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/*
* 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.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
;
Trace
.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
);
Trace
.WriteLine("Playing Source ");
do
{
Thread
.Sleep(100);
Trace
.Write(".");
// Get Source State
AL
.GetSource(source, ALGetSourcei
.SourceState,
out state
);
} while ((ALSourceState
)state
== ALSourceState
.Playing);
Trace
.WriteLine();
// Clean up by deleting Source(s) and Buffer(s)
AL
.SourceStop(source
);
AL
.DeleteSources(ref source
);
AL
.DeleteBuffers(ref buffer
);
return;
}
}
#endif
}