using System; using System.IO; namespace MoonWorks.Audio { /// /// For streaming long playback. Reads an OGG file. /// public class DynamicSound : Sound, IDisposable { internal override FAudio.FAudioWaveFormatEx Format { get; } // FIXME: what should this value be? public const int BUFFER_SIZE = 1024 * 128; internal IntPtr FileHandle { get; } internal FAudio.stb_vorbis_info Info { get; } private bool IsDisposed; public DynamicSound(AudioDevice device, FileInfo fileInfo) : base(device) { FileHandle = FAudio.stb_vorbis_open_filename(fileInfo.FullName, out var error, IntPtr.Zero); if (error != 0) { Logger.LogError("Error opening OGG file!"); throw new AudioLoadException("Error opening OGG file!"); } Info = FAudio.stb_vorbis_get_info(FileHandle); var blockAlign = (ushort)(4 * Info.channels); Format = new FAudio.FAudioWaveFormatEx { wFormatTag = 3, wBitsPerSample = 32, nChannels = (ushort) Info.channels, nBlockAlign = blockAlign, nSamplesPerSec = Info.sample_rate, nAvgBytesPerSec = blockAlign * Info.sample_rate, cbSize = 0 }; } public DynamicSoundInstance CreateInstance(bool loop = false) { var instance = new DynamicSoundInstance(Device, this, false, loop); Device.AddDynamicSoundInstance(instance); return instance; } protected virtual void Dispose(bool disposing) { if (!IsDisposed) { if (disposing) { // dispose managed state (managed objects) } FAudio.stb_vorbis_close(FileHandle); IsDisposed = true; } } // override finalizer only if 'Dispose(bool disposing)' has code to free unmanaged resources ~DynamicSound() { // Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method Dispose(disposing: false); } public void Dispose() { // Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method Dispose(disposing: true); GC.SuppressFinalize(this); } } }