Ajouts de musique et irrKlang.

This commit is contained in:
Marc-Eric Martel
2021-10-19 10:27:59 -04:00
parent 167548dfc2
commit df3441dad6
778 changed files with 73920 additions and 13 deletions

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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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Microsoft Visual Studio Solution File, Format Version 9.00
# Visual Studio 2005
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{49444AE7-02F6-40C2-9348-D2F67448CC3B}.Debug|Any CPU.Build.0 = Debug|Any CPU
{49444AE7-02F6-40C2-9348-D2F67448CC3B}.Release|Any CPU.ActiveCfg = Release|Any CPU
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Microsoft Visual Studio Solution File, Format Version 11.00
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// This example will show how to play sounds directly from memory using irrKlang.
// This is useful for embedding sounds directly in executables as well for
// making irrKlang work together with different APIs like advanced decoders or
// middleware.
using System;
using IrrKlang;
namespace CSharp._03._MemoryPlayback
{
class Class1
{
// the following huge array simply represents the plain sound data we
// want to play back. It is just the content of a .wav file from the
// game 'Hell Troopers'. Usually this sound is somewhere provided by
// some external software, but to keep it simple we just use this array as memory.
// test.wav, converted to this array by bin2h tool, available at bin2h.irrlicht3d.org
private static byte[] SoundDataArray = {
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0x7e,0x7f,0x7e,0x7e,0x7e,0x7f,0x7f,0x7f,0x7f};
// irrKlang 3D sound engine example 03,
// demonstrating playing sounds directly from memory
[STAThread]
static void Main(string[] args)
{
// start the sound engine with default parameters
ISoundEngine engine = new ISoundEngine();
// To make irrKlang know about the memory we want to play, we register
// the memory chunk as a sound source. We specify the name "testsound.wav", so
// we can use the name later for playing back the sound. Note that you
// could also specify a better fitting name like "ok.wav".
// The method AddSoundSourceFromMemory() also returns a pointer to the created sound source,
// it can be used as parameter for play2D() later, if you don't want to
// play sounds via string names.
ISoundSource source = engine.AddSoundSourceFromMemory(SoundDataArray, "testsound.wav");
// now play the sound until user presses 'q'
Console.Out.WriteLine("\nPlaying sounds directly from memory");
Console.Out.WriteLine("Press any key to play some sound, press 'q' to quit.");
do
{
// play the sound we added to memory
engine.Play2D("testsound.wav");
}
while(_getch() != 'q'); // user pressed 'q' key, cancel
}
// some simple function for reading keys from the console
[System.Runtime.InteropServices.DllImport("msvcrt")]
static extern int _getch();
}
}