forked from MoonsideGames/MoonWorks
				
			rename OnBufferNeeded to OnSoundNeeded
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				|  | @ -2,14 +2,12 @@ using System; | ||||||
| 
 | 
 | ||||||
| namespace MoonWorks.Audio | namespace MoonWorks.Audio | ||||||
| { | { | ||||||
| 	// NOTE: all sounds played with a playlist must have the same audio format! | 	// NOTE: all sounds played with a SoundQueue must have the same audio format! | ||||||
| 	public class SoundQueue : SoundInstance | 	public class SoundQueue : SoundInstance | ||||||
| 	{ | 	{ | ||||||
| 		public int NeedBufferThreshold = 0; | 		public int NeedSoundThreshold = 0; | ||||||
| 		private uint queuedBufferCount = 0; | 		public delegate void OnSoundNeededFunc(); | ||||||
| 
 | 		public OnSoundNeededFunc OnSoundNeeded; | ||||||
| 		public delegate void OnBufferNeededFunc(); |  | ||||||
| 		public OnBufferNeededFunc OnBufferNeeded; |  | ||||||
| 
 | 
 | ||||||
| 		private object StateLock = new object(); | 		private object StateLock = new object(); | ||||||
| 
 | 
 | ||||||
|  | @ -30,7 +28,7 @@ namespace MoonWorks.Audio | ||||||
| 				if (IsDisposed) { return; } | 				if (IsDisposed) { return; } | ||||||
| 				if (State != SoundState.Playing) { return; } | 				if (State != SoundState.Playing) { return; } | ||||||
| 
 | 
 | ||||||
| 				if (NeedBufferThreshold > 0) | 				if (NeedSoundThreshold > 0) | ||||||
| 				{ | 				{ | ||||||
| 					FAudio.FAudioSourceVoice_GetState( | 					FAudio.FAudioSourceVoice_GetState( | ||||||
| 						Voice, | 						Voice, | ||||||
|  | @ -39,11 +37,11 @@ namespace MoonWorks.Audio | ||||||
| 					); | 					); | ||||||
| 
 | 
 | ||||||
| 					var queuedBufferCount = state.BuffersQueued; | 					var queuedBufferCount = state.BuffersQueued; | ||||||
| 					for (int i = 0; i < NeedBufferThreshold - queuedBufferCount; i += 1) | 					for (int i = 0; i < NeedSoundThreshold - queuedBufferCount; i += 1) | ||||||
| 					{ | 					{ | ||||||
| 						if (OnBufferNeeded != null) | 						if (OnSoundNeeded != null) | ||||||
| 						{ | 						{ | ||||||
| 							OnBufferNeeded(); | 							OnSoundNeeded(); | ||||||
| 						} | 						} | ||||||
| 					} | 					} | ||||||
| 				} | 				} | ||||||
|  |  | ||||||
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