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/canary.wav");
// Display sound informations
Console.WriteLine("canary.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/orchestral.ogg");
// Display music informations
Console.WriteLine("orchestral.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);
}
}
}
}