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WmaImporter.cs
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WmaImporter.cs
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// MonoGame - Copyright (C) The MonoGame Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.
using System;
using System.IO;
using Microsoft.Xna.Framework.Content.Pipeline.Audio;
namespace Microsoft.Xna.Framework.Content.Pipeline
{
/// <summary>
/// Provides methods for reading Windows Media Audio (.wma) files for use in the Content Pipeline.
/// </summary>
[ContentImporter(".wma", DisplayName = "Wma Importer - MonoGame", DefaultProcessor = "SongProcessor")]
public class WmaImporter : ContentImporter<AudioContent>
{
/// <summary>
/// Initializes a new instance of WmaImporter.
/// </summary>
public WmaImporter()
{
}
/// <summary>
/// Called by the XNA Framework when importing a .wma file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
/// </summary>
/// <param name="filename">Name of a game asset file.</param>
/// <param name="context">Contains information for importing a game asset, such as a logger interface.</param>
/// <returns>Resulting game asset.</returns>
public override AudioContent Import(string filename, ContentImporterContext context)
{
if (string.IsNullOrEmpty(filename))
throw new ArgumentNullException("filename");
if (context == null)
throw new ArgumentNullException("context");
if (!File.Exists(filename))
throw new FileNotFoundException(string.Format("Could not locate audio file {0}.", Path.GetFileName(filename)));
var content = new AudioContent(filename, AudioFileType.Wma);
return content;
}
}
}