62 lines
1.7 KiB
C#
62 lines
1.7 KiB
C#
using System;
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using System.IO;
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namespace MoonWorks.Audio
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{
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/// <summary>
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/// For streaming long playback.
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/// </summary>
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public class DynamicSound : Sound, IDisposable
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{
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public const int BUFFER_SIZE = 1024 * 128;
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internal IntPtr FileHandle { get; }
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internal FAudio.stb_vorbis_info Info { get; }
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private bool IsDisposed;
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// FIXME: what should this value be?
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public DynamicSound(FileInfo fileInfo, ushort channels, uint samplesPerSecond) : base(channels, samplesPerSecond)
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{
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FileHandle = FAudio.stb_vorbis_open_filename(fileInfo.FullName, out var error, IntPtr.Zero);
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if (error != 0)
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{
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Logger.LogError("Error opening OGG file!");
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throw new AudioLoadException("Error opening OGG file!");
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}
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Info = FAudio.stb_vorbis_get_info(FileHandle);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (!IsDisposed)
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{
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if (disposing)
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{
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// dispose managed state (managed objects)
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}
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FAudio.stb_vorbis_close(FileHandle);
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IsDisposed = true;
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}
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}
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// override finalizer only if 'Dispose(bool disposing)' has code to free unmanaged resources
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~DynamicSound()
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{
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// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
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Dispose(disposing: false);
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}
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public void Dispose()
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{
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// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
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Dispose(disposing: true);
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GC.SuppressFinalize(this);
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}
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}
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}
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