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C#
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using System;
using System.IO;
using ANX.Framework.Audio;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.SoundSystem;
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.SoundSystem.OpenAL
{
public class Creator : ISoundSystemCreator
{
#region Public
public string Name
{
get
{
return "OpenAL";
}
}
public int Priority
{
get
{
return 100;
}
}
public bool IsSupported
{
get
{
PlatformID platform = AddInSystemFactory.Instance.OperatingSystem.Platform;
return platform == PlatformID.Win32NT ||
platform == PlatformID.Unix ||
platform == PlatformID.MacOSX;
}
}
#endregion
#region RegisterCreator
public void RegisterCreator(AddInSystemFactory factory)
{
factory.AddCreator(this);
}
#endregion
#region CreateSoundEffectInstance (TODO)
public ISoundEffectInstance CreateSoundEffectInstance(SoundEffect parent)
{
AddInSystemFactory.Instance.PreventSoundSystemChange();
throw new NotImplementedException();
}
#endregion
#region CreateSoundEffect (TODO)
public ISoundEffect CreateSoundEffect(Stream stream)
{
AddInSystemFactory.Instance.PreventSoundSystemChange();
throw new NotImplementedException();
}
public ISoundEffect CreateSoundEffect(byte[] buffer, int offset, int count,
int sampleRate, AudioChannels channels, int loopStart, int loopLength)
{
AddInSystemFactory.Instance.PreventSoundSystemChange();
throw new NotImplementedException();
}
#endregion
}
}