133 lines
4.7 KiB
C#
133 lines
4.7 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Collections.Specialized;
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using FDK.ExtensionMethods;
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namespace FDK
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{
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/// <summary>
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/// SoundGroupLevelController holds the current sound level value for each
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/// of the unique sound groups, along with an increment by which they can
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/// easily be adjusted.
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///
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/// Configuration changes to the sound group levels are provided to the
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/// controller via binding code which allows CConfigIni and
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/// SoundGroupLevelController to be unaware of one another.
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/// See ConfigIniToSoundGroupLevelControllerBinder for more details.
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///
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/// Dynamic adjustment of sound group levels during song selection and song
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/// playback are managed via a small dependency taken by the respective
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/// stage classes. See KeyboardSoundGroupLevelControlHandler and its usages
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/// for more details.
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///
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/// As new sound objects are created, including when reloading sounds due
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/// to a changer in audio output device, SoundGroupLevelController ensures
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/// that they are provided with the current level for their associated
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/// sound group by subscribing to notifications regarding changes to a
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/// collection of sound objects provided during construction. This
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/// observable collection comes from the sound manager, but without either
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/// it or this class being directly aware of one another.
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///
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/// As sound group levels are changed, SoundGroupLevelController updates
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/// all existing sound objects group levels by iterating that same
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/// observable collection.
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/// </summary>
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public sealed class SoundGroupLevelController
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{
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private readonly Dictionary<ESoundGroup, int> _levelBySoundGroup = new Dictionary<ESoundGroup, int>
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{
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[ESoundGroup.SoundEffect] = CSound.MaximumGroupLevel,
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[ESoundGroup.Voice] = CSound.MaximumGroupLevel,
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[ESoundGroup.SongPreview] = CSound.MaximumGroupLevel,
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[ESoundGroup.SongPlayback] = CSound.MaximumGroupLevel,
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[ESoundGroup.Unknown] = CSound.MaximumGroupLevel
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};
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private readonly ObservableCollection<CSound> _sounds;
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private int _keyboardSoundLevelIncrement;
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public SoundGroupLevelController(ObservableCollection<CSound> sounds)
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{
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_sounds = sounds;
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_sounds.CollectionChanged += SoundsOnCollectionChanged;
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}
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public void SetLevel(ESoundGroup soundGroup, int level)
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{
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var clampedLevel = level.Clamp(CSound.MinimumGroupLevel, CSound.MaximumGroupLevel);
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if (_levelBySoundGroup[soundGroup] == clampedLevel)
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{
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return;
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}
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_levelBySoundGroup[soundGroup] = clampedLevel;
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foreach (var sound in _sounds)
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{
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if (sound.SoundGroup == soundGroup)
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{
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SetLevel(sound);
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}
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}
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RaiseLevelChanged(soundGroup, clampedLevel);
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}
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public void SetKeyboardSoundLevelIncrement(int keyboardSoundLevelIncrement)
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{
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_keyboardSoundLevelIncrement = keyboardSoundLevelIncrement;
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}
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public void AdjustLevel(ESoundGroup soundGroup, bool isAdjustmentPositive)
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{
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var adjustmentIncrement = isAdjustmentPositive
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? _keyboardSoundLevelIncrement
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: -_keyboardSoundLevelIncrement;
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SetLevel(soundGroup, _levelBySoundGroup[soundGroup] + adjustmentIncrement);
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}
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private void SetLevel(CSound sound)
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{
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sound.GroupLevel = _levelBySoundGroup[sound.SoundGroup];
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}
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private void SoundsOnCollectionChanged(object sender, NotifyCollectionChangedEventArgs e)
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{
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switch (e.Action)
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{
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case NotifyCollectionChangedAction.Add:
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case NotifyCollectionChangedAction.Replace:
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foreach (CSound sound in e.NewItems)
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{
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SetLevel(sound);
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}
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break;
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}
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}
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private void RaiseLevelChanged(ESoundGroup soundGroup, int level)
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{
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LevelChanged?.Invoke(this, new LevelChangedEventArgs(soundGroup, level));
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}
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public class LevelChangedEventArgs : EventArgs
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{
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public LevelChangedEventArgs(ESoundGroup soundGroup, int level)
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{
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SoundGroup = soundGroup;
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Level = level;
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}
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public ESoundGroup SoundGroup { get; private set; }
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public int Level { get; private set; }
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}
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public event EventHandler<LevelChangedEventArgs> LevelChanged;
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}
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}
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