forked from MoonsideGames/MoonWorks
set loop on play instead of construct
parent
b1b6b84809
commit
6a1fa004d6
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@ -8,7 +8,7 @@ namespace MoonWorks.Audio
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{
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internal IntPtr Handle;
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internal FAudio.FAudioWaveFormatEx Format;
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public bool Loop { get; }
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public bool Loop { get; protected set; } = false;
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protected FAudio.F3DAUDIO_DSP_SETTINGS dspSettings;
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@ -168,8 +168,7 @@ namespace MoonWorks.Audio
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ushort blockAlign,
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ushort channels,
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uint samplesPerSecond,
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bool is3D,
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bool loop
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bool is3D
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) : base(device)
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{
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var format = new FAudio.FAudioWaveFormatEx
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@ -212,7 +211,6 @@ namespace MoonWorks.Audio
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);
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*/
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Loop = loop;
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State = SoundState.Stopped;
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}
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@ -242,7 +240,7 @@ namespace MoonWorks.Audio
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);
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}
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public abstract void Play();
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public abstract void Play(bool loop);
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public abstract void Pause();
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public abstract void Stop(bool immediate);
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@ -271,11 +271,11 @@ namespace MoonWorks.Audio
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/// Gets a sound instance from the pool.
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/// NOTE: If you lose track of instances, you will create garbage collection pressure!
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/// </summary>
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public StaticSoundInstance GetInstance(bool loop = false)
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public StaticSoundInstance GetInstance()
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{
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if (Instances.Count == 0)
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{
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Instances.Push(new StaticSoundInstance(Device, this, false, loop));
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Instances.Push(new StaticSoundInstance(Device, this, false));
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}
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return Instances.Pop();
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@ -33,20 +33,21 @@ namespace MoonWorks.Audio
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internal StaticSoundInstance(
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AudioDevice device,
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StaticSound parent,
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bool is3D,
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bool loop
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) : base(device, parent.FormatTag, parent.BitsPerSample, parent.BlockAlign, parent.Channels, parent.SamplesPerSecond, is3D, loop)
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bool is3D
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) : base(device, parent.FormatTag, parent.BitsPerSample, parent.BlockAlign, parent.Channels, parent.SamplesPerSecond, is3D)
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{
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Parent = parent;
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}
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public override void Play()
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public override void Play(bool loop = false)
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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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Loop = loop;
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if (Loop)
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{
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Parent.Handle.LoopCount = 255;
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@ -23,18 +23,19 @@ namespace MoonWorks.Audio
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ushort blockAlign,
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ushort channels,
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uint samplesPerSecond,
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bool is3D,
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bool loop
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) : base(device, formatTag, bitsPerSample, blockAlign, channels, samplesPerSecond, is3D, loop) { }
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bool is3D
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) : base(device, formatTag, bitsPerSample, blockAlign, channels, samplesPerSecond, is3D) { }
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public override void Play()
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public override void Play(bool loop = false)
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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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Loop = loop;
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State = SoundState.Playing;
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Update();
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FAudio.FAudioSourceVoice_Start(Handle, 0, 0);
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}
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@ -18,8 +18,7 @@ namespace MoonWorks.Audio
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public static StreamingSoundOgg Load(
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AudioDevice device,
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string filePath,
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bool is3D = false,
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bool loop = false
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bool is3D = false
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)
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{
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var fileHandle = FAudio.stb_vorbis_open_filename(filePath, out var error, IntPtr.Zero);
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@ -35,8 +34,7 @@ namespace MoonWorks.Audio
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device,
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fileHandle,
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info,
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is3D,
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loop
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is3D
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);
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}
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@ -44,8 +42,7 @@ namespace MoonWorks.Audio
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AudioDevice device,
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IntPtr fileHandle,
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FAudio.stb_vorbis_info info,
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bool is3D,
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bool loop
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bool is3D
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) : base(
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device,
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3, /* float type */
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@ -53,8 +50,7 @@ namespace MoonWorks.Audio
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(ushort) (4 * info.channels),
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(ushort) info.channels,
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info.sample_rate,
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is3D,
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loop
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is3D
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)
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{
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FileHandle = fileHandle;
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