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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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 | #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.IO; #endregion namespace Microsoft.Xna.Framework.Audio { public class SoundBank : IDisposable { #region Public Properties public bool IsDisposed { get ; private set ; } public bool IsInUse { get { throw new NotImplementedException( "Bank Cue instance count tracking!" ); } } #endregion #region Private Variables private AudioEngine INTERNAL_baseEngine; private List< string > INTERNAL_waveBankNames; private Dictionary< string , CueData> INTERNAL_cueData; #endregion #region Disposing Event public event EventHandler<EventArgs> Disposing; #endregion #region Public Constructor public SoundBank(AudioEngine audioEngine, string filename) { if (audioEngine == null ) { throw new ArgumentNullException( "audioEngine" ); } if (String.IsNullOrEmpty(filename)) { throw new ArgumentNullException( "filename" ); } INTERNAL_baseEngine = audioEngine; using (Stream soundBankStream = TitleContainer.OpenStream(filename)) using (BinaryReader reader = new BinaryReader(soundBankStream)) { // Check the file header. Should be 'SDBK' if (reader.ReadUInt32() != 0x4B424453) { throw new ArgumentException( "SDBK format not recognized!" ); } // Check the content version. Assuming XNA4 Refresh. if (reader.ReadUInt16() != AudioEngine.ContentVersion) { throw new ArgumentException( "SDBK Content version!" ); } // Check the tool version. Assuming XNA4 Refresh. if (reader.ReadUInt16() != 43) { throw new ArgumentException( "SDBK Tool version!" ); } // CRC, unused reader.ReadUInt16(); // Last modified, unused reader.ReadUInt64(); // Unknown value, Internet suggests platform reader.ReadByte(); // Cue Counts ushort numCueSimple = reader.ReadUInt16(); ushort numCueComplex = reader.ReadUInt16(); // Unknown value reader.ReadUInt16(); // Total Cues, unused reader.ReadUInt16(); // Number of associated WaveBanks byte numWaveBanks = reader.ReadByte(); // Unknown, Internet suggest number of "sounds" reader.ReadUInt16(); // Cue Name Table Length ushort cueNameTableLength = reader.ReadUInt16(); // Unknown value reader.ReadUInt16(); // Cue Offsets uint cueSimpleOffset = reader.ReadUInt32(); uint cueComplexOffset = reader.ReadUInt32(); // Cue Name Table Offset uint cueNameTableOffset = reader.ReadUInt32(); // Unknown value reader.ReadUInt32(); // Variable Tables Offset, unused reader.ReadUInt32(); // Unknown value reader.ReadUInt32(); // WaveBank Name Table Offset uint waveBankNameTableOffset = reader.ReadUInt32(); // Cue Name Hash Offsets, unused reader.ReadUInt32(); reader.ReadUInt32(); // Unknown value, Internet suggest "sounds" offset reader.ReadUInt32(); // SoundBank Name, unused reader.ReadBytes(64); // Parse WaveBank names soundBankStream.Seek(waveBankNameTableOffset, SeekOrigin.Begin); INTERNAL_waveBankNames = new List< string >(); for ( byte i = 0; i < numWaveBanks; i += 1) { INTERNAL_waveBankNames.Add( System.Text.Encoding.UTF8.GetString( reader.ReadBytes(64), 0, 64 ).Replace( "\0" , "" ) ); } // Parse Cue name list soundBankStream.Seek(cueNameTableOffset, SeekOrigin.Begin); string [] cueNames = System.Text.Encoding.UTF8.GetString( reader.ReadBytes(cueNameTableLength), 0, cueNameTableLength ).Split( '\0' ); // Create our CueData Dictionary INTERNAL_cueData = new Dictionary< string , CueData>(); // Parse Simple Cues soundBankStream.Seek(cueSimpleOffset, SeekOrigin.Begin); for ( ushort i = 0; i < numCueSimple; i += 1) { // Cue flags, unused reader.ReadByte(); // Cue Sound Offset uint offset = reader.ReadUInt32(); // Store this for when we're done reading the sound. long curPos = reader.BaseStream.Position; // Go to the sound in the Bank. reader.BaseStream.Seek(offset, SeekOrigin.Begin); // Parse the Sound INTERNAL_cueData.Add( cueNames[i], new CueData( new XACTSound(reader)) ); // Back to where we were... reader.BaseStream.Seek(curPos, SeekOrigin.Begin); } // Parse Complex Cues soundBankStream.Seek(cueComplexOffset, SeekOrigin.Begin); for ( ushort i = 0; i < numCueComplex; i += 1) { // Cue flags byte cueFlags = reader.ReadByte(); if ((cueFlags & 0x04) != 0) // FIXME: ??? { // Cue Sound Offset uint offset = reader.ReadUInt32(); // Unknown value reader.ReadUInt32(); // Store this for when we're done reading the sound. long curPos = reader.BaseStream.Position; // Go to the sound in the bank reader.BaseStream.Seek(offset, SeekOrigin.Begin); // Parse the Sound INTERNAL_cueData.Add( cueNames[numCueSimple + i], new CueData( new XACTSound(reader)) ); // Back to where we were... reader.BaseStream.Seek(curPos, SeekOrigin.Begin); } else { // Variation Table Offset for this Cue uint offset = reader.ReadUInt32(); // Transition Table Offset for this Cue, unused reader.ReadUInt32(); // Store this for when we're done reading the Variation Table long curPos = reader.BaseStream.Position; // Seek to the Variation Table in the file reader.BaseStream.Seek(offset, SeekOrigin.Begin); // Number of Variations in the Table ushort numVariations = reader.ReadUInt16(); // Variation Table Flags ushort varTableFlags = reader.ReadUInt16(); // Unknown value reader.ReadUInt16(); // Probability Control Variable, if applicable ushort variable = reader.ReadUInt16(); // Create data for the CueData XACTSound[] cueSounds = new XACTSound[numVariations]; float [,] cueProbs = new float [numVariations, 2]; // Used to determine Variation storage format int varTableType = (varTableFlags >> 3) & 0x0007; for ( ushort j = 0; j < numVariations; j += 1) { if (varTableType == 0) { // Wave with byte min/max ushort track = reader.ReadUInt16(); byte waveBank = reader.ReadByte(); byte wMin = reader.ReadByte(); byte wMax = reader.ReadByte(); // Create the Sound cueSounds[j] = new XACTSound(track, waveBank); // Calculate probability based on weight cueProbs[j, 0] = wMax / 255.0f; cueProbs[j, 1] = wMin / 255.0f; } else if (varTableType == 1) { // Complex with byte min/max uint varOffset = reader.ReadUInt32(); byte wMin = reader.ReadByte(); byte wMax = reader.ReadByte(); // Store for sound read long varPos = reader.BaseStream.Position; // Seek to the sound in the Bank reader.BaseStream.Seek(varOffset, SeekOrigin.Begin); // Read the sound cueSounds[j] = new XACTSound(reader); // Back to where we were... reader.BaseStream.Seek(varPos, SeekOrigin.Begin); // Calculate probability based on weight cueProbs[j, 0] = wMax / 255.0f; cueProbs[j, 1] = wMin / 255.0f; } else if (varTableType == 3) { // Complex with float min/max uint varOffset = reader.ReadUInt32(); float wMin = reader.ReadSingle(); float wMax = reader.ReadSingle(); // Unknown value reader.ReadUInt32(); // Store for sound read long varPos = reader.BaseStream.Position; // Seek to the sound in the Bank reader.BaseStream.Seek(varOffset, SeekOrigin.Begin); // Read the sound cueSounds[j] = new XACTSound(reader); // Back to where we were... reader.BaseStream.Seek(varPos, SeekOrigin.Begin); // Calculate probability based on weight cueProbs[j, 0] = wMax; cueProbs[j, 1] = wMin; } else if (varTableType == 4) { // Compact Wave ushort track = reader.ReadUInt16(); byte waveBank = reader.ReadByte(); // Create the Sound cueSounds[j] = new XACTSound(track, waveBank); // FIXME: Assume Sound weight is 100% cueProbs[j, 0] = 1.0f; cueProbs[j, 1] = 0.0f; } else { throw new NotSupportedException(); } } // Back to where we were... reader.BaseStream.Seek(curPos, SeekOrigin.Begin); // Add Built CueData to Dictionary INTERNAL_cueData.Add( cueNames[numCueSimple + i], new CueData( cueSounds, cueProbs, (varTableType == 3) ? INTERNAL_baseEngine.INTERNAL_getVariableName(variable) : String.Empty ) ); } // Cue instance limit byte instanceLimit = reader.ReadByte(); // Fade In/Out ushort fadeIn = reader.ReadUInt16(); ushort fadeOut = reader.ReadUInt16(); // Cue max instance behavior byte behavior = reader.ReadByte(); INTERNAL_cueData[cueNames[numCueSimple + i]].SetLimit( instanceLimit, behavior, fadeIn, fadeOut ); } } IsDisposed = false ; } #endregion #region Destructor ~SoundBank() { Dispose( true ); } #endregion #region Public Dispose Method public void Dispose() { Dispose( false ); } #endregion #region Protected Dispose Method protected void Dispose( bool disposing) { if (!IsDisposed) { if (Disposing != null ) { Disposing.Invoke( this , null ); } INTERNAL_waveBankNames.Clear(); INTERNAL_cueData.Clear(); IsDisposed = true ; } } #endregion #region Public Methods public Cue GetCue( string name) { if (String.IsNullOrEmpty(name)) { throw new ArgumentNullException( "name" ); } if (!INTERNAL_cueData.ContainsKey(name)) { throw new ArgumentException( "Cue name not found: " + name); } return new Cue( INTERNAL_baseEngine, INTERNAL_waveBankNames, name, INTERNAL_cueData[name], false ); } public void PlayCue( string name) { if (String.IsNullOrEmpty(name)) { throw new ArgumentNullException( "name" ); } if (!INTERNAL_cueData.ContainsKey(name)) { throw new InvalidOperationException( "name not found!" ); } Cue newCue = new Cue( INTERNAL_baseEngine, INTERNAL_waveBankNames, name, INTERNAL_cueData[name], true ); newCue.Play(); } public void PlayCue( string name, AudioListener listener, AudioEmitter emitter ) { if (String.IsNullOrEmpty(name)) { throw new ArgumentNullException( "name" ); } if (!INTERNAL_cueData.ContainsKey(name)) { throw new InvalidOperationException( "name not found!" ); } Cue newCue = new Cue( INTERNAL_baseEngine, INTERNAL_waveBankNames, name, INTERNAL_cueData[name], true ); newCue.Apply3D(listener, emitter); newCue.Play(); } #endregion } } |