more audio implementation
parent
768bf38e3f
commit
2b58edb257
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@ -0,0 +1,61 @@
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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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@ -0,0 +1,154 @@
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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namespace MoonWorks.Audio
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{
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public class DynamicSoundInstance : SoundInstance
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{
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private List<IntPtr> queuedBuffers;
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private List<uint> queuedSizes;
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private const int MINIMUM_BUFFER_CHECK = 3;
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public int PendingBufferCount => queuedBuffers.Count;
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private readonly float[] buffer;
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public override SoundState State { get; protected set; }
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public DynamicSoundInstance(
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AudioDevice device,
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DynamicSound parent,
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bool is3D
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) : base(device, parent, is3D)
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{
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queuedBuffers = new List<IntPtr>();
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queuedSizes = new List<uint>();
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buffer = new float[DynamicSound.BUFFER_SIZE];
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}
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public void Play()
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{
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Update();
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if (State == SoundState.Playing)
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{
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return;
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}
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QueueBuffers();
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FAudio.FAudioSourceVoice_Start(Handle, 0, 0);
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State = SoundState.Playing;
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}
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public void Pause()
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{
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if (State == SoundState.Playing)
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{
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FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
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State = SoundState.Paused;
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}
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}
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public void Stop()
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{
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FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
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FAudio.FAudioSourceVoice_FlushSourceBuffers(Handle);
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State = SoundState.Stopped;
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ClearBuffers();
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}
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private void Update()
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{
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if (State != SoundState.Playing)
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{
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return;
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}
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FAudio.FAudioSourceVoice_GetState(
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Handle,
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out var state,
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FAudio.FAUDIO_VOICE_NOSAMPLESPLAYED
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);
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while (PendingBufferCount > state.BuffersQueued)
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lock (queuedBuffers)
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{
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Marshal.FreeHGlobal(queuedBuffers[0]);
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queuedBuffers.RemoveAt(0);
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queuedSizes.RemoveAt(0);
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}
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}
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private void QueueBuffers()
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{
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for (
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int i = MINIMUM_BUFFER_CHECK - PendingBufferCount;
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i > 0;
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i -= 1
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) {
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AddBuffer();
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}
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}
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private void ClearBuffers()
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{
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lock (queuedBuffers)
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{
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foreach (IntPtr buf in queuedBuffers)
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{
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Marshal.FreeHGlobal(buf);
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}
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queuedBuffers.Clear();
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queuedBuffers.Clear();
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}
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}
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private void AddBuffer()
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{
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var parent = (DynamicSound) Parent;
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var samples = FAudio.stb_vorbis_get_samples_float_interleaved(
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parent.FileHandle,
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parent.Info.channels,
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buffer,
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buffer.Length
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);
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IntPtr next = Marshal.AllocHGlobal(buffer.Length);
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Marshal.Copy(buffer, 0, next, buffer.Length);
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lock (queuedBuffers)
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{
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var lengthInBytes = (uint) buffer.Length * sizeof(float);
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queuedBuffers.Add(next);
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if (State != SoundState.Stopped)
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{
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FAudio.FAudioBuffer buf = new FAudio.FAudioBuffer
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{
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AudioBytes = lengthInBytes,
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pAudioData = next,
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PlayLength = (
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lengthInBytes /
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(uint) parent.Info.channels /
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(uint) (parent.Format.wBitsPerSample / 8)
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)
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};
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FAudio.FAudioSourceVoice_SubmitSourceBuffer(
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Handle,
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ref buf,
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IntPtr.Zero
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);
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}
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else
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{
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queuedSizes.Add(lengthInBytes);
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}
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}
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}
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}
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}
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@ -1,73 +1,26 @@
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using System;
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using System.IO;
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using System.Runtime.InteropServices;
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namespace MoonWorks.Audio
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{
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public class Sound
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public abstract class Sound
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{
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internal FAudio.FAudioBuffer Handle;
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internal FAudio.FAudioWaveFormatEx Format;
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internal FAudio.FAudioWaveFormatEx Format { get; }
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public uint LoopStart { get; set; } = 0;
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public uint LoopLength { get; set; } = 0;
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public static Sound FromFile(FileInfo fileInfo)
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{
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var filePointer = 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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throw new AudioLoadException("Error loading file!");
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}
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var info = FAudio.stb_vorbis_get_info(filePointer);
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var bufferSize = (uint)(info.sample_rate * info.channels);
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var buffer = new float[bufferSize];
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var align = (ushort) (4 * info.channels);
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FAudio.stb_vorbis_close(filePointer);
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return new Sound(
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buffer,
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0,
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(ushort) info.channels,
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info.sample_rate,
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align
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);
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}
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/* we only support float decoding! WAV sucks! */
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/* NOTE: we only support float decoding! WAV sucks! */
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public Sound(
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float[] buffer,
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uint bufferOffset,
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ushort channels,
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uint samplesPerSecond,
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ushort blockAlign
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uint samplesPerSecond
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) {
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var bufferLength = 4 * buffer.Length;
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var blockAlign = (ushort) (4 * channels);
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Format = new FAudio.FAudioWaveFormatEx();
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Format.wFormatTag = 3;
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Format.wBitsPerSample = 32;
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Format.nChannels = channels;
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Format.nBlockAlign = (ushort) (4 * Format.nChannels);
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Format.nSamplesPerSec = samplesPerSecond;
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Format.nAvgBytesPerSec = Format.nBlockAlign * Format.nSamplesPerSec;
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Format.nBlockAlign = blockAlign;
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Format.cbSize = 0;
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Handle = new FAudio.FAudioBuffer();
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Handle.Flags = FAudio.FAUDIO_END_OF_STREAM;
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Handle.pContext = IntPtr.Zero;
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Handle.AudioBytes = (uint) bufferLength;
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Handle.pAudioData = Marshal.AllocHGlobal((int) bufferLength);
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Marshal.Copy(buffer, (int) bufferOffset, Handle.pAudioData, (int) bufferLength);
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Handle.PlayBegin = 0;
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Handle.PlayLength = (
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Handle.AudioBytes /
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(uint) Format.nChannels /
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(uint) (Format.wBitsPerSample / 8)
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);
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Format = new FAudio.FAudioWaveFormatEx
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{
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wFormatTag = 3,
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wBitsPerSample = 32,
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nChannels = channels,
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nBlockAlign = blockAlign,
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nSamplesPerSec = samplesPerSecond,
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nAvgBytesPerSec = blockAlign * samplesPerSecond,
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cbSize = 0
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};
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}
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}
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}
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@ -7,15 +7,15 @@ namespace MoonWorks.Audio
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{
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protected AudioDevice Device { get; }
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internal IntPtr Handle { get; }
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protected Sound Parent { get; }
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public Sound Parent { get; }
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protected FAudio.F3DAUDIO_DSP_SETTINGS dspSettings;
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public SoundState State { get; protected set; }
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protected bool is3D;
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private float _pan = 0;
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private bool IsDisposed;
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public abstract SoundState State { get; protected set; }
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private float _pan = 0;
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public float Pan
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{
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get => _pan;
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}
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}
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public SoundInstance(AudioDevice device, Sound parent, bool is3D)
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{
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public SoundInstance(
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AudioDevice device,
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Sound parent,
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bool is3D
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) {
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Device = device;
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Parent = parent;
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Handle = handle;
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this.is3D = is3D;
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InitDSPSettings(Parent.Format.nChannels);
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}
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private void InitDSPSettings(uint srcChannels)
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@ -0,0 +1,87 @@
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using System;
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using System.IO;
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using System.Runtime.InteropServices;
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namespace MoonWorks.Audio
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{
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public class StaticSound : Sound, IDisposable
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{
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internal FAudio.FAudioBuffer Handle;
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private bool IsDisposed;
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public uint LoopStart { get; set; } = 0;
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public uint LoopLength { get; set; } = 0;
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public static StaticSound FromOgg(FileInfo fileInfo)
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{
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var filePointer = 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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throw new AudioLoadException("Error loading file!");
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}
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var info = FAudio.stb_vorbis_get_info(filePointer);
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var bufferSize = (uint)(info.sample_rate * info.channels);
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var buffer = new float[bufferSize];
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FAudio.stb_vorbis_close(filePointer);
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return new StaticSound(
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buffer,
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0,
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(ushort) info.channels,
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info.sample_rate
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);
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}
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public StaticSound(
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float[] buffer,
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uint bufferOffset,
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ushort channels,
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uint samplesPerSecond
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) : base(channels, samplesPerSecond) {
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var bufferLength = 4 * buffer.Length;
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Handle = new FAudio.FAudioBuffer();
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Handle.Flags = FAudio.FAUDIO_END_OF_STREAM;
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Handle.pContext = IntPtr.Zero;
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Handle.AudioBytes = (uint) bufferLength;
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Handle.pAudioData = Marshal.AllocHGlobal((int) bufferLength);
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Marshal.Copy(buffer, (int) bufferOffset, Handle.pAudioData, (int) bufferLength);
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Handle.PlayBegin = 0;
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Handle.PlayLength = (
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Handle.AudioBytes /
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(uint) Format.nChannels /
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(uint) (Format.wBitsPerSample / 8)
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);
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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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Marshal.FreeHGlobal(Handle.pAudioData);
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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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~StaticSound()
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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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@ -4,39 +4,67 @@ namespace MoonWorks.Audio
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{
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public class StaticSoundInstance : SoundInstance
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{
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public bool Loop { get; protected set; }
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public bool Loop { get; }
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private SoundState _state = SoundState.Stopped;
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public override SoundState State
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{
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get
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{
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FAudio.FAudioSourceVoice_GetState(
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Handle,
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out var state,
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FAudio.FAUDIO_VOICE_NOSAMPLESPLAYED
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);
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if (state.BuffersQueued == 0)
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{
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Stop(true);
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}
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return _state;
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}
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protected set
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{
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_state = value;
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}
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}
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public StaticSoundInstance(
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AudioDevice device,
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Sound parent,
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bool is3D
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) : base(device, parent, is3D) { }
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public void Play(bool loop = false)
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StaticSound parent,
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bool is3D,
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bool loop = false
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) : base(device, parent, is3D)
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{
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Loop = loop;
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}
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public void Play()
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{
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var parent = (StaticSound) Parent;
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if (State == SoundState.Playing)
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{
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return;
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}
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if (loop)
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if (Loop)
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{
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Loop = true;
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Parent.Handle.LoopCount = 255;
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Parent.Handle.LoopBegin = 0;
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Parent.Handle.LoopLength = Parent.LoopLength;
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parent.Handle.LoopCount = 255;
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parent.Handle.LoopBegin = parent.LoopStart;
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parent.Handle.LoopLength = parent.LoopLength;
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}
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else
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{
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Loop = false;
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Parent.Handle.LoopCount = 0;
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Parent.Handle.LoopBegin = 0;
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Parent.Handle.LoopLength = 0;
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parent.Handle.LoopCount = 0;
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parent.Handle.LoopBegin = 0;
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parent.Handle.LoopLength = 0;
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}
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FAudio.FAudioSourceVoice_SubmitSourceBuffer(
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Handle,
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ref Parent.Handle,
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ref parent.Handle,
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IntPtr.Zero
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);
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