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using System;
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using System.IO;
using ANX.Framework.Audio;
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using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.SoundSystem;
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// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
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namespace ANX.SoundSystem.Windows.XAudio
{
public class Creator : ISoundSystemCreator
{
#region Public
#region Name
public string Name
{
get { return "XAudio"; }
}
#endregion
#region Priority
public int Priority
{
get { return 10; }
}
#endregion
#region IsSupported
public bool IsSupported
{
get
{
//TODO: this is just a very basic version of test for support
return OSInformation.IsWindows;
}
}
#endregion
#endregion
#region RegisterCreator
public void RegisterCreator(AddInSystemFactory factory)
{
factory.AddCreator(this);
}
#endregion
#region ISoundSystemCreator Member
public float DistanceScale
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public float DopplerScale
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public float MasterVolume
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public float SpeedOfSound
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public IAudioListener CreateAudioListener()
{
throw new NotImplementedException();
}
public IAudioEmitter CreateAudioEmitter()
{
throw new NotImplementedException();
}
public ISoundEffect CreateSoundEffect(SoundEffect parent, Stream stream)
{
throw new NotImplementedException();
}
public ISoundEffect CreateSoundEffect(SoundEffect parent, byte[] buffer, int offset, int count, int sampleRate, AudioChannels channels, int loopStart, int loopLength)
{
throw new NotImplementedException();
}
public ISoundEffectInstance CreateSoundEffectInstance(ISoundEffect nativeSoundEffect)
{
throw new NotImplementedException();
}
#endregion
}
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}