2using Microsoft.Xna.Framework.Audio;
12 private const uint
JUNK = 1263424842u;
14 private const uint
FMT = 544501094u;
23 AudioChannels channels = AudioChannels.Mono;
27 while (!flag && num < 10)
38 channels = (AudioChannels)binaryReader.
ReadUInt16();
70 if (
_stream.
Read(bufferToSubmit, 0, bufferToSubmit.Length) < 1)
72 Stop(AudioStopOptions.Immediate);
virtual ushort ReadUInt16()
virtual short ReadInt16()
virtual byte[] ReadBytes(int count)
virtual uint ReadUInt32()
int Read(byte[] buffer, int offset, int count)
DynamicSoundEffectInstance _soundEffectInstance
void CreateSoundEffect(int sampleRate, AudioChannels channels)
void Stop(AudioStopOptions options)
override void ReadAheadPutAChunkIntoTheBuffer()
WAVAudioTrack(Stream stream)
long _streamContentStartIndex
static void SkipJunk(BinaryReader reader, int chunkSize)