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Added OpenTK.Audio.AudioContext.
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Source/OpenTK/OpenAL/AudioContext.cs
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190
Source/OpenTK/OpenAL/AudioContext.cs
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#region --- License ---
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/* Copyright (c) 2008 the OpenTK team
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* See license.txt for license details
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* http://www.opentk.com
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenTK.OpenAL;
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using OpenTK.OpenAL.Enums;
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namespace OpenTK.Audio
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{
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/// <summary>
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/// Provides methods to create and use an audio context.
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/// </summary>
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public sealed class AudioContext : IDisposable
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{
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#region --- Fields ---
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bool disposed;
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static List<string> available_devices;
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IntPtr device_handle, context_handle;
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static object audio_context_lock = new object();
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#endregion
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#region --- Constructors ---
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// Runs before the actual class constructor, to load available devices.
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static AudioContext()
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{
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LoadAvailableDevices();
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}
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/// <summary>Constructs a new AudioContext, using the default audio device.</summary>
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/// <exception cref="NotSupportedException">Occurs when no audio devices are available.</exception>
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public AudioContext()
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{
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if (available_devices.Count == 0)
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throw new NotSupportedException("No audio hardware is available.");
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CreateContext(available_devices[0], 44100, 0, false);
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}
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/// <summary>Constructs a new AudioContext, using the specified audio device.</summary>
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/// <param name="device">The name of the audio device to use.</param>
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/// <remarks>
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/// Use AudioContext.AvailableDevices to obtain a list of all available audio
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/// devices.
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/// </remarks>
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public AudioContext(string device)
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{
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}
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#endregion
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#region --- Private Members ---
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#region static void LoadAvailableDevices()
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// Loads all available audio devices into the available_devices array.
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static void LoadAvailableDevices()
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{
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lock (audio_context_lock)
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{
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if (available_devices == null)
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{
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available_devices = new List<string>();
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available_devices.AddRange(Alc.GetString(IntPtr.Zero, OpenTK.OpenAL.Enums.AlcGetStringList.AllDevicesSpecifier));
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}
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}
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}
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#endregion
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#region void CreateContext(string device)
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/// <private />
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/// <summary>Creates the audio context using the specified device.</summary>
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/// <param name="device">The device descriptor obtained through AudioContext.AvailableDevices.</param>
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/// <param name="freq">Frequency for mixing output buffer, in units of Hz. </param>
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/// <param name="refresh">Refresh intervalls, in units of Hz.</param>
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/// <param name="sync">Flag, indicating a synchronous context.</param>
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/// <exception cref="InvalidAudioDeviceException">
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/// Occurs when the specified device is not available, or is in use by another program.
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/// </exception>
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/// <exception cref="InvalidAudioContextException">
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/// Occurs when an audio context could not be created with the specified parameters.
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/// </exception>
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void CreateContext(string device, int freq, int refresh, bool sync)
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{
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if (String.IsNullOrEmpty(device)) throw new ArgumentNullException("device");
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if (freq < 0) throw new ArgumentOutOfRangeException("freq", freq, "Should be greater than zero");
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if (refresh < 0) throw new ArgumentOutOfRangeException("refresh", refresh, "Should be greater than zero");
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device_handle = Alc.OpenDevice(device);
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if (device_handle == IntPtr.Zero)
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throw new InvalidAudioDeviceException();
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List<int> attributes = new List<int>();
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if (freq != 0)
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{
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attributes.Add((int)AlcContextAttributes.Frequency);
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attributes.Add(freq);
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}
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if (refresh != 0)
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{
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attributes.Add((int)AlcContextAttributes.Refresh);
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attributes.Add(refresh);
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}
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attributes.Add((int)AlcContextAttributes.Frequency);
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attributes.Add(sync ? 1 : 0);
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context_handle = Alc.CreateContext(device_handle, attributes.ToArray());
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if (context_handle == IntPtr.Zero)
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{
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Alc.CloseDevice(device_handle);
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throw new InvalidAudioContextException();
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}
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}
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#endregion
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#endregion
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#region --- Public Members ---
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#region public static string[] AvailableDevices
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/// <summary>
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/// Gets a System.String array containing all available audio devices.
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/// </summary>
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public static IEnumerable<string> AvailableDevices
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{
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get
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{
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return (IEnumerable<string>)available_devices;
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}
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}
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#endregion
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#endregion
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#region --- IDisposable Members ---
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public void Dispose()
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{
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this.Dispose(true);
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GC.SuppressFinalize(this);
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}
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void Dispose(bool manual)
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{
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if (!disposed)
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{
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if (manual)
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{
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}
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disposed = true;
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}
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}
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~AudioContext()
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{
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this.Dispose(false);
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}
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#endregion
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}
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#region --- Exceptions ---
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public class InvalidAudioDeviceException : Exception
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{
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public InvalidAudioDeviceException() : base("The specified audio device does not exist or is tied up by another application.") { }
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}
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public class InvalidAudioContextException : Exception
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{
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public InvalidAudioContextException() : base("The audio context could not be created with the specified parameters.") { }
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}
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#endregion
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}
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