/// <summary> /// Gets the OpenAL sound controller, constructs the sound buffer, and sets up the event delegates for /// the reserved and recycled events. /// </summary> internal void InitializeSound() { controller = OpenALSoundController.GetInstance; soundBuffer = new OALSoundBuffer(); soundBuffer.Reserved += HandleSoundBufferReserved; soundBuffer.Recycled += HandleSoundBufferRecycled; }
public OpenTKGamePlatform(Game game) : base(game) { this._view = new OpenTKGameWindow(); this._view.Game = game; this.Window = (GameWindow) this._view; this.IsMouseVisible = true; this.soundControllerInstance = OpenALSoundController.Instance; }
public OpenTKGamePlatform(Game game) : base(game) { this._view = new OpenTKGameWindow(); this._view.Game = game; this.Window = (GameWindow) this._view; this.soundControllerInstance = OpenALSoundController.Instance; WindowsHelperAccessibilityKeys.AllowAccessibilityShortcutKeys(false); }
private void InitializeSound () { controller = OpenALSoundController.GetInstance; soundBuffer = new OALSoundBuffer (); soundBuffer.BindDataBuffer (soundEffect._data, soundEffect.Format, soundEffect.Size, (int)soundEffect.Rate); soundBuffer.Reserved += HandleSoundBufferReserved; soundBuffer.Recycled += HandleSoundBufferRecycled; }
public AndroidGamePlatform(Game game) : base(game) { System.Diagnostics.Debug.Assert(Game.Activity != null, "Must set Game.Activity before creating the Game instance"); Game.Activity.Game = Game; AndroidGameActivity.Paused += Activity_Paused; AndroidGameActivity.Resumed += Activity_Resumed; _gameWindow = new AndroidGameWindow(Game.Activity, game); Window = _gameWindow; MediaLibrary.Context = Game.Activity; try { soundControllerInstance = OpenALSoundController.GetInstance; } catch (DllNotFoundException ex) { throw (new NoAudioHardwareException("Failed to init OpenALSoundController", ex)); } }
private int isExiting; // int, so we can use Interlocked.Increment public OpenTKGamePlatform(Game game) : base(game) { toolkit = Toolkit.Init(); _view = new OpenTKGameWindow(game); this.Window = _view; // Setup our OpenALSoundController to handle our SoundBuffer pools try { soundControllerInstance = OpenALSoundController.GetInstance; } catch (DllNotFoundException ex) { throw (new NoAudioHardwareException("Failed to init OpenALSoundController", ex)); } }
public void Dispose() { if (ALHelper.Efx.IsInitialized) ALHelper.Efx.DeleteFilter(this.filterId); while (this.freeSources.Count > 0) AL.DeleteSource(this.freeSources.Pop()); while (this.freeBuffers.Count > 0) AL.DeleteBuffer(this.freeBuffers.Pop()); this.context.Dispose(); OpenALSoundController.instance = (OpenALSoundController) null; }
public override void Exit() { //(SJ) Why is this called here when it's not in any other project //Net.NetworkSession.Exit(); Interlocked.Increment(ref isExiting); // sound controller must be disposed here // so that it doesn't stop the game from disposing if (soundControllerInstance != null) { soundControllerInstance.Dispose(); soundControllerInstance = null; } OpenTK.DisplayDevice.Default.RestoreResolution(); }
public OpenTKGamePlatform(Game game) : base(game) { _view = new OpenTKGameWindow(); _view.Game = game; this.Window = _view; this.IsMouseVisible = true; // Setup our OpenALSoundController to handle our SoundBuffer pools soundControllerInstance = OpenALSoundController.GetInstance; #if LINUX // also set up SdlMixer to play background music. If one of these functions fails, we will not get any background music (but that should rarely happen) Tao.Sdl.Sdl.SDL_InitSubSystem(Tao.Sdl.Sdl.SDL_INIT_AUDIO); Tao.Sdl.SdlMixer.Mix_OpenAudio(44100, (short)Tao.Sdl.Sdl.AUDIO_S16SYS, 2, 1024); #endif }
public MacGamePlatform(Game game) : base(game) { _state = RunState.NotStarted; game.Services.AddService(typeof(MacGamePlatform), this); // Setup our OpenALSoundController to handle our SoundBuffer pools soundControllerInstance = OpenALSoundController.GetInstance; InitializeMainWindow(); var path = NSBundle.MainBundle.ResourcePath; if (Directory.Exists(path)) { // We set the current directory to the ResourcePath on Mac Directory.SetCurrentDirectory(NSBundle.MainBundle.ResourcePath); } }
public OpenTKGamePlatform(Game game) : base(game) { _view = new OpenTKGameWindow(); _view.Game = game; this.Window = _view; // Setup our OpenALSoundController to handle our SoundBuffer pools try { soundControllerInstance = OpenALSoundController.GetInstance; } catch (DllNotFoundException ex) { throw (new NoAudioHardwareException("Failed to init OpenALSoundController", ex)); } #if LINUX // also set up SdlMixer to play background music. If one of these functions fails, we will not get any background music (but that should rarely happen) Tao.Sdl.Sdl.SDL_InitSubSystem(Tao.Sdl.Sdl.SDL_INIT_AUDIO); Tao.Sdl.SdlMixer.Mix_OpenAudio(44100, (short)Tao.Sdl.Sdl.AUDIO_S16SYS, 2, 1024); //even though this method is called whenever IsMouseVisible is changed it needs to be called during startup //so that the cursor can be put in the correct inital state (hidden) OnIsMouseVisibleChanged(); #endif }
public iOSGamePlatform(Game game) : base(game) { game.Services.AddService(typeof(iOSGamePlatform), this); // Setup our OpenALSoundController to handle our SoundBuffer pools soundControllerInstance = OpenALSoundController.GetInstance; Directory.SetCurrentDirectory(NSBundle.MainBundle.ResourcePath); _applicationObservers = new List<NSObject>(); UIApplication.SharedApplication.SetStatusBarHidden(true, UIStatusBarAnimation.Fade); // Create a full-screen window _mainWindow = new UIWindow (UIScreen.MainScreen.Bounds); //_mainWindow.AutoresizingMask = UIViewAutoresizing.FlexibleDimensions; game.Services.AddService (typeof(UIWindow), _mainWindow); _viewController = new iOSGameViewController(this); game.Services.AddService (typeof(UIViewController), _viewController); Window = new iOSGameWindow (_viewController); _mainWindow.RootViewController = _viewController; _mainWindow.Add (_viewController.View); _viewController.InterfaceOrientationChanged += ViewController_InterfaceOrientationChanged; Guide.Initialise(game); }
public WindowsGamePlatform(Game game) : base(game) { _view = new WindowsGameWindow(); _view.Game = game; this.Window = _view; // Setup our OpenALSoundController to handle our SoundBuffer pools soundControllerInstance = OpenALSoundController.GetInstance; //Initialize cursor visibility based on default value OnIsMouseVisibleChanged(); }
public OpenTKGamePlatform(Game game) : base(game) { if (PlatformParameters.PreferredBackend != Backend.Default) Toolkit.Init(new ToolkitOptions { Backend = PlatformBackend.PreferNative }); _view = new OpenTKGameWindow(game); this.Window = _view; // Setup our OpenALSoundController to handle our SoundBuffer pools try { soundControllerInstance = OpenALSoundController.GetInstance; } catch (DllNotFoundException ex) { throw (new NoAudioHardwareException("Failed to init OpenALSoundController", ex)); } }
public static void DestroyInstance() { if (_instance != null) { _instance.Dispose(); _instance = null; } }
/// <summary> /// Gets the OpenAL sound controller, constructs the sound buffer, and sets up the event delegates for /// the reserved and recycled events. /// </summary> internal void InitializeSound() { controller = OpenALSoundController.GetInstance; }
public iOSGamePlatform(Game game) : base(game) { game.Services.AddService(typeof(iOSGamePlatform), this); // Setup our OpenALSoundController to handle our SoundBuffer pools soundControllerInstance = OpenALSoundController.GetInstance; //This also runs the TitleContainer static constructor, ensuring it is done on the main thread Directory.SetCurrentDirectory(TitleContainer.Location); _applicationObservers = new List<NSObject>(); UIApplication.SharedApplication.SetStatusBarHidden(true, UIStatusBarAnimation.Fade); // Create a full-screen window _mainWindow = new UIWindow (UIScreen.MainScreen.Bounds); //_mainWindow.AutoresizingMask = UIViewAutoresizing.FlexibleDimensions; game.Services.AddService (typeof(UIWindow), _mainWindow); _viewController = new iOSGameViewController(this); game.Services.AddService (typeof(UIViewController), _viewController); Window = new iOSGameWindow (_viewController); _mainWindow.RootViewController = _viewController; _mainWindow.Add (_viewController.View); _viewController.InterfaceOrientationChanged += ViewController_InterfaceOrientationChanged; //(SJ) Why is this called here when it's not in any other project //Guide.Initialise(game); }