#region License /* FNA - XNA4 Reimplementation for Desktop Platforms * Copyright 2009-2016 Ethan Lee and the MonoGame Team * * Released under the Microsoft Public License. * See LICENSE for details. */ #endregion #region Using Statements using System; using System.Collections.Generic; using System.Diagnostics; #endregion namespace Microsoft.Xna.Framework.Audio { // http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.audio.audiocategory.aspx public struct AudioCategory : IEquatable { #region Internal Primitive Type Container Class internal class PrimitiveInstance { public T Value; public PrimitiveInstance(T initial) { Value = initial; } } #endregion #region Public Properties private string INTERNAL_name; public string Name { get { return INTERNAL_name; } } #endregion #region Internal Variables // Grumble, struct returns... internal PrimitiveInstance INTERNAL_volume; internal CrossfadeType crossfadeType; #endregion #region Private Variables private List activeCues; private Dictionary> cueInstanceCounts; private byte maxCueInstances; private MaxInstanceBehavior maxCueBehavior; private ushort maxFadeInMS; private ushort maxFadeOutMS; #endregion #region Internal Constructor internal AudioCategory( string name, float volume, byte maxInstances, int maxBehavior, ushort fadeInMS, ushort fadeOutMS, int fadeType ) { INTERNAL_name = name; INTERNAL_volume = new PrimitiveInstance(volume); activeCues = new List(); cueInstanceCounts = new Dictionary>(); maxCueInstances = maxInstances; maxCueBehavior = (MaxInstanceBehavior) maxBehavior; maxFadeInMS = fadeInMS; maxFadeOutMS = fadeOutMS; crossfadeType = (CrossfadeType) fadeType; } #endregion #region Public Methods public void Pause() { lock (activeCues) { foreach (Cue curCue in activeCues) { curCue.Pause(); } } } public void Resume() { lock (activeCues) { foreach (Cue curCue in activeCues) { curCue.Resume(); } } } public void SetVolume(float volume) { lock (activeCues) { INTERNAL_volume.Value = volume; } } public void Stop(AudioStopOptions options) { lock (activeCues) { while (activeCues.Count > 0) { Cue curCue = activeCues[0]; curCue.Stop(options); } activeCues.Clear(); foreach (List count in cueInstanceCounts.Values) { count.Clear(); } } } public override int GetHashCode() { return Name.GetHashCode(); } public bool Equals(AudioCategory other) { return (GetHashCode() == other.GetHashCode()); } public override bool Equals(Object obj) { if (obj is AudioCategory) { return Equals((AudioCategory) obj); } return false; } public static bool operator ==( AudioCategory value1, AudioCategory value2 ) { return value1.Equals(value2); } public static bool operator !=( AudioCategory value1, AudioCategory value2 ) { return !(value1.Equals(value2)); } #endregion #region Internal Methods internal void INTERNAL_update() { /* Believe it or not, someone might run the update on a thread. * So, we're going to give a lock to this method. * -flibit */ lock (activeCues) { for (int i = 0; i < activeCues.Count; i += 1) { if (!activeCues[i].INTERNAL_update()) { i -= 1; } } } } internal bool INTERNAL_addCue(Cue newCue) { lock (activeCues) { if (activeCues.Count >= maxCueInstances) { if (maxCueBehavior == MaxInstanceBehavior.Fail) { return false; // Just ignore us... } else if (maxCueBehavior == MaxInstanceBehavior.Queue) { newCue.INTERNAL_startFadeIn(maxFadeInMS); activeCues[0].INTERNAL_startFadeOut(maxFadeOutMS); } else if (maxCueBehavior == MaxInstanceBehavior.ReplaceOldest) { if (!INTERNAL_removeOldestCue(activeCues[0].Name)) { return false; // Just ignore us... } } else if (maxCueBehavior == MaxInstanceBehavior.ReplaceQuietest) { float lowestVolume = float.MaxValue; int lowestIndex = -1; for (int i = 0; i < activeCues.Count; i += 1) { if (!activeCues[i].JustStarted) { float vol = activeCues[i].INTERNAL_calculateVolume(); if (vol < lowestVolume) { lowestVolume = vol; lowestIndex = i; } } } if (lowestIndex > -1) { activeCues[lowestIndex].Stop(AudioStopOptions.AsAuthored); } else { return false; // Just ignore us... } } else if (maxCueBehavior == MaxInstanceBehavior.ReplaceLowestPriority) { // FIXME: Priority? if (!INTERNAL_removeOldestCue(activeCues[0].Name)) { return false; // Just ignore us... } } } cueInstanceCounts[newCue.Name].Add(newCue); activeCues.Add(newCue); } return true; } internal bool INTERNAL_removeOldestCue(string name) { lock (activeCues) { for (int i = 0; i < activeCues.Count; i += 1) { if (activeCues[i].Name.Equals(name) && !activeCues[i].JustStarted) { activeCues[i].Stop(AudioStopOptions.AsAuthored); return true; } } return false; } } internal bool INTERNAL_removeQuietestCue(string name) { float lowestVolume = float.MaxValue; int lowestIndex = -1; lock (activeCues) { for (int i = 0; i < activeCues.Count; i += 1) { if (activeCues[i].Name.Equals(name) && !activeCues[i].JustStarted) { float vol = activeCues[i].INTERNAL_calculateVolume(); if (vol < lowestVolume) { lowestVolume = vol; lowestIndex = i; } } } if (lowestIndex > -1) { activeCues[lowestIndex].Stop(AudioStopOptions.AsAuthored); return true; } return false; } } internal void INTERNAL_removeActiveCue(Cue cue) { // FIXME: Avoid calling this when a Cue is GC'd! -flibit if (activeCues != null) { lock (activeCues) { if (activeCues.Contains(cue)) { activeCues.Remove(cue); cueInstanceCounts[cue.Name].Remove(cue); } } } } internal int INTERNAL_cueInstanceCount(string name) { if (!cueInstanceCounts.ContainsKey(name)) { cueInstanceCounts.Add(name, new List()); } return cueInstanceCounts[name].Count; } #endregion } }