using System; using System.IO; namespace MoonWorks.Audio { /// /// For streaming long playback. /// public class DynamicSound : Sound, IDisposable { public const int BUFFER_SIZE = 1024 * 128; internal IntPtr FileHandle { get; } internal FAudio.stb_vorbis_info Info { get; } private bool IsDisposed; // FIXME: what should this value be? public DynamicSound(FileInfo fileInfo, ushort channels, uint samplesPerSecond) : base(channels, samplesPerSecond) { 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); } 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); } } }