Ajouts de musique et irrKlang.
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| using System.Reflection; | ||||
| using System.Runtime.CompilerServices; | ||||
|  | ||||
| // | ||||
| // General Information about an assembly is controlled through the following  | ||||
| // set of attributes. Change these attribute values to modify the information | ||||
| // associated with an assembly. | ||||
| // | ||||
| [assembly: AssemblyTitle("")] | ||||
| [assembly: AssemblyDescription("")] | ||||
| [assembly: AssemblyConfiguration("")] | ||||
| [assembly: AssemblyCompany("")] | ||||
| [assembly: AssemblyProduct("")] | ||||
| [assembly: AssemblyCopyright("")] | ||||
| [assembly: AssemblyTrademark("")] | ||||
| [assembly: AssemblyCulture("")]		 | ||||
|  | ||||
| // | ||||
| // Version information for an assembly consists of the following four values: | ||||
| // | ||||
| //      Major Version | ||||
| //      Minor Version  | ||||
| //      Build Number | ||||
| //      Revision | ||||
| // | ||||
| // You can specify all the values or you can default the Revision and Build Numbers  | ||||
| // by using the '*' as shown below: | ||||
|  | ||||
| [assembly: AssemblyVersion("1.0.*")] | ||||
|  | ||||
| // | ||||
| // In order to sign your assembly you must specify a key to use. Refer to the  | ||||
| // Microsoft .NET Framework documentation for more information on assembly signing. | ||||
| // | ||||
| // Use the attributes below to control which key is used for signing.  | ||||
| // | ||||
| // Notes:  | ||||
| //   (*) If no key is specified, the assembly is not signed. | ||||
| //   (*) KeyName refers to a key that has been installed in the Crypto Service | ||||
| //       Provider (CSP) on your machine. KeyFile refers to a file which contains | ||||
| //       a key. | ||||
| //   (*) If the KeyFile and the KeyName values are both specified, the  | ||||
| //       following processing occurs: | ||||
| //       (1) If the KeyName can be found in the CSP, that key is used. | ||||
| //       (2) If the KeyName does not exist and the KeyFile does exist, the key  | ||||
| //           in the KeyFile is installed into the CSP and used. | ||||
| //   (*) In order to create a KeyFile, you can use the sn.exe (Strong Name) utility. | ||||
| //       When specifying the KeyFile, the location of the KeyFile should be | ||||
| //       relative to the project output directory which is | ||||
| //       %Project Directory%\obj\<configuration>. For example, if your KeyFile is | ||||
| //       located in the project directory, you would specify the AssemblyKeyFile  | ||||
| //       attribute as [assembly: AssemblyKeyFile("..\\..\\mykey.snk")] | ||||
| //   (*) Delay Signing is an advanced option - see the Microsoft .NET Framework | ||||
| //       documentation for more information on this. | ||||
| // | ||||
| [assembly: AssemblyDelaySign(false)] | ||||
| [assembly: AssemblyKeyFile("")] | ||||
| [assembly: AssemblyKeyName("")] | ||||
							
								
								
									
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|     <CheckForOverflowUnderflow>false</CheckForOverflowUnderflow> | ||||
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|     </ConfigurationOverrideFile> | ||||
|     <DefineConstants>TRACE</DefineConstants> | ||||
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|     <DebugSymbols>false</DebugSymbols> | ||||
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|     <NoStdLib>false</NoStdLib> | ||||
|     <NoWarn> | ||||
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|     <Optimize>true</Optimize> | ||||
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|       <SubType>Code</SubType> | ||||
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|     <Compile Include="Class1.cs"> | ||||
|       <SubType>Code</SubType> | ||||
|     </Compile> | ||||
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|   <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" /> | ||||
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|     <PreBuildEvent> | ||||
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|     </PostBuildEvent> | ||||
|   </PropertyGroup> | ||||
| </Project> | ||||
							
								
								
									
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| Microsoft Visual Studio Solution File, Format Version 9.00 | ||||
| # Visual Studio 2005 | ||||
| Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CSharp.02.3DSound_vs2005", "CSharp.02.3DSound_vs2005.csproj", "{49444AE7-02F6-40C2-9348-D2F1A448CC3B}" | ||||
| EndProject | ||||
| Global | ||||
| 	GlobalSection(SolutionConfigurationPlatforms) = preSolution | ||||
| 		Debug|Any CPU = Debug|Any CPU | ||||
| 		Release|Any CPU = Release|Any CPU | ||||
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| 		{49444AE7-02F6-40C2-9348-D2F1A448CC3B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU | ||||
| 		{49444AE7-02F6-40C2-9348-D2F1A448CC3B}.Debug|Any CPU.Build.0 = Debug|Any CPU | ||||
| 		{49444AE7-02F6-40C2-9348-D2F1A448CC3B}.Release|Any CPU.ActiveCfg = Release|Any CPU | ||||
| 		{49444AE7-02F6-40C2-9348-D2F1A448CC3B}.Release|Any CPU.Build.0 = Release|Any CPU | ||||
| 	EndGlobalSection | ||||
| 	GlobalSection(SolutionProperties) = preSolution | ||||
| 		HideSolutionNode = FALSE | ||||
| 	EndGlobalSection | ||||
| EndGlobal | ||||
							
								
								
									
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|     <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> | ||||
|     <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> | ||||
|     <ApplicationIcon>App.ico</ApplicationIcon> | ||||
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|     <AssemblyName>CSharp.02.3DSound</AssemblyName> | ||||
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|     <DefaultClientScript>JScript</DefaultClientScript> | ||||
|     <DefaultHTMLPageLayout>Grid</DefaultHTMLPageLayout> | ||||
|     <DefaultTargetSchema>IE50</DefaultTargetSchema> | ||||
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| Microsoft Visual Studio Solution File, Format Version 11.00 | ||||
| # Visual C# Express 2010 | ||||
| Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CSharp.02.3DSound_vs2010", "CSharp.02.3DSound_vs2010.csproj", "{DF12AC74-E3B4-473A-A103-741A3FEA8D41}" | ||||
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| 		{DF12AC74-E3B4-473A-A103-741A3FEA8D41}.Release|x86.ActiveCfg = Release|x86 | ||||
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							| @@ -0,0 +1,120 @@ | ||||
| using System; | ||||
| using IrrKlang; | ||||
|  | ||||
| namespace CSharp._02._3DSound | ||||
| { | ||||
| 	class Class1 | ||||
| 	{ | ||||
| 		[STAThread] | ||||
| 		static void Main(string[] args) | ||||
| 		{ | ||||
| 			// start the sound engine with default parameters | ||||
| 			ISoundEngine engine = new ISoundEngine(); | ||||
|  | ||||
| 			// Now play some sound stream as music in 3d space, looped. | ||||
| 			// We play it at position (0,0,0) in 3d space | ||||
|  | ||||
| 			ISound music = engine.Play3D("../../media/ophelia.mp3", | ||||
| 										 0,0,0, true); | ||||
|  | ||||
| 			// the following step isn't necessary, but to adjust the distance where | ||||
| 			// the 3D sound can be heard, we set some nicer minimum distance | ||||
| 			// (the default min distance is 1, for a small object). The minimum | ||||
| 			// distance simply is the distance in which the sound gets played | ||||
| 			// at maximum volume. | ||||
|  | ||||
| 			if (music != null) | ||||
| 				music.MinDistance = 5.0f; | ||||
|  | ||||
| 			// Print some help text and start the display loop | ||||
|  | ||||
| 			Console.Out.Write("\nPlaying streamed sound in 3D."); | ||||
| 			Console.Out.Write("\nPress ESCAPE to quit, any other key to play sound at random position.\n\n"); | ||||
|  | ||||
| 			Console.Out.Write("+ = Listener position\n"); | ||||
| 			Console.Out.Write("o = Playing sound\n"); | ||||
|  | ||||
| 			Random rand = new Random(); // we need random 3d positions | ||||
| 			const float radius = 5; | ||||
| 			float posOnCircle = 0; | ||||
|  | ||||
| 			while(true) // endless loop until user exits | ||||
| 			{ | ||||
| 				// Each step we calculate the position of the 3D music. | ||||
| 				// For this example, we let the | ||||
| 				// music position rotate on a circle: | ||||
|  | ||||
| 				posOnCircle += 0.04f; | ||||
| 				Vector3D pos3d = new Vector3D(radius * (float)Math.Cos(posOnCircle), 0, | ||||
| 											  radius * (float)Math.Sin(posOnCircle * 0.5f)); | ||||
|  | ||||
| 				// After we know the positions, we need to let irrKlang know about the | ||||
| 				// listener position (always position (0,0,0), facing forward in this example) | ||||
| 				// and let irrKlang know about our calculated 3D music position | ||||
|  | ||||
| 				engine.SetListenerPosition(0,0,0, 0,0,1); | ||||
|  | ||||
| 				if (music != null) | ||||
| 					music.Position = pos3d; | ||||
|  | ||||
| 				// Now print the position of the sound in a nice way to the console | ||||
| 				// and also print the play position | ||||
|  | ||||
| 				string stringForDisplay = "          +         "; | ||||
| 				int charpos = (int)((pos3d.X + radius) / radius * 10.0f); | ||||
| 				if (charpos >= 0 && charpos < 20) | ||||
| 				{ | ||||
| 					stringForDisplay = stringForDisplay.Remove(charpos, 1); | ||||
| 					stringForDisplay = stringForDisplay.Insert(charpos, "o");					 | ||||
| 				} | ||||
|  | ||||
| 				uint playPos = 0; | ||||
| 				if (music != null) | ||||
| 					playPos = music.PlayPosition; | ||||
|  | ||||
| 				string output = String.Format("\rx:({0})   3dpos: {1:f} {2:f} {3:f}, playpos:{4}:{5:00}    ", | ||||
| 					stringForDisplay, pos3d.X, pos3d.Y, pos3d.Z, | ||||
| 					playPos/60000, (playPos%60000)/1000); | ||||
|  | ||||
| 				Console.Write(output); | ||||
|  | ||||
| 				System.Threading.Thread.Sleep(100); | ||||
|  | ||||
| 				// Handle user input: Every time the user presses a key in the console, | ||||
| 				// play a random sound or exit the application if he pressed ESCAPE. | ||||
|  | ||||
| 				if (_kbhit()!=0) | ||||
| 				{ | ||||
| 					int key = _getch(); | ||||
|  | ||||
| 					if (key == 27) | ||||
| 						break; // user pressed ESCAPE key | ||||
| 					else | ||||
| 					{ | ||||
| 						// Play random sound at some random position. | ||||
|  | ||||
| 						Vector3D pos = new Vector3D(((float)rand.NextDouble() % radius*2.0f) - radius, 0, 0); | ||||
|  | ||||
| 						string filename; | ||||
|  | ||||
| 						if (rand.Next()%2 != 0) | ||||
| 							filename = "../../media/bell.wav"; | ||||
| 						else | ||||
| 							filename = "../../media/explosion.wav"; | ||||
|  | ||||
| 						engine.Play3D(filename, pos.X, pos.Y, pos.Z); | ||||
|  | ||||
| 						Console.Write("\nplaying {0} at {1:f} {2:f} {3:f}\n", | ||||
| 							filename, pos.X, pos.Y, pos.Z); | ||||
| 					} | ||||
| 				} | ||||
| 			} | ||||
| 		} | ||||
|  | ||||
| 		// simple functions for reading keys from the console | ||||
| 		[System.Runtime.InteropServices.DllImport("msvcrt")] | ||||
| 		static extern int _kbhit(); | ||||
| 		[System.Runtime.InteropServices.DllImport("msvcrt")] | ||||
| 		static extern int _getch(); | ||||
| 	} | ||||
| } | ||||
		Reference in New Issue
	
	Block a user