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0e2297af28
Renamed the CSFML directory to c Renamed the DSFML directory to d --> bindings must now be updated to match the new organization! git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1630 4e206d99-4929-0410-ac5d-dfc041789085
83 lines
2.5 KiB
C#
83 lines
2.5 KiB
C#
using System;
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using System.Threading;
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using SFML;
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using SFML.Audio;
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namespace sound
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{
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static class Program
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{
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/// <summary>
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/// The main entry point for the application.
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/// </summary>
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static void Main(string[] args)
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{
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// Play a sound
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PlaySound();
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Console.Clear();
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// Play a music
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PlayMusic();
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}
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/// <summary>
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/// Play a sound
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/// </summary>
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private static void PlaySound()
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{
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// Load a sound buffer from a wav file
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SoundBuffer buffer = new SoundBuffer("resources/canary.wav");
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// Display sound informations
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Console.WriteLine("canary.wav :");
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Console.WriteLine(" " + buffer.Duration + " sec");
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Console.WriteLine(" " + buffer.SampleRate + " samples / sec");
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Console.WriteLine(" " + buffer.ChannelsCount + " channels");
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// Create a sound instance and play it
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Sound sound = new Sound(buffer);
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sound.Play();
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// Loop while the sound is playing
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while (sound.Status == SoundStatus.Playing)
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{
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// Display the playing position
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Console.CursorLeft = 0;
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Console.Write("Playing... " + sound.PlayingOffset + " sec ");
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// Leave some CPU time for other processes
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Thread.Sleep(100);
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}
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}
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/// <summary>
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/// Play a music
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/// </summary>
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private static void PlayMusic()
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{
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// Load an ogg music file
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Music music = new Music("resources/orchestral.ogg");
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// Display music informations
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Console.WriteLine("orchestral.ogg :");
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Console.WriteLine(" " + music.Duration + " sec");
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Console.WriteLine(" " + music.SampleRate + " samples / sec");
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Console.WriteLine(" " + music.ChannelsCount + " channels");
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// Play it
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music.Play();
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// Loop while the music is playing
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while (music.Status == SoundStatus.Playing)
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{
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// Display the playing position
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Console.CursorLeft = 0;
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Console.Write("Playing... " + music.PlayingOffset + " sec ");
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// Leave some CPU time for other processes
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Thread.Sleep(100);
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}
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}
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}
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}
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