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Copy pathLoopingSoundManager.cs
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87 lines (76 loc) · 2.35 KB
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using System.Collections.Generic;
using Terraria;
using Terraria.ModLoader;
namespace SariaMod
{
/// <summary>
/// Shared lifecycle manager for looping FadingSoundPlayer instances.
/// Start loops with FadingSoundPlayer.PlayManaged so they automatically
/// update, pause with focus, and stop when leaving the world or mod.
/// </summary>
public static class LoopingSoundManager
{
private static readonly List<FadingSoundPlayer> ManagedSounds = new List<FadingSoundPlayer>();
public static void Register(FadingSoundPlayer sound)
{
if (sound != null && !ManagedSounds.Contains(sound))
ManagedSounds.Add(sound);
}
public static void SetFocus(bool hasFocus)
{
foreach (FadingSoundPlayer sound in ManagedSounds)
{
if (hasFocus)
sound.Resume();
else
sound.Pause();
}
}
public static void StopAllImmediate()
{
foreach (FadingSoundPlayer sound in ManagedSounds)
sound.StopImmediate();
ManagedSounds.Clear();
}
public static void Update()
{
// Gameplay updates stop while returning to the main menu, so a
// normal fade can otherwise leave a SoundEffectInstance alive.
if (Main.gameMenu)
{
StopAllImmediate();
return;
}
for (int i = ManagedSounds.Count - 1; i >= 0; i--)
{
FadingSoundPlayer sound = ManagedSounds[i];
if (Main.hasFocus)
{
sound.Resume();
sound.Update();
}
else
{
sound.Pause();
}
if (!sound.IsPlaying)
ManagedSounds.RemoveAt(i);
}
}
}
public class LoopingSoundSystem : ModSystem
{
public override void OnWorldUnload()
{
LoopingSoundManager.StopAllImmediate();
}
public override void Unload()
{
LoopingSoundManager.StopAllImmediate();
}
public override void PostUpdateEverything()
{
LoopingSoundManager.Update();
}
}
}