using System;
using System.Collections.Generic;
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;
private static bool _running = true;
public static void Init(IAudioProvider _p)
{
_provider = _p;
AppearanceManager.OnExit += () =>
{
_running = false;
_out?.Stop();
_reader?.Dispose();
_out?.Dispose();
System.IO.File.Delete("temp.mp3");
};
var t = new Thread(() =>
{
SaveSystem.GameReady += () =>
{
while(_out == null)
{
}
_out.Volume = _provider.Volume;
};
Random rnd = new Random();
while(_running == true)
{
int track = rnd.Next(0, _provider.Count);
byte[] mp3 = _provider.GetTrack(track);
System.IO.File.WriteAllBytes("temp.mp3", mp3);
_reader = new AudioFileReader("temp.mp3");
_out = new WaveOut();
_out.Init(_reader);
_out.Volume = _provider.Volume;
_out.Play();
while(_out.PlaybackState == PlaybackState.Playing)
{
Thread.Sleep(5000); //even when the player isn't playing, this will give a good delay between songs.
}
_reader.Dispose();
_out.Dispose();
}
});
t.IsBackground = true;
t.Start();
}
public static void SetVolume(float volume)
{
_provider.Volume = volume; //persist between songs
_out.Volume = volume;
}
internal static void Kill()
{
_running = false;
_out.Stop();
_out.Dispose();
_reader.Dispose();
}
}
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; }
}
}