using System; using System.Threading; using SFML; using SFML.Audio; namespace sample_sound { static class Program { /// /// The main entry point for the application. /// static void Main(string[] args) { // Play a sound PlaySound(); Console.Clear(); // Play a music PlayMusic(); } /// /// Play a sound /// private static void PlaySound() { // Load a sound buffer from a wav file SoundBuffer Buffer = new SoundBuffer("datas/sound/footsteps.wav"); // Display sound informations Console.WriteLine("footsteps.wav :"); Console.WriteLine(" " + Buffer.Duration + " sec"); Console.WriteLine(" " + Buffer.SampleRate + " samples / sec"); Console.WriteLine(" " + Buffer.ChannelsCount + " channels"); // Create a sound instance and play it Sound Sound = new Sound(Buffer); Sound.Play(); // Loop while the sound is playing while (Sound.Status == SoundStatus.Playing) { // Display the playing position Console.CursorLeft = 0; Console.Write("Playing... " + Sound.PlayingOffset + " sec "); // Leave some CPU time for other processes Thread.Sleep(100); } } /// /// Play a music /// private static void PlayMusic() { // Load an ogg music file Music Music = new Music("datas/sound/lepidoptera.ogg"); // Display music informations Console.WriteLine("lepidoptera.ogg :"); Console.WriteLine(" " + Music.Duration + " sec"); Console.WriteLine(" " + Music.SampleRate + " samples / sec"); Console.WriteLine(" " + Music.ChannelsCount + " channels"); // Play it Music.Play(); // Loop while the music is playing while (Music.Status == SoundStatus.Playing) { // Display the playing position Console.CursorLeft = 0; Console.Write("Playing... " + Music.PlayingOffset + " sec "); // Leave some CPU time for other processes Thread.Sleep(100); } } } }