SQCSimulator2023/SQCSim2021/external/irrKlang-64bit-1.6.0/examples.net/CSharp.04.OverrideFileAccess/Class1.cs

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// This example will show how to override file access with irrKlang.
// This is useful if you want to read sounds from other sources than
// just files, for example from custom internet streams or
// an own encypted archive format.
using System;
using System.IO;
using IrrKlang;
namespace CSharp._04._OverrideFileAccess
{
class Class1
{
// To start, we need to implement the class IFileFactory, which irrKlang uses
// to open files. The interface consists only of one single method named
// openFile(String filename). In this method, we create return
// our own file access class and return it:
class MyIrrKlangFileFactory : IrrKlang.IFileFactory
{
public System.IO.Stream openFile(String filename)
{
// we simply could return an opened FileStream here, but to demonstrate
// overriding, we return our own filestream implementation
return new MyFileStream(filename);
}
}
// an own implementation of FileStream to overwrite read access to files
public class MyFileStream : System.IO.FileStream
{
public MyFileStream(String filename) : base(filename, FileMode.Open)
{
}
public override int Read(byte[] array, int offset, int count)
{
System.Console.Out.WriteLine("MyFileStream read bytes: " + count);
return base.Read(array, offset, count);
}
public override long Seek(long offset, SeekOrigin origin)
{
System.Console.Out.WriteLine("MyFileStream seeked to: " + offset);
return base.Seek(offset, origin);
}
};
// The main work is done, the only thing missing is to start up the
// sound engine and tell it to use the created FileFactory for file access:
// irrKlang 3D sound engine example 04,
// demonstrating how to override file access of irrKlang
[STAThread]
static void Main(string[] args)
{
// start the sound engine with default parameters
ISoundEngine engine = new ISoundEngine();
// create an instance of the file factory and let
// irrKlang know about it.
MyIrrKlangFileFactory myfactory = new MyIrrKlangFileFactory();
engine.AddFileFactory(myfactory);
// that's it, play some sounds with our overriden
// file access methods:
// now play some sounds until user presses 'q'
Console.Out.WriteLine("\nDemonstrating file access overriding.");
Console.Out.WriteLine("Press any key to play some sound, press ESCAPE to quit.");
_getch();
engine.Play2D("../../media/getout.ogg", true);
do
{
// play some wave sound
engine.Play2D("../../media/bell.wav");
}
while(_getch() != 27); // user pressed eskape key to cancel
}
// some simple function for reading keys from the console
[System.Runtime.InteropServices.DllImport("msvcrt")]
static extern int _getch();
}
}