using System; using System.Collections.Generic; using System.IO; using Microsoft.Xna.Framework.Audio; using SimpleSoundManager.Framework; using StardewModdingAPI; namespace SimpleSoundManager { class WavSound : Sound { /// Used to actually play the song. DynamicSoundEffectInstance dynamicSound; /// Used to keep track of where in the song we are. int position; int count; /// Used to store the info for the song. byte[] byteArray; public string path; public string soundName; public bool loop; /// Get a raw disk path to the wav file. public WavSound(string name, string pathToWavFile, bool loop = false) { this.path = pathToWavFile; this.LoadWavFromFileToStream(); this.soundName = name; this.loop = loop; } /// A constructor that takes a mod helper and a relative path to a wav file. public WavSound(IModHelper modHelper, string name, string pathInModDirectory, bool loop = false) { string path = Path.Combine(modHelper.DirectoryPath, pathInModDirectory); this.path = path; this.soundName = name; this.loop = loop; } /// Constructor that is more flexible than typing an absolute path. /// The mod helper for the mod you wish to use to load the music files from. /// The list of folders and files that make up a complete path. public WavSound(IModHelper modHelper, string soundName, List pathPieces, bool loop = false) { string dirPath = modHelper.DirectoryPath; foreach (string str in pathPieces) dirPath = Path.Combine(dirPath, str); this.path = dirPath; this.soundName = soundName; this.loop = loop; } /// Loads the .wav file from disk and plays it. public void LoadWavFromFileToStream() { // Create a new SpriteBatch, which can be used to draw textures. string file = this.path; Stream waveFileStream = File.OpenRead(file); //TitleContainer.OpenStream(file); BinaryReader reader = new BinaryReader(waveFileStream); int chunkID = reader.ReadInt32(); int fileSize = reader.ReadInt32(); int riffType = reader.ReadInt32(); int fmtID = reader.ReadInt32(); int fmtSize = reader.ReadInt32(); int fmtCode = reader.ReadInt16(); int channels = reader.ReadInt16(); int sampleRate = reader.ReadInt32(); int fmtAvgBPS = reader.ReadInt32(); int fmtBlockAlign = reader.ReadInt16(); int bitDepth = reader.ReadInt16(); if (fmtSize == 18) { // Read any extra values int fmtExtraSize = reader.ReadInt16(); reader.ReadBytes(fmtExtraSize); } int dataID = reader.ReadInt32(); int dataSize = reader.ReadInt32(); this.byteArray = reader.ReadBytes(dataSize); this.dynamicSound = new DynamicSoundEffectInstance(sampleRate, (AudioChannels)channels); this.count = this.byteArray.Length;//dynamicSound.GetSampleSizeInBytes(TimeSpan.FromMilliseconds(1000)); this.dynamicSound.BufferNeeded += this.DynamicSound_BufferNeeded; } void DynamicSound_BufferNeeded(object sender, EventArgs e) { try { this.dynamicSound.SubmitBuffer(this.byteArray, this.position, this.count); } catch { } this.position += this.count; if (this.position + this.count > this.byteArray.Length) { if (this.loop) this.position = 0; //else // this.stop(); } } /// Used to pause the current song. public void pause() { this.dynamicSound?.Pause(); } /// Used to play a song. public void play() { if (this.isPlaying()) return; this.LoadWavFromFileToStream(); this.dynamicSound.Play(); } /// Used to play a song. /// How lound the sound is when playing. 0~1.0f public void play(float volume) { if (this.isPlaying()) return; this.LoadWavFromFileToStream(); this.dynamicSound.Volume = volume; this.dynamicSound.Play(); } /// Used to resume the currently playing song. public void resume() { dynamicSound?.Resume(); } /// Used to stop the currently playing song. public void stop() { if (this.dynamicSound != null) { this.dynamicSound.Stop(true); this.dynamicSound.BufferNeeded -= this.DynamicSound_BufferNeeded; this.position = 0; this.count = 0; this.byteArray = new byte[0]; } } /// Used to change from one playing song to another; public void swap(string pathToNewWavFile) { this.stop(); this.path = pathToNewWavFile; this.play(); } /// Checks if the song is currently playing. public bool isPlaying() { return this.dynamicSound?.State == SoundState.Playing; } /// Checks if the song is currently paused. public bool isPaused() { return this.dynamicSound?.State == SoundState.Paused; } /// Checks if the song is currently stopped. public bool isStopped() { return this.dynamicSound?.State == SoundState.Stopped; } public Sound clone() { return new WavSound(this.getSoundName(), this.path); } public string getSoundName() { return this.soundName; } public void restart() { this.stop(); this.play(); } } }