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Audio.cs
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Audio.cs
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using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Runtime.InteropServices;
namespace BabySmash
{
public static class Win32Audio
{
/// <summary>
/// Collection of soundname->WAV bytes mappings
/// </summary>
private static Dictionary<string, byte[]> cachedWavs = new Dictionary<string, byte[]>();
/// <summary>
/// Lock this object to protect against concurrent writes to the cachedWavs collection.
/// </summary>
private static object cachedWavsLock = new object();
#region NativeAPI
private const UInt32 SND_ASYNC = 0x0001;
private const UInt32 SND_MEMORY = 0x004;
private const UInt32 SND_LOOP = 0x0008;
private const UInt32 SND_NOSTOP = 0x0010;
[DllImport("winmm.dll")]
private static extern bool PlaySound(byte[] data, IntPtr hMod, UInt32 dwFlags);
#endregion NativeAPI
public static void PlayWavResource(string wav)
{
byte[] arrWav = GetWavResource(wav);
PlaySound(arrWav, IntPtr.Zero, SND_ASYNC | SND_MEMORY);
}
public static void PlayWavResourceYield(string wav)
{
byte[] arrWav = GetWavResource(wav);
PlaySound(arrWav, IntPtr.Zero, SND_ASYNC | SND_NOSTOP | SND_MEMORY);
}
private static byte[] GetWavResource(string wav)
{
wav = ".Resources.Sounds." + wav;
if (cachedWavs.ContainsKey(wav))
{
return cachedWavs[wav];
}
lock (cachedWavsLock)
{
// Recheck inside the lock.
if (cachedWavs.ContainsKey(wav))
{
return cachedWavs[wav];
}
string strName = Assembly.GetExecutingAssembly().GetName().Name + wav;
// get the resource into a stream
using (Stream strm = Assembly.GetExecutingAssembly().GetManifestResourceStream(strName))
{
var arrWav = new Byte[strm.Length];
strm.Read(arrWav, 0, (int)strm.Length);
cachedWavs.Add(wav, arrWav);
return arrWav;
}
}
}
}
}