mirror of
https://github.com/greenshot/greenshot
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git-svn-id: http://svn.code.sf.net/p/greenshot/code/trunk@1602 7dccd23d-a4a3-4e1f-8c07-b4c1b4018ab4
93 lines
3.4 KiB
C#
93 lines
3.4 KiB
C#
/*
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* Greenshot - a free and open source screenshot tool
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* Copyright (C) 2007-2011 Thomas Braun, Jens Klingen, Robin Krom
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*
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* For more information see: http://getgreenshot.org/
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* The Greenshot project is hosted on Sourceforge: http://sourceforge.net/projects/greenshot/
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 1 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using System;
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using System.Reflection;
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using System.Resources;
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using System.Runtime.InteropServices;
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using GreenshotPlugin.UnmanagedHelpers;
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/// <summary>
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/// Create to fix the sometimes wrongly played sample, especially after first start from IDE
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/// See: http://www.codeproject.com/KB/audio-video/soundplayerbug.aspx?msg=2487569
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/// </summary>
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namespace Greenshot.Helpers {
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/// <summary>
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/// Description of SoundHelper.
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/// </summary>
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public static class SoundHelper {
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private static readonly log4net.ILog LOG = log4net.LogManager.GetLogger(typeof(SoundHelper));
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private static GCHandle? gcHandle = null;
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private static byte[] soundBuffer = null;
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public static void Initialize() {
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try {
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ResourceManager resources = new ResourceManager("Greenshot.Sounds", Assembly.GetExecutingAssembly());
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soundBuffer = (byte[])resources.GetObject("camera");
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// Pin sound so it can't be moved by the Garbage Collector, this was the cause for the bad sound
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gcHandle = GCHandle.Alloc(soundBuffer, GCHandleType.Pinned);
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} catch (Exception e) {
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LOG.Error("Error initializing.", e);
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}
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}
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public static void Play() {
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SoundFlags flags = SoundFlags.SND_ASYNC | SoundFlags.SND_MEMORY;
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try {
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if (soundBuffer != null) {
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WinMM.PlaySound(gcHandle.Value.AddrOfPinnedObject(), (UIntPtr)0, (uint)flags);
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} else {
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WinMM.PlaySound((byte[])null, (UIntPtr)0, (uint)flags);
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}
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} catch (Exception e) {
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LOG.Error("Error in play.", e);
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}
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}
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public static void Deinitialize() {
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try {
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if (gcHandle != null) {
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WinMM.PlaySound((byte[])null, (UIntPtr)0, (uint)0);
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gcHandle.Value.Free();
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gcHandle = null;
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}
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} catch (Exception e) {
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LOG.Error("Error in deinitialize.", e);
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}
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}
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[Flags]
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public enum SoundFlags : int {
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SND_SYNC = 0x0000, // play synchronously (default)
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SND_ASYNC = 0x0001, // play asynchronously
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SND_NODEFAULT = 0x0002, // silence (!default) if sound not found
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SND_MEMORY = 0x0004, // pszSound points to a memory file
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SND_LOOP = 0x0008, // loop the sound until next sndPlaySound
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SND_NOSTOP = 0x0010, // don't stop any currently playing sound
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SND_NOWAIT = 0x00002000, // don't wait if the driver is busy
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SND_ALIAS = 0x00010000, // name is a registry alias
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SND_ALIAS_ID = 0x00110000, // alias is a predefined id
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SND_FILENAME = 0x00020000, // name is file name
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}
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}
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}
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