So I have been coding a remake of the 1979 Atari game Asteroids, in C# Visual Studio 2019 Windows Forms app. The issue I am having is the sounds are not working correctly:
Here is where I implement the sound, for when a meteor hits the ship:
private void DetectShipToMeteorCollisions()
{
if (!_ship.IsActive)
return;
for (int meteorIndex = 0; meteorIndex < _meteors.Count; meteorIndex++)
{
if (_meteors[meteorIndex].CollidesWithShip(_ship))
{
_meteors[meteorIndex].IsActive = false;
GameManager.RaiseMeteorHit(_meteors[meteorIndex]);
BlowUpShip();
}
SoundPlayer1 sound = new SoundPlayer1("bang_6.wav");
sound.Play();
}
}
// The "bang_6.wav" is imported into the Visual Studio project.
And here is the code for SoundPlayer1
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Runtime.InteropServices;
using System.IO;
using System.Reflection;
namespace AsteroidsGdiApp.Core
{
public class SoundPlayer1
{
private byte[] m_soundBytes;
private string m_fileName;
private enum Flags
{
SND_SYNC = 0x0000, /* play synchronously (default) */
SND_ASYNC = 0x0001, /* play asynchronously */
SND_NODEFAULT = 0x0002, /* silence (!default) if sound not found */
SND_MEMORY = 0x0004, /* pszSound points to a memory file */
SND_LOOP = 0x0008, /* loop the sound until next sndPlaySound */
SND_NOSTOP = 0x0010, /* don't stop any currently playing sound */
SND_NOWAIT = 0x00002000, /* don't wait if the driver is busy */
SND_ALIAS = 0x00010000, /* name is a registry alias */
SND_ALIAS_ID = 0x00110000, /* alias is a predefined ID */
SND_FILENAME = 0x00020000, /* name is file name */
SND_RESOURCE = 0x00040004 /* name is resource name or atom */
}
[DllImport("CoreDll.DLL", EntryPoint = "PlaySound", SetLastError = true)]
private extern static int WCE_PlaySound(string szSound, IntPtr hMod, int flags);
[DllImport("CoreDll.DLL", EntryPoint = "PlaySound", SetLastError = true)]
private extern static int WCE_PlaySoundBytes(byte[] szSound, IntPtr hMod, int flags);
/// <summary>
/// Construct the Sound object to play sound data from the specified file.
/// </summary>
public SoundPlayer1(string fileName)
{
m_fileName = fileName;
}
/// <summary>
/// Construct the Sound object to play sound data from the specified stream.
/// </summary>
public SoundPlayer1(Stream stream)
{
// read the data from the stream
m_soundBytes = new byte[stream.Length];
stream.Read(m_soundBytes, 0, (int)stream.Length);
}
/// <summary>
/// Play the sound
/// </summary>
public void Play()
{
// if a file name has been registered, call WCE_PlaySound,
// otherwise call WCE_PlaySoundBytes
if (m_fileName != null)
WCE_PlaySound(m_fileName, IntPtr.Zero, (int)(Flags.SND_ASYNC | Flags.SND_FILENAME));
else
WCE_PlaySoundBytes(m_soundBytes, IntPtr.Zero, (int)(Flags.SND_ASYNC | Flags.SND_MEMORY));
}
public static void PlayEmbeddedSound(Assembly assembly, string resourceName)
{
SoundPlayer1 sound = new SoundPlayer1(assembly.GetManifestResourceStream(resourceName));
sound.Play();
}
public static void PlayFromFile(string filePath)
{
SoundPlayer1 sound = new SoundPlayer1(filePath);
sound.Play();
}
}
}
Trying to compile once the sound is inserted produces this error:
I wonder why this might be? Thanks very much.
So upon fixing the error, I am attempting to add a sound effect for when a bullet is fired. But for some reason it is not detecting this wav file when it has been imported into the project the same way.
I wonder why it is not finding this wav file.
Here is is, imported to the project. Thanks.
private void DetectBulletCollisions()
{
for(int meteorIndex = 0; meteorIndex < _meteors.Count; meteorIndex++)
{
for (int bulletIndex = 0; bulletIndex < _photons.Length; bulletIndex++)
{
//TODO get rid of event drive desing here
_meteors[meteorIndex].TestIfShot(_photons[bulletIndex]);
System.IO.Stream str = Properties.Resources.mySoundFile;
System.Media.SoundPlayer snd = new System.Media.SoundPlayer("gunshot.wav");
snd.Play();
}
}
}
Here the file is in same directory. So fact that Visual Studio is not seeing it is bizarre. It's imported in the visual studio project as well, thanks.