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+//
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+// Copyright (c) 2008-2015 the Urho3D project.
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+// Copyright (c) 2015 Xamarin Inc
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+using System.Collections.Generic;
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+using System.Linq;
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+using AtomicEngine;
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+
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+namespace FeatureExamples
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+{
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+ public class SoundEffectsSample : Sample
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+ {
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+ Scene scene;
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+
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+ readonly Dictionary<string, string> sounds = new Dictionary<string, string>
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+ {
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+ {"Fist", "Sounds/PlayerFistHit.wav"},
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+ {"Explosion", "Sounds/BigExplosion.wav"},
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+ {"Power-up", "Sounds/Powerup.wav"},
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+ };
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+
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+ public SoundEffectsSample() : base() { }
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+
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+ public override void Start()
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+ {
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+ base.Start();
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+ CreateUI();
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+ }
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+
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+ void CreateUI()
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+ {
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+ var cache = GetSubsystem<ResourceCache>();
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+
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+ var layout = new UILayout() { Axis = UI_AXIS.UI_AXIS_Y };
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+ layout.Rect = UIView.Rect;
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+ UIView.AddChild(layout);
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+
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+ // Create a scene which will not be actually rendered, but is used to hold SoundSource components while they play sounds
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+ scene = new Scene();
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+
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+ // Create buttons for playing back sounds
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+ foreach (var item in sounds)
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+ {
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+ var button = new UIButton();
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+ layout.AddChild(button);
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+ button.Text = item.Key;
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+
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+ button.SubscribeToEvent<WidgetEvent>(button, e => {
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+
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+ if (e.Type == UI_EVENT_TYPE.UI_EVENT_TYPE_CLICK)
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+ {
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+ // Get the sound resource
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+ Sound sound = cache.Get<Sound>(item.Value);
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+ if (sound != null)
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+ {
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+ // Create a scene node with a SoundSource component for playing the sound. The SoundSource component plays
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+ // non-positional audio, so its 3D position in the scene does not matter. For positional sounds the
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+ // SoundSource3D component would be used instead
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+ Node soundNode = scene.CreateChild("Sound");
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+ SoundSource soundSource = soundNode.CreateComponent<SoundSource>();
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+ soundSource.Play(sound);
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+ // In case we also play music, set the sound volume below maximum so that we don't clip the output
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+ soundSource.Gain = 0.75f;
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+ // Set the sound component to automatically remove its scene node from the scene when the sound is done playing
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+ }
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+ }
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+
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+ });
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+ }
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+
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+ // Create buttons for playing/stopping music
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+ var playMusicButton = new UIButton();
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+ layout.AddChild(playMusicButton);
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+ playMusicButton.Text = "Play Music";
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+ playMusicButton.SubscribeToEvent<WidgetEvent> (playMusicButton, e => {
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+
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+ if (e.Type != UI_EVENT_TYPE.UI_EVENT_TYPE_CLICK)
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+ return;
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+
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+ if (scene.GetChild ("Music", false) != null)
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+ return;
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+
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+ var music = cache.Get<Sound>("Music/StoryTime.ogg");
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+ music.Looped = true;
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+ Node musicNode = scene.CreateChild ("Music");
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+ SoundSource musicSource = musicNode.CreateComponent<SoundSource> ();
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+ // Set the sound type to music so that master volume control works correctly
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+ musicSource.SetSoundType ("Music");
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+ musicSource.Play (music);
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+ });
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+
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+ var audio = GetSubsystem<Audio>();
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+
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+ // FIXME: Removing the music node is not stopping music
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+ var stopMusicButton = new UIButton();
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+ layout.AddChild(stopMusicButton);
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+ stopMusicButton.Text = "Stop Music";
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+ stopMusicButton.SubscribeToEvent<WidgetEvent>(stopMusicButton, e =>
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+ {
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+ if (e.Type != UI_EVENT_TYPE.UI_EVENT_TYPE_CLICK)
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+ return;
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+
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+ scene.RemoveChild(scene.GetChild("Music", false));
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+ });
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+
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+ // Effect Volume Slider
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+ var slider = new UISlider();
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+ layout.AddChild(slider);
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+ slider.SetLimits(0, 1);
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+ slider.Text = "Sound Volume";
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+
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+ slider.SubscribeToEvent<WidgetEvent>(slider, e =>
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+ {
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+ if (e.Type != UI_EVENT_TYPE.UI_EVENT_TYPE_CHANGED)
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+ return;
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+
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+ Log.Info($"Setting Effects to {slider.Value}");
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+ audio.SetMasterGain("Effect", slider.Value);
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+ });
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+
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+ // Music Volume Slider
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+ var slider2 = new UISlider();
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+ layout.AddChild(slider2);
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+ slider2.SetLimits(0, 1);
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+ slider2.Text = "Music Volume";
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+
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+ slider2.SubscribeToEvent<WidgetEvent>(slider2, e =>
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+ {
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+ if (e.Type != UI_EVENT_TYPE.UI_EVENT_TYPE_CHANGED)
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+ return;
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+
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+ Log.Info($"Setting Music to {slider2.Value}");
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+ audio.SetMasterGain("Music", slider2.Value);
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+ });
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+ }
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+
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+ }
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+}
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