNowPlayingInfo (); // return true; //} ////if (Player?.Rate == 1) //if (IsPlaying) //{ // Player.Pause (); // //updateCommandCenterNowPlayingInfo (); // return false; //} } return(false); }
void IMusicAssetRepository.Update(MusicAsset file) { dbContext.MusicAssets.Update(file); dbContext.SaveChanges(); }
string IMusicAssetRepository.CreateAndReturnKey(MusicAsset file) { (this as IMusicAssetRepository).Create(file); return(file.Name); }
void IMusicAssetRepository.Create(MusicAsset file) { dbContext.MusicAssets.Add(file); dbContext.SaveChanges(); }
private void ParseMusic() { _musics = _bundles["music"].LoadAsset <MusicAsset>("music"); }
/// <summary> /// Play a music track. /// </summary> /// <param name="music">Music asset to play.</param> /// <param name="volume">Music volume.</param> /// <param name="loops">How many times to repeat music (-1 = endless, 0 = once, above 0 = number of times).</param> public void PlayMusic(MusicAsset music, int volume = 100, int loops = -1) { _BonEngineBind.BON_Sfx_PlayMusic(music._handle, volume, loops); }
/// <summary> /// Loads a music asset. /// </summary> /// <param name="filename">Music file path.</param> /// <param name="useCache">Should we use cache for this asset to make future loadings faster?</param> /// <returns>Loaded music asset.</returns> public MusicAsset LoadMusic(string filename, bool useCache = true) { var ret = new MusicAsset(_BonEngineBind.BON_Assets_LoadMusic(ToAssetsPath(filename, true), useCache)); return(ret); }