Everything is now OpenRA, not OpenRa
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281
OpenRA.Game/Sound.cs
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281
OpenRA.Game/Sound.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.FileFormats;
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using OpenRA.Support;
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using OpenRA.Traits;
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using Tao.OpenAl;
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namespace OpenRA
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{
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public static class Sound
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{
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static ISoundEngine soundEngine;
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static Cache<string, ISoundSource> sounds;
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static ISound music;
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//TODO: read these from somewhere?
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static float soundVolume;
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static float musicVolume;
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// static bool paused;
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static ISoundSource LoadSound(string filename)
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{
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var data = AudLoader.LoadSound(FileSystem.Open(filename));
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return soundEngine.AddSoundSourceFromMemory(data, 1, 16, 22050);
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}
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public static void Initialize()
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{
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soundEngine = new OpenAlSoundEngine();
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sounds = new Cache<string, ISoundSource>(LoadSound);
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music = null;
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soundVolume = soundEngine.Volume;
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musicVolume = soundEngine.Volume;
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}
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public static void Play(string name)
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{
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if (name == "" || name == null)
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return;
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var sound = sounds[name];
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// todo: positioning
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soundEngine.Play2D(sound, false);
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}
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public static void PlayToPlayer(Player player, string name)
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{
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if( player == player.World.LocalPlayer )
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Play( name );
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}
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public static void PlayMusic(string name)
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{
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var sound = sounds[name];
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music = soundEngine.Play2D(sound, true);
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music.Volume = musicVolume;
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}
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//public static bool Paused
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//{
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// get { return paused; }
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// set { paused = value; soundEngine.SetAllSoundsPaused(paused); }
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//}
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public static float Volume
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{
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get { return soundVolume; }
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set
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{
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soundVolume = value;
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soundEngine.Volume = value;
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}
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}
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public static float MusicVolume
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{
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get { return musicVolume; }
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set
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{
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musicVolume = value;
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if (music != null)
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music.Volume = value;
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}
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}
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//public static void SeekMusic(uint delta)
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//{
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// if (music != null)
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// {
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// music.PlayPosition += delta;
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// if (music.PlayPosition < 0 || music.PlayPosition > music.PlayLength)
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// music.PlayPosition = 0;
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// }
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//}
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public static void PlayVoice(string phrase, Actor voicedUnit)
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{
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if (voicedUnit == null) return;
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var mi = voicedUnit.Info.Traits.GetOrDefault<SelectableInfo>();
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if (mi == null) return;
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var vi = Rules.VoiceInfo[mi.Voice];
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var clip = vi.Pools.Value[phrase].GetNext();
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if (clip == null)
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return;
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if (clip.Contains(".")) /* no variants! */
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{
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Play(clip);
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return;
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}
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// todo: fix this
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var variants = (voicedUnit.Owner.Country.Race == "allies")
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? vi.AlliedVariants : vi.SovietVariants;
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var variant = variants[voicedUnit.ActorID % variants.Length];
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Play(clip + variant);
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}
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}
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interface ISoundEngine
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{
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ISoundSource AddSoundSourceFromMemory(byte[] data, int channels, int sampleBits, int sampleRate);
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ISound Play2D(ISoundSource sound, bool loop);
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float Volume { get; set; }
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}
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interface ISoundSource {}
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interface ISound
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{
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float Volume { get; set; }
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}
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class OpenAlSoundEngine : ISoundEngine
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{
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float volume = 1f;
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Dictionary<int, bool> sourcePool = new Dictionary<int, bool>();
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const int POOL_SIZE = 32;
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public OpenAlSoundEngine()
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{
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//var str = Alc.alcGetString(IntPtr.Zero, Alc.ALC_DEFAULT_DEVICE_SPECIFIER);
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var dev = Alc.alcOpenDevice(null);
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if (dev == IntPtr.Zero)
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throw new InvalidOperationException("Can't create OpenAL device");
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var ctx = Alc.alcCreateContext(dev, IntPtr.Zero);
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if (ctx == IntPtr.Zero)
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throw new InvalidOperationException("Can't create OpenAL context");
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Alc.alcMakeContextCurrent(ctx);
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for (var i = 0; i < POOL_SIZE; i++)
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{
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var source = 0;
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Al.alGenSources(1, out source);
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if (0 != Al.alGetError())
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throw new InvalidOperationException("failed generating source {0}".F(i));
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sourcePool.Add(source, false);
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}
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}
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int GetSourceFromPool()
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{
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foreach (var kvp in sourcePool)
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{
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if (!kvp.Value)
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{
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sourcePool[kvp.Key] = true;
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return kvp.Key;
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}
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}
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List<int> freeSources = new List<int>();
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foreach (int key in sourcePool.Keys)
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{
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int state;
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Al.alGetSourcei(key, Al.AL_SOURCE_STATE, out state);
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if (state != Al.AL_PLAYING)
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freeSources.Add(key);
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}
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if (freeSources.Count == 0)
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return -1;
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foreach (int i in freeSources)
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sourcePool[i] = false;
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sourcePool[freeSources[0]] = true;
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return freeSources[0];
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}
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public ISoundSource AddSoundSourceFromMemory(byte[] data, int channels, int sampleBits, int sampleRate)
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{
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return new OpenAlSoundSource(data, channels, sampleBits, sampleRate);
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}
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public ISound Play2D(ISoundSource sound, bool loop)
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{
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int source = GetSourceFromPool();
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return new OpenAlSound(source, (sound as OpenAlSoundSource).buffer, loop);
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}
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public float Volume
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{
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get { return volume; }
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set { Al.alListenerf(Al.AL_GAIN, volume = value); }
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}
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}
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class OpenAlSoundSource : ISoundSource
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{
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public readonly int buffer;
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static int MakeALFormat(int channels, int bits)
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{
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if (channels == 1)
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return bits == 16 ? Al.AL_FORMAT_MONO16 : Al.AL_FORMAT_MONO8;
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else
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return bits == 16 ? Al.AL_FORMAT_STEREO16 : Al.AL_FORMAT_STEREO8;
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}
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public OpenAlSoundSource(byte[] data, int channels, int sampleBits, int sampleRate)
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{
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Al.alGenBuffers(1, out buffer);
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Al.alBufferData(buffer, MakeALFormat(channels, sampleBits), data, data.Length, sampleRate);
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}
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}
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class OpenAlSound : ISound
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{
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public readonly int source = -1;
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float volume = 1f;
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public OpenAlSound(int source, int buffer, bool looping)
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{
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if (source == -1) return;
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this.source = source;
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Al.alSourcef(source, Al.AL_PITCH, 1f);
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Al.alSourcef(source, Al.AL_GAIN, 1f);
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Al.alSource3f(source, Al.AL_POSITION, 0f, 0f, 0f);
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Al.alSource3f(source, Al.AL_VELOCITY, 0f, 0f, 0f);
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Al.alSourcei(source, Al.AL_BUFFER, buffer);
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Al.alSourcei(source, Al.AL_LOOPING, looping ? Al.AL_TRUE : Al.AL_FALSE);
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Al.alSourcePlay(source);
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}
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public float Volume
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{
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get { return volume; }
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set
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{
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if (source != -1)
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Al.alSourcef(source, Al.AL_GAIN, volume = value);
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}
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}
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}
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}
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