/* * 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; } } }