Setup entry point + integrated moonworks stuff
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namespace Nerfed.Runtime.Audio;
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/// <summary>
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/// Plays back a series of AudioBuffers in sequence. Set the OnSoundNeeded callback to add AudioBuffers dynamically.
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/// </summary>
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public class SoundSequence : UpdatingSourceVoice, IPoolable<SoundSequence>
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{
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public int NeedSoundThreshold = 0;
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public delegate void OnSoundNeededFunc();
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public OnSoundNeededFunc OnSoundNeeded;
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public SoundSequence(AudioDevice device, Format format) : base(device, format)
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{
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}
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public SoundSequence(AudioDevice device, AudioBuffer templateSound) : base(device, templateSound.Format)
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{
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}
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public static SoundSequence Create(AudioDevice device, Format format)
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{
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return new SoundSequence(device, format);
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}
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public override void Update()
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{
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lock (StateLock)
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{
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if (State != SoundState.Playing) { return; }
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if (NeedSoundThreshold > 0)
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{
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int buffersNeeded = NeedSoundThreshold - (int) BuffersQueued;
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for (int i = 0; i < buffersNeeded; i += 1)
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{
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if (OnSoundNeeded != null)
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{
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OnSoundNeeded();
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}
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}
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}
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}
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}
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public void EnqueueSound(AudioBuffer buffer)
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{
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#if DEBUG
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if (!(buffer.Format == Format))
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{
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Log.Warning("Sound sequence audio format mismatch!");
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return;
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}
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#endif
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lock (StateLock)
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{
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Submit(buffer.ToFAudioBuffer());
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}
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}
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}
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