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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 | #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 { public struct AudioCategory : IEquatable<AudioCategory> { #region Internal Primitive Type Container Class internal class PrimitiveInstance<T> { 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< float > INTERNAL_volume; internal CrossfadeType crossfadeType; #endregion #region Private Variables private List<Cue> activeCues; private Dictionary< string , int > 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< float >(volume); activeCues = new List<Cue>(); cueInstanceCounts = new Dictionary< string , int >(); 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); curCue.SetVariable( "NumCueInstances" , 0); cueInstanceCounts[curCue.Name] -= 1; } activeCues.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; } } foreach (Cue curCue in activeCues) { curCue.SetVariable( "NumCueInstances" , cueInstanceCounts[curCue.Name] ); } } } internal void INTERNAL_initCue(Cue newCue) { lock (activeCues) { if (!cueInstanceCounts.ContainsKey(newCue.Name)) { cueInstanceCounts.Add(newCue.Name, 0); } newCue.SetVariable( "NumCueInstances" , cueInstanceCounts[newCue.Name]); } } 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) { cueInstanceCounts[activeCues[lowestIndex].Name] -= 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] += 1; newCue.SetVariable( "NumCueInstances" , cueInstanceCounts[newCue.Name]); 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) { cueInstanceCounts[name] -= 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] -= 1; } } } } #endregion } } |