我有了一个艰难时刻,试图找到妥善解决这一地雷问题的办法。
我有3个声音效应,其标记是电话内容,所有方面都相同。
- sound1.wav
- sound2.wav
- sound3.wav
我希望用户能够按照任何命令,或者无论他们喜欢多少次,选择编织物的游戏顺序,然后根据他们的选择,产生新的编织物,可以储存起来,从孤立的储存中回收。
So Thank You Walt Ritscher
with the help so far, but as you will eventually see my coding skills are fragmented at best. What I m trying to convey in the following code is that a user will be prompted to select any/all of the sounds with a tap event, and his selections will determine what the new soundeffect will sound like (it s order, etc) However there is still a lot I don t know about and here is the code I came up with (while not on my coding computer);
//SO I have this master list of sounds to use, indicated in this block of code:
//sound1.wav, sound2.wav, sound3.wav
// my wav files are marked as resources
// get the wav file from the DLL
var streamInfo1 = Application.GetResourceStream(
new Uri(sound1.wav, UriKind.Relative));
var streamInfo2 = Application.GetResourceStream(
new Uri(sound2.wav, UriKind.Relative));
var streamInfo3 = Application.GetResourceStream(
new Uri(sound3.wav, UriKind.Relative));
//With the above declarations made, I run each one as a stream as a variable.
var stream1 = streamInfo1.Stream as UnmanagedMemoryStream;
var stream2 = streamInfo2.Stream as UnmanagedMemoryStream;
var stream3 = streamInfo3.Stream as UnmanagedMemoryStream;
//The user can choose the sounds in any order, and repeat if desired.
//Let us assume the user chose in this order:
//sound1.wav + sound1.wav + sound2.wav +sound3.wav
for (int i = 0; i < 10; i++)
{
var bytesA = new byte[stream1.Length];
var bytesB = new byte[stream1.Length];
var bytesC = new byte[stream2.Length];
}
// read the bytes from the stream into the array
stream1.Read(bytesA, 0, (int)stream1.Length);
stream2.Read(bytesB, 0, (int)stream1.Length);
stream3.Read(bytesC, 0, (int)stream2.Length);
var combined = new byte[bytesA.Length + bytesA.Length + bytesB.Length] + bytesC.Length]];
// copy the bytes into the combined array
System.Buffer.BlockCopy(bytesA, 0, combined, 0, bytesA.Length);
System.Buffer.BlockCopy(bytesB, 0, combined, bytesA.Length, bytesB.Length);
var outputStream = new MemoryStream();
outputStream.Write(combined, 0, combined.Length);
// substitute your own sample rate
var effect = new SoundEffect(
buffer: outputStream.ToArray(),
sampleRate: 48000,
channels: AudioChannels.Mono);
var instance = effect.CreateInstance();
instance.Play();
// save stream to IsolatedStorage