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https://github.com/ClassiCube/ClassiCube.git
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132 lines
3.7 KiB
C#
132 lines
3.7 KiB
C#
// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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using System;
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using System.Threading;
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using SharpWave;
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using BlockID = System.UInt16;
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namespace ClassicalSharp.Audio {
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public sealed partial class AudioPlayer {
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Soundboard digBoard, stepBoard;
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const int maxSounds = 6;
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public void SetSounds(int volume) {
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if (volume > 0) InitSound();
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else DisposeSound();
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}
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void InitSound() {
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if (digBoard == null) InitSoundboards();
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monoOutputs = new IAudioOutput[maxSounds];
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stereoOutputs = new IAudioOutput[maxSounds];
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}
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void InitSoundboards() {
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digBoard = new Soundboard();
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digBoard.Init("dig_", files);
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stepBoard = new Soundboard();
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stepBoard.Init("step_", files);
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}
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void PlayBlockSound(Vector3I coords, BlockID old, BlockID now) {
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if (now == Block.Air) {
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PlayDigSound(BlockInfo.DigSounds[old]);
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} else if (!game.ClassicMode) {
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PlayDigSound(BlockInfo.StepSounds[now]);
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}
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}
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public void PlayDigSound(byte type) { PlaySound(type, digBoard); }
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public void PlayStepSound(byte type) { PlaySound(type, stepBoard); }
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AudioFormat format;
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AudioChunk chunk = new AudioChunk();
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void PlaySound(byte type, Soundboard board) {
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if (type == SoundType.None || monoOutputs == null) return;
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Sound snd = board.PickRandomSound(type);
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if (snd == null) return;
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format = snd.Format;
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chunk.Data = snd.Data;
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chunk.Length = snd.Data.Length;
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float volume = game.SoundsVolume / 100.0f;
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if (board == digBoard) {
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if (type == SoundType.Metal) format.SampleRate = (format.SampleRate * 6) / 5;
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else format.SampleRate = (format.SampleRate * 4) / 5;
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} else {
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volume *= 0.50f;
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if (type == SoundType.Metal) format.SampleRate = (format.SampleRate * 7) / 5;
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}
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if (format.Channels == 1) {
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PlayCurrentSound(monoOutputs, volume);
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} else if (format.Channels == 2) {
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PlayCurrentSound(stereoOutputs, volume);
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}
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}
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void PlayCurrentSound(IAudioOutput[] outputs, float volume) {
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for (int i = 0; i < outputs.Length; i++) {
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IAudioOutput output = outputs[i];
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if (output == null) {
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output = MakeOutput(1);
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outputs[i] = output;
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} else {
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if (!output.IsFinished()) continue;
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}
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AudioFormat fmt = output.Format;
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if (fmt.Channels == 0 || fmt.Equals(format)) {
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PlaySound(output, volume); return;
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}
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}
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// This time we try to play the sound on all possible devices,
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// even if it requires the expensive case of recreating a device
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for (int i = 0; i < outputs.Length; i++) {
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IAudioOutput output = outputs[i];
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if (!output.IsFinished()) continue;
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PlaySound(output, volume); return;
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}
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}
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void PlaySound(IAudioOutput output, float volume) {
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try {
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output.SetVolume(volume);
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output.SetFormat(format);
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output.PlayData(0, chunk);
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} catch (InvalidOperationException ex) {
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ErrorHandler.LogError("AudioPlayer.PlayCurrentSound()", ex);
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if (ex.Message == "No audio devices found")
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game.Chat.Add("&cNo audio devices found, disabling sounds.");
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else
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game.Chat.Add("&cAn error occured when trying to play sounds, disabling sounds.");
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SetSounds(0);
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game.SoundsVolume = 0;
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}
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}
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void DisposeSound() {
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DisposeOutputs(ref monoOutputs);
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DisposeOutputs(ref stereoOutputs);
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}
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void DisposeOutputs(ref IAudioOutput[] outputs) {
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if (outputs == null) return;
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for (int i = 0; i < outputs.Length; i++) {
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if (outputs[i] == null) continue;
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outputs[i].Stop();
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outputs[i].IsFinished(); // unqueue buffers
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outputs[i].Dispose();
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}
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outputs = null;
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}
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}
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}
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