Ajout version Release/x64 avec les libraries x64 et tuning de la version Debug
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							| @@ -0,0 +1,58 @@ | ||||
| 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. | ||||
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|  | ||||
| // | ||||
| // 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. | ||||
| // | ||||
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| @@ -0,0 +1,202 @@ | ||||
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| @@ -0,0 +1,21 @@ | ||||
| Microsoft Visual Studio Solution File, Format Version 12.00 | ||||
| # Visual Studio Express 2013 for Windows Desktop | ||||
| VisualStudioVersion = 12.0.21005.1 | ||||
| MinimumVisualStudioVersion = 10.0.40219.1 | ||||
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							| @@ -0,0 +1,276 @@ | ||||
| // 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 = { | ||||
| 			0x52,0x49,0x46,0x46,0x54,0xf,0x0,0x0,0x57,0x41,0x56,0x45,0x66,0x6d,0x74,0x20,0x12, | ||||
| 			0x0,0x0,0x0,0x1,0x0,0x1,0x0,0x40,0x1f,0x0,0x0,0x40,0x1f,0x0,0x0,0x1,0x0,0x8, | ||||
| 			0x0,0x0,0x0,0x66,0x61,0x63,0x74,0x4,0x0,0x0,0x0,0x22,0xf,0x0,0x0,0x64,0x61,0x74, | ||||
| 			0x61,0x22,0xf,0x0,0x0,0x7f,0x80,0x7f,0x7f,0x80,0x80,0x80,0x80,0x80,0x7f,0x80,0x80,0x81, | ||||
| 			0x80,0x80,0x7e,0x7f,0x7f,0x7f,0x7f,0x80,0x7f,0x81,0x80,0x80,0x80,0x80,0x7e,0x7e,0x7e,0x7e, | ||||
| 			0x7e,0x7e,0x80,0x7f,0x7f,0x7f,0x7f,0x7f,0x7f,0x7e,0x7e,0x7e,0x7e,0x7e,0x7f,0x80,0x80,0x7f, | ||||
| 			0x80,0x7f,0x80,0x81,0x81,0x80,0x81,0x80,0x80,0x80,0x80,0x80,0x80,0x81,0x81,0x81,0x83,0x84, | ||||
| 			0x85,0x86,0x87,0x86,0x87,0x87,0x85,0x83,0x71,0x5a,0x4f,0x6e,0x6d,0x81,0x8a,0x8c,0x8f,0x91, | ||||
| 			0x97,0x84,0x76,0x6e,0x5f,0x68,0x77,0x83,0x85,0x89,0x90,0x94,0x95,0x8f,0x7b,0x70,0x6b,0x72, | ||||
| 			0x76,0x80,0x83,0x84,0x8c,0x8f,0x90,0x87,0x7f,0x72,0x6f,0x70,0x77,0x7b,0x7d,0x82,0x84,0x85, | ||||
| 			0x87,0x86,0x7e,0x79,0x76,0x77,0x79,0x7e,0x80,0x7f,0x85,0x87,0x89,0x85,0x80,0x7c,0x7b,0x7b, | ||||
| 			0x7f,0x7f,0x83,0x84,0x88,0x8a,0x88,0x85,0x7d,0x7c,0x7d,0x80,0x83,0x8b,0x94,0x9d,0xa6,0x8d, | ||||
| 			0x31,0x50,0x52,0x73,0x92,0x7e,0x8f,0x81,0xbb,0xb8,0x9f,0x87,0x5b,0x45,0x4c,0x5f,0x80,0x7c, | ||||
| 			0x8a,0x8f,0x97,0xa7,0xa8,0x95,0x6a,0x5b,0x57,0x63,0x78,0x83,0x84,0x87,0x95,0x9a,0x9a,0x92, | ||||
| 			0x81,0x60,0x5f,0x65,0x75,0x7f,0x84,0x83,0x82,0x8e,0x91,0x8c,0x7b,0x73,0x6a,0x70,0x7b,0x86, | ||||
| 			0x88,0x87,0x88,0x87,0x89,0x87,0x80,0x75,0x74,0x75,0x7e,0x84,0x86,0x84,0x84,0x84,0x83,0x83, | ||||
| 			0x7c,0x78,0x7a,0x7e,0x86,0x90,0x93,0x94,0x93,0x9b,0x87,0x5e,0x3c,0x3b,0x3e,0x49,0x98,0x99, | ||||
| 			0x9d,0x9d,0xab,0xa0,0x97,0x8e,0x51,0x3e,0x49,0x58,0x6f,0x99,0xa7,0x9d,0xa0,0xa2,0x95,0x8a, | ||||
| 			0x80,0x5a,0x50,0x5d,0x70,0x7e,0x9b,0x9d,0x94,0x8a,0x86,0x84,0x7b,0x71,0x5f,0x5d,0x69,0x88, | ||||
| 			0x96,0x99,0x91,0x88,0x7e,0x80,0x81,0x80,0x80,0x82,0x87,0x8f,0x9d,0xa2,0xa7,0xad,0xae,0x31, | ||||
| 			0x31,0x47,0x31,0x78,0x87,0xbc,0xab,0xba,0xc1,0xa3,0xb2,0x9d,0x31,0x39,0x31,0x52,0x5f,0x81, | ||||
| 			0xb2,0xa4,0xb7,0xab,0x9a,0x9b,0x80,0x6a,0x37,0x3e,0x51,0x6b,0x98,0xb0,0xad,0xaa,0x95,0x8f, | ||||
| 			0x7c,0x7e,0x6c,0x53,0x53,0x64,0x77,0x91,0xa4,0xa1,0x97,0x7d,0x70,0x70,0x73,0x71,0x76,0x77, | ||||
| 			0x79,0x8b,0x94,0x97,0x90,0x86,0x74,0x6d,0x70,0x79,0x7d,0x86,0x87,0x89,0x92,0x98,0x9c,0x9d, | ||||
| 			0xa0,0xa7,0xb3,0xa2,0x31,0x50,0x31,0x57,0x7f,0xb7,0xc0,0xa1,0xc2,0x9f,0xb3,0x65,0x4a,0x66, | ||||
| 			0x31,0x33,0x31,0xa0,0xa1,0xc6,0xc0,0xb9,0xa0,0xa5,0x7c,0x71,0x52,0x46,0x31,0x42,0x83,0x8e, | ||||
| 			0xc6,0xb7,0xa9,0x78,0x70,0x6d,0x61,0x70,0x6e,0x6d,0x7b,0x82,0x8e,0x96,0x9f,0x93,0x7c,0x7e, | ||||
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| 			0xaf,0xb5,0xb6,0xba,0x8f,0x73,0x52,0x31,0x31,0x3f,0x57,0x69,0x9c,0xa9,0xab,0xac,0xa7,0xa6, | ||||
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| 			0xb3,0x9d,0x96,0x8e,0x87,0x86,0x81,0x7b,0x72,0x5d,0x50,0x47,0x48,0x52,0x6f,0x80,0x92,0xa6, | ||||
| 			0xad,0xa9,0xa5,0x9f,0x97,0x97,0x9a,0xa4,0xa8,0xb0,0xaa,0x9f,0x71,0x5c,0x40,0x31,0x31,0x36, | ||||
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| 			0x81,0x84,0x87,0x84,0x82,0x7a,0x78,0x76,0x78,0x7b,0x7e,0x84,0x86,0x86,0x83,0x81,0x7a,0x79, | ||||
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| 			0x7e,0x7d,0x7c,0x7d,0x80,0x81,0x82,0x82,0x81,0x81,0x80,0x80,0x80,0x81,0x80,0x80,0x7f,0x7e, | ||||
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| 			0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x7e,0x7e,0x7e,0x7e,0x7e,0x7e,0x7e,0x7e,0x7f,0x7f,0x7f, | ||||
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| 			0x7e,0x7f,0x7f,0x7e,0x7e,0x7f,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x7f,0x80,0x7f, | ||||
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| 			0x87,0x71,0x7b,0x80,0x67,0x76,0x66,0x6d,0x75,0x7d,0x79,0x83,0x8f,0x93,0x9c,0x8d,0x82,0x7c, | ||||
| 			0x7b,0x7f,0x73,0x73,0x79,0x70,0x80,0x7a,0x8c,0x7a,0x84,0x83,0x83,0x84,0x83,0x8c,0x8b,0x79, | ||||
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| 			0x47,0x80,0x5d,0x50,0x38,0x62,0x58,0x56,0x6b,0x7b,0x7c,0x7e,0x88,0x75,0x79,0x6a,0x59,0x52, | ||||
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| 			0x6d,0x87,0x9a,0xc8,0xc1,0xbb,0xc3,0xc3,0xbf,0xbe,0xc3,0x7e,0x31,0x89,0x38,0x31,0x31,0x51, | ||||
| 			0x70,0x77,0xa7,0xad,0xb7,0xb5,0xb6,0x7c,0x71,0x77,0x5a,0x31,0x42,0x46,0x31,0x4a,0x71,0x99, | ||||
| 			0x9f,0xc9,0xc1,0xc7,0xc3,0xc5,0xbe,0xb7,0xc4,0x31,0x31,0x45,0x31,0x31,0x31,0x7e,0x84,0xb3, | ||||
| 			0xc8,0xbc,0xc1,0xc0,0x93,0x60,0x59,0x4a,0x31,0x31,0x3a,0x47,0x45,0x71,0x8f,0xb9,0xba,0xc2, | ||||
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| 			0xbf,0xc1,0x8e,0x34,0x52,0x31,0x31,0x31,0x5f,0x5a,0x6a,0x97,0xad,0xc1,0xc6,0xc3,0xc4,0xc3, | ||||
| 			0xc3,0xb0,0xb0,0xc0,0x75,0x31,0x6a,0x49,0x31,0x31,0x73,0x95,0xb5,0xcd,0xbf,0xbb,0xbe,0x8e, | ||||
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| 			0xbf,0x73,0x31,0x5b,0x33,0x31,0x31,0x7a,0x9d,0xc0,0xc9,0xba,0xba,0xb6,0x79,0x31,0x3f,0x37, | ||||
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| 			0x78,0x82,0xab,0xac,0xba,0xb9,0xab,0xb8,0xc5,0xbe,0xbb,0xad,0xc5,0xa7,0x31,0x41,0x59,0x31, | ||||
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| 			0x7e,0x89,0x89,0x89,0x89,0x8c,0x86,0x80,0x7f,0x81,0x7c,0x76,0x77,0x79,0x77,0x76,0x79,0x80, | ||||
| 			0x81,0x81,0x86,0x89,0x86,0x85,0x86,0x86,0x83,0x7e,0x7e,0x7b,0x78,0x76,0x76,0x79,0x79,0x7b, | ||||
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| 			0x84,0x87,0x87,0x85,0x89,0x8e,0x91,0x87,0x75,0x94,0x65,0x62,0x66,0x74,0x65,0x5f,0x84,0x79, | ||||
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| 			0x7e,0x7d,0x7c,0x7d,0x7e,0x7e,0x7e,0x7f,0x80,0x80,0x80,0x80,0x81,0x81,0x80,0x80,0x80,0x7f, | ||||
| 			0x7e,0x7e,0x7c,0x7c,0x7d,0x7d,0x7e,0x7e,0x80,0x80,0x81,0x81,0x81,0x80,0x80,0x80,0x7f,0x7e, | ||||
| 			0x7e,0x7e,0x7e,0x7d,0x7e,0x7e,0x7e,0x7e,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x80,0x7f, | ||||
| 			0x7e,0x7f,0x7f,0x7f,0x80,0x7f,0x7f,0x7f,0x80,0x80,0x80,0x80,0x7f,0x7f,0x7e,0x7f,0x7e,0x7f, | ||||
| 			0x7f,0x7e,0x7e,0x7f,0x7e,0x7e,0x7e,0x80,0x80,0x7f,0x7f,0x80,0x7f,0x7f,0x7f,0x80,0x80,0x80, | ||||
| 			0x80,0x80,0x80,0x7f,0x80,0x80,0x80,0x7f,0x7f,0x80,0x7e,0x7f,0x7e,0x7f,0x7f,0x7f,0x7f,0x7f, | ||||
| 			0x7e,0x7f,0x7f,0x7f,0x7f,0x7f,0x7f,0x80,0x80,0x80,0x80,0x80,0x80,0x7e,0x7e,0x7f,0x7e,0x7f, | ||||
| 			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(); | ||||
| 	} | ||||
| } | ||||
							
								
								
									
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							| @@ -0,0 +1,3 @@ | ||||
| <?xml version="1.0" encoding="utf-8"?> | ||||
| <configuration> | ||||
| <startup><supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5"/></startup></configuration> | ||||
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