245 lines
7.0 KiB
C#
245 lines
7.0 KiB
C#
using Microsoft.Xna.Framework.Audio;
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using SimpleSoundManager.Framework;
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using StardewModdingAPI;
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using StardewValley;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace SimpleSoundManager
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{
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class WavSound : Sound
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{
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/// <summary>
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/// Used to actually play the song.
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/// </summary>
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DynamicSoundEffectInstance dynamicSound;
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/// <summary>
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/// Used to keep track of where in the song we are.
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/// </summary>
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int position;
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/// <summary>
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/// ???
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/// </summary>
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int count;
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/// <summary>
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/// Used to store the info for the song.
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/// </summary>
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byte[] byteArray;
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public string path;
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public string soundName;
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/// <summary>
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/// Get a raw disk path to the wav file.
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/// </summary>
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/// <param name="pathToWavFile"></param>
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public WavSound(string name,string pathToWavFile)
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{
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this.path = pathToWavFile;
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LoadWavFromFileToStream();
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this.soundName = name;
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}
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/// <summary>
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/// A constructor that takes a mod helper and a relative path to a wav file.
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/// </summary>
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/// <param name="modHelper"></param>
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/// <param name="pathInModDirectory"></param>
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public WavSound(IModHelper modHelper,string name, string pathInModDirectory)
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{
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string path = Path.Combine(modHelper.DirectoryPath, pathInModDirectory);
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this.path = path;
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this.soundName = name;
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}
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/// <summary>
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/// Constructor that is more flexible than typing an absolute path.
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/// </summary>
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/// <param name="modHelper">The mod helper for the mod you wish to use to load the music files from.</param>
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/// <param name="pathPieces">The list of folders and files that make up a complete path.</param>
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public WavSound(IModHelper modHelper,string soundName, List<string> pathPieces)
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{
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string s = modHelper.DirectoryPath;
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foreach(var str in pathPieces)
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{
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s = Path.Combine(s, str);
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}
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this.path = s;
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this.soundName = soundName;
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}
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/// <summary>
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/// Loads the .wav file from disk and plays it.
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/// </summary>
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public void LoadWavFromFileToStream()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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string file = this.path;
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System.IO.Stream waveFileStream = File.OpenRead(file); //TitleContainer.OpenStream(file);
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BinaryReader reader = new BinaryReader(waveFileStream);
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int chunkID = reader.ReadInt32();
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int fileSize = reader.ReadInt32();
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int riffType = reader.ReadInt32();
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int fmtID = reader.ReadInt32();
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int fmtSize = reader.ReadInt32();
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int fmtCode = reader.ReadInt16();
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int channels = reader.ReadInt16();
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int sampleRate = reader.ReadInt32();
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int fmtAvgBPS = reader.ReadInt32();
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int fmtBlockAlign = reader.ReadInt16();
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int bitDepth = reader.ReadInt16();
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if (fmtSize == 18)
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{
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// Read any extra values
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int fmtExtraSize = reader.ReadInt16();
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reader.ReadBytes(fmtExtraSize);
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}
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int dataID = reader.ReadInt32();
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int dataSize = reader.ReadInt32();
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byteArray = reader.ReadBytes(dataSize);
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dynamicSound = new DynamicSoundEffectInstance(sampleRate, (AudioChannels)channels);
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count = dynamicSound.GetSampleSizeInBytes(TimeSpan.FromMilliseconds(10000));
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}
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void DynamicSound_BufferNeeded(object sender, EventArgs e)
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{
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try
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{
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dynamicSound.SubmitBuffer(byteArray, position, count);
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}
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catch (Exception err)
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{
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}
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position += count;
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if (position + count > byteArray.Length)
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{
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position = 0;
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}
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}
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/// <summary>
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/// Used to pause the current song.
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/// </summary>
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public void pause()
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{
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if (dynamicSound != null) dynamicSound.Pause();
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}
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/// <summary>
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/// Used to play a song.
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/// </summary>
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/// <param name="name"></param>
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public void play()
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{
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if (this.isPlaying() == true) return;
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dynamicSound.BufferNeeded += new EventHandler<EventArgs>(DynamicSound_BufferNeeded);
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dynamicSound.Play();
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}
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/// <summary>
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/// Used to resume the currently playing song.
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/// </summary>
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public void resume()
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{
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if (dynamicSound == null) return;
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dynamicSound.Resume();
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}
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/// <summary>
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/// Used to stop the currently playing song.
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/// </summary>
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public void stop()
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{
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if (dynamicSound != null)
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{
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dynamicSound.Stop(true);
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dynamicSound.BufferNeeded -= new EventHandler<EventArgs>(DynamicSound_BufferNeeded);
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position = 0;
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count = 0;
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byteArray = new byte[0];
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}
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}
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/// <summary>
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/// Used to change from one playing song to another;
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/// </summary>
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/// <param name="songName"></param>
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public void swap(string pathToNewWavFile)
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{
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this.stop();
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this.path = pathToNewWavFile;
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this.play();
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}
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/// <summary>
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/// Checks if the song is currently playing.
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/// </summary>
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/// <returns></returns>
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public bool isPlaying()
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{
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if (this.dynamicSound == null) return false;
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if (this.dynamicSound.State == SoundState.Playing) return true;
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else return false;
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}
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/// <summary>
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/// Checks if the song is currently paused.
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/// </summary>
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/// <returns></returns>
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public bool isPaused()
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{
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if (this.dynamicSound == null) return false;
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if (this.dynamicSound.State == SoundState.Paused) return true;
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else return false;
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}
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/// <summary>
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/// Checks if the song is currently stopped.
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/// </summary>
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/// <returns></returns>
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public bool isStopped()
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{
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if (this.dynamicSound == null) return false;
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if (this.dynamicSound.State == SoundState.Stopped) return true;
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else return false;
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}
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public Sound clone()
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{
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return new WavSound(this.getSoundName(),this.path);
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}
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public string getSoundName()
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{
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return this.soundName;
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}
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public void restart()
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{
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this.stop();
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this.play();
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}
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}
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}
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