/*
* MIT License
*
* Copyright (c) 2017 Michael VanOverbeek and ShiftOS devs
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#define NOSOUND
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using NAudio;
using NAudio.Wave;
namespace ShiftOS.Engine
{
public static class AudioManager
{
private static WaveOut _out = null;
private static AudioFileReader _reader = null;
private static IAudioProvider _provider = null;
///
/// Stops the current sound if one is playing and disposes of the sound.
///
public static void Stop()
{
Desktop.InvokeOnWorkerThread(() =>
{
_out?.Stop();
_reader?.Dispose();
_out?.Dispose();
});
}
///
/// Initiates this engine module using an as a backend for selecting background soundtrack as well as the volume level for the sound.
///
/// A background soundtrack and volume provider.
/// Thrown if is null.
public static void Init(IAudioProvider _p)
{
if (_p == null)
throw new ArgumentNullException("_p");
_provider = _p;
}
///
/// Sets the volume of the audio system.
///
/// The volume to use, from 0 to 1.
public static void SetVolume(float volume)
{
_provider.Volume = volume; //persist between songs
_out.Volume = volume;
}
///
/// Plays a specified sound file.
///
/// The file to play.
public static void Play(string file)
{
try
{
var bytes = File.ReadAllBytes(file);
var str = new MemoryStream(bytes);
PlayStream(str);
}
catch
{
}
}
///
/// Writes the data in the specified to a file, and plays it as a sound file.
///
/// The stream to read from.
public static void PlayStream(Stream str)
{
bool play = true;
if (SaveSystem.CurrentSave != null)
play = SaveSystem.CurrentSave.SoundEnabled;
if (play)
{
var splayer = new System.Media.SoundPlayer(str);
splayer.Play();
}
}
public static event Action PlayCompleted;
}
public interface IAudioProvider
{
///
/// Gets a byte[] array corresponding to an MP3 track given an index.
///
/// A track index to use when finding the right track.
/// The MP3 byte[] array.
byte[] GetTrack(int index);
///
/// Gets the 1-based count of all available tracks.
///
int Count { get; }
///
/// Gets or sets the track player's volume.
///
float Volume { get; set; }
}
}