#region LICENSE
/*
* Copyright (C) 2005 Rob Loach (http://www.robloach.net)
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion LICENSE
using System;
using System.Collections.Generic;
using System.Collections;
using System.IO;
using System.Runtime.Serialization;
namespace SdlDotNet.Audio{
/// <summary>
/// Encapulates a Dictionary of Sound objects in a Sound Dictionary.
/// </summary>
/// <remarks>
/// Every sound object within the Dictionary is indexed by a string key.
/// </remarks>
/// <example>
/// <code>
/// SoundDictionary sounds = new SoundDictionary();
/// sounds.Add("boom", Mixer.Sound("explosion.wav"));
/// sounds.Add("boing.wav");
/// sounds.Add("baseName", ".ogg");
///
/// sounds["boing.wav"].Play();
/// sounds["boom"].Play();
/// sounds["baseName-01.ogg"].Play();
/// </code>
/// </example>
/// <seealso cref="Sound"/>
[Serializable]
public class SoundDictionary : Dictionary<string, Sound>
{
#region Constructors
/// <summary>
/// Creates a new SoundDictionary object.
/// </summary>
public SoundDictionary()
: base()
{
}
/// <summary>
/// Loads a number of files.
/// </summary>
/// <param name="baseName">
/// The string contained before the file index number.
/// </param>
/// <param name="extension">The extension of each file.</param>
public SoundDictionary(string baseName, string extension)
{
// Save the fields
//this.filename = baseName + "-*" + extension;
int i = 0;
while (true)
{
string fn = null;
if (i < 10)
{
fn = baseName + "-0" + i + extension;
}
else
{
fn = baseName + "-" + i + extension;
}
if (!File.Exists(fn))
{
break;
}
// Load it
this.Add(fn, Mixer.Sound(fn));
i++;
}
}
/// <summary>
/// Adds the contents of an existing SoundDictionary to a new one.
/// </summary>
/// <param name="soundDictionary">
/// The SoundDictionary to copy.
/// </param>
public SoundDictionary(SoundDictionary soundDictionary)
{
if (soundDictionary == null)
{
throw new ArgumentNullException("soundDictionary");
}
IDictionaryEnumerator enumer = soundDictionary.GetEnumerator();
while (enumer.MoveNext())
{
this.Add((string)enumer.Key, (Sound)enumer.Value);
}
}
/// <summary>
///
/// </summary>
/// <param name="info"></param>
/// <param name="context"></param>
protected SoundDictionary(
SerializationInfo info,
StreamingContext context) : base(info, context)
{
}
#endregion
#region Public Methods
/// <summary>
/// Adds an existing SoundDictionary to the Dictionary.
/// </summary>
/// <param name="soundDictionary">
/// The SoundDictionary to add.
/// </param>
/// <returns>
/// The final number of objects within the Dictionary.
/// </returns>
public int Add(SoundDictionary soundDictionary)
{
if (soundDictionary == null)
{
throw new ArgumentNullException("soundDictionary");
}
IDictionaryEnumerator dict = soundDictionary.GetEnumerator();
while (dict.MoveNext())
{
this.Add((string)dict.Key, (Sound)dict.Value);
}
return this.Count;
}
/// <summary>
/// Stops every sound within the Dictionary.
/// </summary>
public void Stop()
{
foreach (Sound sound in this.Values)
{
sound.Stop();
}
}
/// <summary>
/// Plays every sound within the Dictionary.
/// </summary>
public void Play()
{
foreach (Sound sound in this.Values)
{
sound.Play();
}
}
/// <summary>
/// Sets the volume of every sound object within the Dictionary.
/// Gets the average volume of all sound
/// objects within the Dictionary.
/// </summary>
public int Volume
{
get
{
if (this.Count > 0)
{
int total = 0;
foreach (Sound sound in this.Values)
{
total += sound.Volume;
}
return total / this.Count;
}
else
{
return 0;
}
}
set
{
foreach (Sound sound in this.Values)
{
sound.Volume = value;
}
}
}
#endregion
}
}
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