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* raw PCM audio for clyde * Remove soundfont.cs * Midi stuff * Some more work * This actually works now! * update * Add nfluidsynth submodule. * fuck * Midi audio works! * Lots of stuff, and cool interfaces for items * Update * Note limit * Moving out of range of UI raises OnClosed now as well * It just works * Update nfluidsynth submodule * Remove managed-midi, remove unused methods I added to clyde * Remove remnants of older NFluidsynth * Update nfluidsynth submodule. * Fix some of MidiManager * Add changes PJB made to soundfont loading * Delete OpenAL source/buffers when disposed * Remove remnants of "Rendering" * Use ReadOnlySpan, make interface/implementation arguments consistent * Improve EmptyBuffers performance * Make renderers use an enum for their status * MidiRenderer events are now invoked on the main thread * MidiManager now has a method to dispose renderers * Lock player * Fun stuff * Update nfluidsynth submodule. * Fix midi audio rendering * Address a few reviews * Revert changes made to Clyde * Create sfloader per midi renderer * Midi file size check * Now OpenMidi/OpenInput and their respective close methods return bools. * Update nfluidsynth submodule. * Move number to constant. * Use BufferedAudioSource * Remove unused using statements * Use new API * Lock player and synth correctly * Use midi sawmill * Adds "Disposed" property to MidiRenderer * Remove DisposeRenderer, let midi render thread handle it instead * Renderer position is updated from main loop * Use nfluidsynth from nuget * Fix appveyor, lazy fluidsynth init * Only join MidiThread if it actually exists...
20 lines
498 B
C#
20 lines
498 B
C#
using Robust.Client.Audio.Midi;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.IoC;
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namespace Robust.Client.GameObjects.EntitySystems
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{
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public class MidiSystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly IMidiManager _midiManager;
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#pragma warning restore 649
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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_midiManager.FrameUpdate(frameTime);
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}
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}
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}
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