LoadSoundFromMemory method |
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Remarks
Loads a sound file stored in memory. The sound file can be a stream file (see the LoadSound method for accepted stream formats) or a MOD music file. If the sound is in RAW format use the LoadSoundFromRawMemory method.
A successful call to this method will fire the SoundLoaded event.
Syntax
Return value
Sample
Below you can find a couple of samples that demonstrate how to load a sound stored in memory in Visual Basic.NET and Visual C# : in these samples the file is taken from a file and its contents are stored in memory.
Visual Basic.NET
' declare the memory buffer (cannot be a local variable) Dim m_byteBuffer() As Byte
Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click Dim openFileDialog1 As New OpenFileDialog If openFileDialog1.ShowDialog() <> DialogResult.OK Then Return End If
' put the song file into a stream Dim streamFile As FileStream streamFile = New FileStream(openFileDialog1.FileName, FileMode.Open) Dim binReader As BinaryReader binReader = New BinaryReader(streamFile)
' reallocate the memory buffer space and store the song ReDim m_byteBuffer(streamFile.Length) binReader.Read(m_byteBuffer, 0, streamFile.Length)
If AudioDjStudio1.LoadSoundFromMemory(0, m_byteBuffer, streamFile.Length) = AudioDjStudio.enumErrorCodes.NOERROR Then ' do domething .... End If End Sub
Visual C#.NET
// declare the memory buffer (cannot be a local variable) byte[] m_byteBuffer = null;
private void buttonLoad1_Click(object sender, System.EventArgs e) { OpenFileDialog openFileDialog1 = new OpenFileDialog(); if (openFileDialog1.ShowDialog() != DialogResult.OK) return;
// put the song file into a stream FileStream streamFile = new FileStream (openFileDialog1.FileName, FileMode.Open); BinaryReader binReader = new BinaryReader (streamFile);
// allocate the memory buffer space and store the song m_byteBuffer = new byte[streamFile.Length]; binReader.Read (m_byteBuffer, 0, (int) streamFile.Length);
// load song from memory buffer if (audioDjStudio1.LoadSoundFromMemory (0, m_byteBuffer, (Int32) streamFile.Length) == enumErrorCodes.NOERROR) { // do something ... } }
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