// Load the sound effect found with the given path. The sound effect is only loaded one time and the // effect is cached as an instance of EffectPlayer. public void PreloadEffect(string filename) { if (string.IsNullOrEmpty(filename)) { return; } int nId = filename.GetHashCode(); lock (list) { if (list.ContainsKey(nId)) { return; } } CCEffectPlayer eff = new CCEffectPlayer(); eff.Open(FullPath(filename), nId); eff.Volume = effectsVolume; lock (list) { list[nId] = eff; } }
/** * @brief preload a compressed audio file * @details the compressed audio will be decode to wave, then write into an * internal buffer in SimpleaudioEngine */ /// <summary> /// Load the sound effect found with the given path. The sound effect is only loaded one time and the /// effect is cached as an instance of EffectPlayer. /// </summary> public void PreloadEffect(string pszFilePath) { if (_NoAudioHardware) { return; } if (string.IsNullOrEmpty(pszFilePath)) { return; } int nId = pszFilePath.GetHashCode(); lock (SharedList) { if (SharedList.ContainsKey(nId)) { return; } } try { CCEffectPlayer eff = new CCEffectPlayer(); eff.Open(FullPath(pszFilePath), nId); SharedList[nId] = eff; } catch (NoAudioHardwareException ex) { _NoAudioHardware = true; CCLog.Log(ex.ToString()); } }
/** * @brief preload a compressed audio file * @details the compressed audio will be decode to wave, then write into an * internal buffer in SimpleaudioEngine */ /// <summary> /// Load the sound effect found with the given path. The sound effect is only loaded one time and the /// effect is cached as an instance of EffectPlayer. /// </summary> public void PreloadEffect(string pszFilePath) { if (string.IsNullOrEmpty(pszFilePath)) { return; } int nId = pszFilePath.GetHashCode(); lock (SharedList) { if (SharedList.ContainsKey(nId)) { return; } } CCEffectPlayer eff = new CCEffectPlayer(); eff.Open(FullPath(pszFilePath), nId); SharedList[nId] = eff; }
/** @brief preload a compressed audio file @details the compressed audio will be decode to wave, then write into an internal buffer in SimpleaudioEngine */ /// <summary> /// Load the sound effect found with the given path. The sound effect is only loaded one time and the /// effect is cached as an instance of EffectPlayer. /// </summary> public void PreloadEffect(string pszFilePath) { if (string.IsNullOrEmpty(pszFilePath)) { return; } int nId = pszFilePath.GetHashCode(); lock (SharedList) { if (SharedList.ContainsKey(nId)) { return; } } CCEffectPlayer eff = new CCEffectPlayer(); eff.Open(FullPath(pszFilePath), nId); SharedList[nId] = eff; }
// Load the sound effect found with the given path. The sound effect is only loaded one time and the // effect is cached as an instance of EffectPlayer. public void PreloadEffect(string filename) { if (string.IsNullOrEmpty(filename)) { return; } int nId = filename.GetHashCode(); lock (SharedList) { if (SharedList.ContainsKey(nId)) { return; } } CCEffectPlayer eff = new CCEffectPlayer(); eff.Open(FullPath(filename), nId); eff.Volume = effectsVolume; SharedList[nId] = eff; }
/** @brief preload a compressed audio file @details the compressed audio will be decode to wave, then write into an internal buffer in SimpleaudioEngine */ /// <summary> /// Load the sound effect found with the given path. The sound effect is only loaded one time and the /// effect is cached as an instance of EffectPlayer. /// </summary> public void PreloadEffect(string pszFilePath) { if (_NoAudioHardware) return; if (string.IsNullOrEmpty(pszFilePath)) { return; } int nId = pszFilePath.GetHashCode(); lock (SharedList) { if (SharedList.ContainsKey(nId)) { return; } } try { CCEffectPlayer eff = new CCEffectPlayer(); eff.Open(FullPath(pszFilePath), nId); SharedList[nId] = eff; } catch (NoAudioHardwareException ex) { _NoAudioHardware = true; CCLog.Log(ex.ToString()); } }