FineAudio/StaticSoundInstance.cs

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C#
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using System;
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namespace MoonWorks.Audio
{
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public class StaticSoundInstance : SoundInstance
{
public StaticSound Parent { get; }
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private SoundState _state = SoundState.Stopped;
public override SoundState State
{
get
{
FAudio.FAudioSourceVoice_GetState(
Handle,
out var state,
FAudio.FAUDIO_VOICE_NOSAMPLESPLAYED
);
if (state.BuffersQueued == 0)
{
Stop(true);
}
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return _state;
}
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protected set
{
_state = value;
}
}
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internal StaticSoundInstance(
AudioDevice device,
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StaticSound parent
) : base(device, parent.FormatTag, parent.BitsPerSample, parent.BlockAlign, parent.Channels, parent.SamplesPerSecond)
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{
Parent = parent;
}
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public override void Play(bool loop = false)
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{
if (State == SoundState.Playing)
{
return;
}
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Loop = loop;
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if (Loop)
{
Parent.Handle.LoopCount = 255;
Parent.Handle.LoopBegin = Parent.LoopStart;
Parent.Handle.LoopLength = Parent.LoopLength;
}
else
{
Parent.Handle.LoopCount = 0;
Parent.Handle.LoopBegin = 0;
Parent.Handle.LoopLength = 0;
}
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FAudio.FAudioSourceVoice_SubmitSourceBuffer(
Handle,
ref Parent.Handle,
IntPtr.Zero
);
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FAudio.FAudioSourceVoice_Start(Handle, 0, 0);
State = SoundState.Playing;
}
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public override void Pause()
{
if (State == SoundState.Paused)
{
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
State = SoundState.Paused;
}
}
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public override void Stop(bool immediate = true)
{
if (immediate)
{
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
FAudio.FAudioSourceVoice_FlushSourceBuffers(Handle);
State = SoundState.Stopped;
}
else
{
FAudio.FAudioSourceVoice_ExitLoop(Handle, 0);
}
}
public void Free()
{
Parent.FreeInstance(this);
}
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}
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}