/* * Copyright (c) 2006, Creative Labs Inc. * All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are permitted provided * that the following conditions are met: * * * Redistributions of source code must retain the above copyright notice, this list of conditions and * the following disclaimer. * * Redistributions in binary form must reproduce the above copyright notice, this list of conditions * and the following disclaimer in the documentation and/or other materials provided with the distribution. * * Neither the name of Creative Labs Inc. nor the names of its contributors may be used to endorse or * promote products derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED * TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Threading; using OpenTK.Math; using OpenTK.Audio; namespace Examples { #if false [Example("PlayStatic Sample", ExampleCategory.OpenAL)] public partial class PlayStatic { public static void Main() { AudioContext context = new AudioContext(); Sound sound = new Sound("Data\\Audio\\Asterisk.wav"); uint buffer; uint source; int state; Console.WriteLine("PlayStatic Test Application\n"); // Generate an AL Buffer AL.GenBuffers(out buffer); // Load Wave file into OpenAL Buffer AL.BufferData(buffer, sound.ReadToEnd()); // Generate a Source to playback the Buffer AL.GenSources(out source); // Attach Source to Buffer AL.Source(source, ALSourcei.Buffer, (int)buffer); // Play Source AL.SourcePlay(source); Console.WriteLine("Playing Source "); do { Thread.Sleep(100); Console.Write("."); // Get Source State AL.GetSource(source, ALGetSourcei.SourceState, out state); } while ((ALSourceState)state == ALSourceState.Playing); Console.WriteLine(); // Clean up by deleting Source(s) and Buffer(s) AL.SourceStop(source); AL.DeleteSources(ref source); AL.DeleteBuffers(ref buffer); return; } } #endif }