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