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GameSounds - WMP.cs
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GameSounds - WMP.cs
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/**************************************************************************
* Galen Cochrane 11/20/2014
* GameSounds.cs
* Instantiates several copies of the Windows Media Player to play
* music and sound effects in parallel (on top of each other).
* previously used SoundPlayer, which made parallel sounds impossible.
* Inspired by: (This has been completely redone)
*
* Ted Delezene 11/14/2012
* Sounds.cs
* This class contains the methods to play sounds for various events.
**************************************************************************/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Media;
using System.Threading.Tasks;
using System.Threading;
using System.Windows.Forms;
namespace Asteroids2._0
{
static class GameSounds
{
#region Fields
static public WMPLib.WindowsMediaPlayer musicPlayer;
static bool noMoreSounds;
static string[] queue = { null, null, null, null };
static int nextInQueue = 0;
#endregion
#region Methods
/// <summary>
/// instantiates the music player
/// </summary>
static public void initializeMusic()
{
musicPlayer = new WMPLib.WindowsMediaPlayer();
noMoreSounds = false;
}
/// <summary>
/// starts the background music playing
/// </summary>
static public void backGroundLoop()
{
if (!noMoreSounds)
{
musicPlayer.URL = GameMedia.getDir["backgroundSND"];
musicPlayer.settings.setMode("loop", true);
}
}
/// <summary>
/// plays the happy win music
/// </summary>
static public void credits()
{
if (!noMoreSounds)
{
musicPlayer.URL = GameMedia.getDir["winSongSND"];
}
}
/// <summary>
/// plays the anxious lose music
/// </summary>
static public void loser()
{
if (!noMoreSounds)
{
musicPlayer.URL = GameMedia.getDir["loseSongSND"];
}
}
/// <summary>
/// plays a sound effect
/// </summary>
/// <param name="name">key to the gameMedia file path dictionary</param>
static public void effect(string name)
{
if (Settings.soundIsOn)
{
if (!noMoreSounds)
{
queue[nextInQueue] = name;
nextInQueue++;
nextInQueue %= Settings.numSFXthreads;
}
}
}
/// <summary>
/// closes the SFX waiting loops
/// </summary>
static public void CloseSFX()
{
noMoreSounds = true;
}
/// <summary>
/// closes the music player
/// </summary>
static public void CloseMusic()
{
musicPlayer.close();
}
/// <summary>
/// begins the SFX waiting loops
/// </summary>
static public void InitializeSFX()
{
noMoreSounds = false;
Threads.SFX[0] = Task.Run(() => soundWaitLoop0());
Threads.SFX[1] = Task.Run(() => soundWaitLoop1());
Threads.SFX[2] = Task.Run(() => soundWaitLoop2());
Threads.SFX[3] = Task.Run(() => soundWaitLoop3());
}
#endregion
#region SFX loops
/// <summary>
/// The four sound loops that wait for queue to change (waiting for sound effects to play)
/// </summary>
static void soundWaitLoop0()
{
WMPLib.WindowsMediaPlayer player = new WMPLib.WindowsMediaPlayer();
while (true)
if (queue[0] != null)
{
if (noMoreSounds)
{
player.close();
return;
}
else
try
{
player.URL = queue[0];
queue[0] = null;
}
catch { }
}
}
static void soundWaitLoop1()
{
WMPLib.WindowsMediaPlayer player = new WMPLib.WindowsMediaPlayer();
while (true)
if (queue[1] != null)
{
if (noMoreSounds)
{
player.close();
return;
}
else
try
{
player.URL = queue[1];
queue[1] = null;
}
catch { }
}
}
static void soundWaitLoop2()
{
WMPLib.WindowsMediaPlayer player = new WMPLib.WindowsMediaPlayer();
while (true)
if (queue[2] != null)
{
if (noMoreSounds)
{
player.close();
return;
}
else
try
{
player.URL = queue[2];
queue[2] = null;
}
catch { }
}
}
static void soundWaitLoop3()
{
WMPLib.WindowsMediaPlayer player = new WMPLib.WindowsMediaPlayer();
while (true)
if (queue[3] != null)
{
if (noMoreSounds)
{
player.close();
return;
}
else
try
{
player.URL = queue[3];
queue[3] = null;
}
catch { }
}
}
#endregion
}
}