MoonWorks/src/Audio/StaticSoundInstance.cs

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C#
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using System;
namespace MoonWorks.Audio
{
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);
}
return _state;
}
protected set
{
_state = value;
}
}
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internal StaticSoundInstance(
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AudioDevice device,
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StaticSound parent,
bool is3D,
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bool loop
) : base(device, parent.Channels, parent.SamplesPerSecond, is3D, loop)
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{
Parent = parent;
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}
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public void Play()
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{
if (State == SoundState.Playing)
{
return;
}
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if (Loop)
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{
Parent.Handle.LoopCount = 255;
Parent.Handle.LoopBegin = Parent.LoopStart;
Parent.Handle.LoopLength = Parent.LoopLength;
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}
else
{
Parent.Handle.LoopCount = 0;
Parent.Handle.LoopBegin = 0;
Parent.Handle.LoopLength = 0;
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}
FAudio.FAudioSourceVoice_SubmitSourceBuffer(
Handle,
ref Parent.Handle,
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IntPtr.Zero
);
FAudio.FAudioSourceVoice_Start(Handle, 0, 0);
State = SoundState.Playing;
}
public void Pause()
{
if (State == SoundState.Paused)
{
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
State = SoundState.Paused;
}
}
public 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);
}
}
}
}