Added ANX.SoundSystem.Null for debugging. This SoundSystem does nothing, it is only a empty hull.

This commit is contained in:
Glatzemann 2012-11-29 09:10:33 +00:00 committed by Konstantin Koch
parent dbd391217c
commit 749fa0a5f1
18 changed files with 891 additions and 18 deletions

View File

@ -201,6 +201,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SimpleNoContent", "Samples\
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AlphaTestEffectSample", "Samples\AlphaTestEffectSample\AlphaTestEffectSample.csproj", "{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.SoundSystem.Null", "SoundSystems\ANX.SoundSystem.Null\ANX.SoundSystem.Null.csproj", "{C4DDFFFF-595E-4089-B499-06F68CAF2566}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@ -1004,6 +1006,20 @@ Global
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|x64.ActiveCfg = Release|x86
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|x86.ActiveCfg = Release|x86
{0005BDAA-F232-45C3-8D37-7E4FF7A1F605}.Release|x86.Build.0 = Release|x86
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|Any CPU.Build.0 = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|ARM.ActiveCfg = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|x64.ActiveCfg = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Debug|x86.ActiveCfg = Debug|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|Any CPU.ActiveCfg = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|Any CPU.Build.0 = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|ARM.ActiveCfg = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|x64.ActiveCfg = Release|Any CPU
{C4DDFFFF-595E-4089-B499-06F68CAF2566}.Release|x86.ActiveCfg = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@ -1053,6 +1069,7 @@ Global
{6A582788-C4D2-410C-96CD-177F75712D65} = {5725DA44-4F5C-4E93-A957-AC5C85603EE9}
{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A} = {5725DA44-4F5C-4E93-A957-AC5C85603EE9}
{E2EE2D12-A98E-4C21-AFFA-35F48D2B2A94} = {5725DA44-4F5C-4E93-A957-AC5C85603EE9}
{C4DDFFFF-595E-4089-B499-06F68CAF2566} = {5725DA44-4F5C-4E93-A957-AC5C85603EE9}
{CCB4679D-11AF-4EC6-AAA4-36619FCE70FA} = {60824BDB-AC8A-42ED-9B79-111FB44669FF}
{E4FFD875-95FC-48F2-8B6D-8483D0B71666} = {60824BDB-AC8A-42ED-9B79-111FB44669FF}
{BD648BB8-EF28-453C-B4F5-EE3C93EB4DAF} = {60824BDB-AC8A-42ED-9B79-111FB44669FF}

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@ -19,27 +19,107 @@ namespace ANX.Framework.Audio
#region Static
public static float DistanceScale
{
get { return GetCreator().DistanceScale; }
set { GetCreator().DistanceScale = value; }
get
{
ISoundSystemCreator creator = GetCreator();
if (creator != null)
{
return creator.DistanceScale;
}
return 0.0f;
}
set
{
ISoundSystemCreator creator = GetCreator();
if (creator != null)
{
creator.DistanceScale = value;
}
else
{
throw new InvalidOperationException("couldn't set DistanceScale because no supported SoundSystem was found");
}
}
}
public static float DopplerScale
{
get { return GetCreator().DopplerScale; }
set { GetCreator().DopplerScale = value; }
}
get
{
ISoundSystemCreator creator = GetCreator();
if (creator != null)
{
return creator.DopplerScale;
}
return 0.0f;
}
set
{
ISoundSystemCreator creator = GetCreator();
if (creator != null)
{
creator.DopplerScale = value;
}
else
{
throw new InvalidOperationException("couldn't set DopplerScale because no supported SoundSystem was found");
}
}
}
public static float MasterVolume
{
get { return GetCreator().MasterVolume; }
set { GetCreator().MasterVolume = value; }
get
{
ISoundSystemCreator creator = GetCreator();
if (creator != null)
{
return creator.MasterVolume;
}
return 0.0f;
}
set
{
ISoundSystemCreator creator = GetCreator();
if (creator != null)
{
creator.MasterVolume = value;
}
else
{
throw new InvalidOperationException("couldn't set MasterVolume because no supported SoundSystem was found");
}
}
}
public static float SpeedOfSound
{
get { return GetCreator().SpeedOfSound; }
set { GetCreator().SpeedOfSound = value; }
}
get
{
ISoundSystemCreator creator = GetCreator();
if (creator != null)
{
return creator.SpeedOfSound;
}
return 0.0f;
}
set
{
ISoundSystemCreator creator = GetCreator();
if (creator != null)
{
creator.SpeedOfSound = value;
}
else
{
throw new InvalidOperationException("couldn't set SpeedOfSound because no supported SoundSystem was found");
}
}
}
#endregion
#region Private

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@ -197,7 +197,7 @@ namespace ANX.Framework.NonXNA
Initialize();
AddInType addInType = GetAddInType(typeof(T));
return addInSystems[addInType].GetDefaultCreator<T>(addInType);
return addInSystems[addInType].GetDefaultCreator<T>(addInType);
}
#endregion

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@ -1,7 +1,6 @@
#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using ANX.Framework;
using ANX.Framework.Graphics;
using ANX.Framework.Input;

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@ -62,13 +62,17 @@
<Project>{068eb2e9-963c-4e1b-8831-e25011f11ffe}</Project>
<Name>ANX.PlatformSystem.Windows</Name>
</ProjectReference>
<ProjectReference Include="..\..\RenderSystems\ANX.RenderSystem.Windows.DX11\ANX.RenderSystem.Windows.DX11.csproj">
<Project>{b30de9c2-0926-46b6-8351-9af276c472d5}</Project>
<Name>ANX.RenderSystem.Windows.DX11</Name>
<ProjectReference Include="..\..\RenderSystems\ANX.RenderSystem.Windows.DX10\ANX.RenderSystem.Windows.DX10.csproj">
<Project>{5be49183-2f6f-4527-ac90-d816911fcf90}</Project>
<Name>ANX.RenderSystem.Windows.DX10</Name>
</ProjectReference>
<ProjectReference Include="..\..\SoundSystems\ANX.SoundSystem.Windows.XAudio\ANX.SoundSystem.Windows.XAudio.csproj">
<Project>{6a582788-c4d2-410c-96cd-177f75712d65}</Project>
<Name>ANX.SoundSystem.Windows.XAudio</Name>
<ProjectReference Include="..\..\SoundSystems\ANX.SoundSystem.Null\ANX.SoundSystem.Null.csproj">
<Project>{c4ddffff-595e-4089-b499-06f68caf2566}</Project>
<Name>ANX.SoundSystem.Null</Name>
</ProjectReference>
<ProjectReference Include="..\..\SoundSystems\ANX.SoundSystem.OpenAL\ANX.SoundSystem.OpenAL.csproj">
<Project>{14ef49ab-6d3f-458d-9d5c-d120b86edd7a}</Project>
<Name>ANX.SoundSystem.OpenAL</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>

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@ -53,6 +53,10 @@
<Project>{49066074-3b7b-4a55-b122-6bd33ab73558}</Project>
<Name>ANX.InputSystem.Standard</Name>
</ProjectReference>
<ProjectReference Include="..\..\SoundSystems\ANX.SoundSystem.Null\ANX.SoundSystem.Null.csproj">
<Project>{c4ddffff-595e-4089-b499-06f68caf2566}</Project>
<Name>ANX.SoundSystem.Null</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Content Include="anx.ico" />

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@ -0,0 +1,64 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{C4DDFFFF-595E-4089-B499-06F68CAF2566}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>ANX.SoundSystem.Null</RootNamespace>
<AssemblyName>ANX.SoundSystem.Null</AssemblyName>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\..\bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>..\..\bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
</ItemGroup>
<ItemGroup>
<Compile Include="Creator.cs" />
<Compile Include="NullAudioEmitter.cs" />
<Compile Include="NullAudioListener.cs" />
<Compile Include="NullDynamicSoundEffectInstance.cs" />
<Compile Include="NullMicrophone.cs" />
<Compile Include="NullSong.cs" />
<Compile Include="NullSoundEffect.cs" />
<Compile Include="NullSoundEffectInstance.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="SupportedPlatformsImpl.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\ANX.Framework\ANX.Framework.csproj">
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
<Name>ANX.Framework</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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@ -0,0 +1,64 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{C4DDFFFF-595E-4089-B499-06F68CAF2566}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>ANX.SoundSystem.Null</RootNamespace>
<AssemblyName>ANX.SoundSystem.Null</AssemblyName>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\..\bin\Debug\</OutputPath>
<DefineConstants>TRACE;DEBUG;LINUX;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>..\..\bin\Release\</OutputPath>
<DefineConstants>TRACE;LINUX;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
</ItemGroup>
<ItemGroup>
<Compile Include="Creator.cs" />
<Compile Include="NullAudioEmitter.cs" />
<Compile Include="NullAudioListener.cs" />
<Compile Include="NullDynamicSoundEffectInstance.cs" />
<Compile Include="NullMicrophone.cs" />
<Compile Include="NullSong.cs" />
<Compile Include="NullSoundEffect.cs" />
<Compile Include="NullSoundEffectInstance.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="SupportedPlatformsImpl.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\ANX.Framework\ANX.Framework_Linux.csproj">
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
<Name>ANX.Framework</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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@ -0,0 +1,131 @@
#region Using Statements
using System;
using System.Collections.ObjectModel;
using System.IO;
using ANX.Framework.Audio;
using ANX.Framework.Media;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.SoundSystem;
using System.Collections.Generic;
#endregion
// 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
namespace ANX.SoundSystem.Null
{
public class Creator : ISoundSystemCreator
{
private IAudioListener audioListener = new NullAudioListener();
private IAudioEmitter audioEmitter = new NullAudioEmitter();
#region Public
public string Name
{
get { return "Null"; }
}
public int Priority
{
get { return 10; }
}
public bool IsSupported
{
get
{
return true;
}
}
public float DistanceScale
{
get;
set;
}
public float DopplerScale
{
get;
set;
}
public float MasterVolume
{
get;
set;
}
public float SpeedOfSound
{
get;
set;
}
#endregion
public Creator()
{
DistanceScale = 1f;
DopplerScale = 1f;
SpeedOfSound = 343.5f;
}
public IAudioListener CreateAudioListener()
{
return audioListener;
}
public IAudioEmitter CreateAudioEmitter()
{
return audioEmitter;
}
public ISoundEffect CreateSoundEffect(SoundEffect parent, Stream stream)
{
return new NullSoundEffect();
}
public ISoundEffect CreateSoundEffect(SoundEffect parent, byte[] buffer, int offset, int count, int sampleRate,
AudioChannels channels, int loopStart, int loopLength)
{
return new NullSoundEffect();
}
public ISoundEffectInstance CreateSoundEffectInstance(ISoundEffect nativeSoundEffect)
{
return new NullSoundEffectInstance();
}
public IDynamicSoundEffectInstance CreateDynamicSoundEffectInstance(int sampleRate, AudioChannels channels)
{
return new NullDynamicSoundEffectInstance();
}
public IMicrophone CreateMicrophone(Microphone managedMicrophone)
{
return new NullMicrophone();
}
public ReadOnlyCollection<Microphone> GetAllMicrophones()
{
return new ReadOnlyCollection<Microphone>(new List<Microphone>());
}
public int GetDefaultMicrophone(ReadOnlyCollection<Microphone> allMicrophones)
{
return 0;
}
public ISong CreateSong(Song parentSong, Uri uri)
{
return new NullSong();
}
public ISong CreateSong(Song parentSong, string filepath, int duration)
{
return new NullSong();
}
}
}

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@ -0,0 +1,52 @@
#region Using Statements
using System;
using ANX.Framework.NonXNA.SoundSystem;
using ANX.Framework;
#endregion
// 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
namespace ANX.SoundSystem.Null
{
public class NullAudioEmitter : IAudioEmitter
{
public NullAudioEmitter()
{
Forward = Vector3.Forward;
Up = Vector3.Up;
}
public float DopplerScale
{
get;
set;
}
public Vector3 Forward
{
get;
set;
}
public Vector3 Position
{
get;
set;
}
public Vector3 Up
{
get;
set;
}
public Vector3 Velocity
{
get;
set;
}
}
}

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@ -0,0 +1,46 @@
#region Using Statements
using System;
using ANX.Framework.NonXNA.SoundSystem;
using ANX.Framework;
#endregion
// 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
namespace ANX.SoundSystem.Null
{
public class NullAudioListener : IAudioListener
{
public NullAudioListener()
{
Forward = Vector3.Forward;
Up = Vector3.Up;
}
public Vector3 Forward
{
get;
set;
}
public Vector3 Position
{
get;
set;
}
public Vector3 Up
{
get;
set;
}
public Vector3 Velocity
{
get;
set;
}
}
}

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@ -0,0 +1,93 @@
#region Using Statements
using System;
using ANX.Framework.NonXNA.SoundSystem;
using ANX.Framework.Audio;
#endregion
// 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
namespace ANX.SoundSystem.Null
{
public class NullDynamicSoundEffectInstance : IDynamicSoundEffectInstance
{
private SoundState state = SoundState.Stopped;
public event EventHandler<EventArgs> BufferNeeded;
public int PendingBufferCount
{
get { return 0; }
}
public void SubmitBuffer(byte[] buffer)
{
}
public void SubmitBuffer(byte[] buffer, int offset, int count)
{
}
public bool IsLooped
{
get;
set;
}
public float Pan
{
get;
set;
}
public float Pitch
{
get;
set;
}
public Framework.Audio.SoundState State
{
get { return state; }
}
public float Volume
{
get;
set;
}
public void Play()
{
state = SoundState.Playing;
}
public void Pause()
{
state = SoundState.Paused;
}
public void Stop(bool immediate)
{
state = SoundState.Stopped;
}
public void Resume()
{
if (state == SoundState.Paused)
{
state = SoundState.Playing;
}
}
public void Apply3D(Framework.Audio.AudioListener[] listeners, Framework.Audio.AudioEmitter emitter)
{
}
public void Dispose()
{
}
}
}

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@ -0,0 +1,75 @@
#region Using Statements
using System;
using ANX.Framework.NonXNA.SoundSystem;
using ANX.Framework.Audio;
#endregion
// 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
namespace ANX.SoundSystem.Null
{
public class NullMicrophone : IMicrophone
{
private MicrophoneState state = MicrophoneState.Stopped;
public MicrophoneState State
{
get { return state; }
}
public int SampleRate
{
get { return 0; }
}
public bool IsHeadset
{
get { return false; }
}
public TimeSpan BufferDuration
{
get;
set;
}
public event EventHandler<EventArgs> BufferReady;
public void Stop()
{
state = MicrophoneState.Stopped;
}
public void Start()
{
state = MicrophoneState.Started;
}
public int GetSampleSizeInBytes(ref TimeSpan duration)
{
return 0;
}
public TimeSpan GetSampleDuration(int sizeInBytes)
{
return TimeSpan.Zero;
}
public int GetData(byte[] buffer)
{
return 0;
}
public int GetData(byte[] buffer, int offset, int count)
{
return 0;
}
public void Dispose()
{
}
}
}

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@ -0,0 +1,69 @@
#region Using Statements
using System;
using ANX.Framework.NonXNA.SoundSystem;
using ANX.Framework.Media;
#endregion
// 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
namespace ANX.SoundSystem.Null
{
public class NullSong : ISong
{
private MediaState state = Framework.Media.MediaState.Stopped;
public TimeSpan Duration
{
get { return TimeSpan.Zero; }
}
public TimeSpan PlayPosition
{
get { return TimeSpan.Zero; }
}
public MediaState State
{
get { return state; }
}
public void Play()
{
state = MediaState.Playing;
}
public void Stop()
{
state = MediaState.Stopped;
}
public void Pause()
{
state = MediaState.Paused;
}
public void Resume()
{
if (state == MediaState.Paused)
{
state = MediaState.Playing;
}
}
public void Update()
{
}
public void GetVisualizationData(VisualizationData data)
{
data = new VisualizationData();
}
public void Dispose()
{
}
}
}

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@ -0,0 +1,24 @@
#region Using Statements
using System;
using ANX.Framework.NonXNA.SoundSystem;
#endregion
// 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
namespace ANX.SoundSystem.Null
{
public class NullSoundEffect : ISoundEffect
{
public TimeSpan Duration
{
get { return TimeSpan.Zero; }
}
public void Dispose()
{
}
}
}

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@ -0,0 +1,80 @@
#region Using Statements
using System;
using ANX.Framework.NonXNA.SoundSystem;
#endregion
// 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
namespace ANX.SoundSystem.Null
{
public class NullSoundEffectInstance : ISoundEffectInstance
{
private Framework.Audio.SoundState soundState = Framework.Audio.SoundState.Stopped;
public bool IsLooped
{
get;
set;
}
public float Pan
{
get;
set;
}
public float Pitch
{
get;
set;
}
public Framework.Audio.SoundState State
{
get
{
return soundState;
}
}
public float Volume
{
get;
set;
}
public void Play()
{
soundState = Framework.Audio.SoundState.Playing;
}
public void Pause()
{
soundState = Framework.Audio.SoundState.Paused;
}
public void Stop(bool immediate)
{
soundState = Framework.Audio.SoundState.Stopped;
}
public void Resume()
{
if (soundState == Framework.Audio.SoundState.Paused)
{
soundState = Framework.Audio.SoundState.Playing;
}
}
public void Apply3D(Framework.Audio.AudioListener[] listeners, Framework.Audio.AudioEmitter emitter)
{
}
public void Dispose()
{
}
}
}

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@ -0,0 +1,36 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// Allgemeine Informationen über eine Assembly werden über die folgenden
// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
// die mit einer Assembly verknüpft sind.
[assembly: AssemblyTitle("ANX.SoundSystem.Null")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("ANX.Framework Team")]
[assembly: AssemblyProduct("ANX.SoundSystem.Null")]
[assembly: AssemblyCopyright("Copyright © ANX.Framework Team 2012")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Durch Festlegen von ComVisible auf "false" werden die Typen in dieser Assembly unsichtbar
// für COM-Komponenten. Wenn Sie auf einen Typ in dieser Assembly von
// COM zugreifen müssen, legen Sie das ComVisible-Attribut für diesen Typ auf "true" fest.
[assembly: ComVisible(false)]
// Die folgende GUID bestimmt die ID der Typbibliothek, wenn dieses Projekt für COM verfügbar gemacht wird
[assembly: Guid("2ba4e2e3-4df6-4941-8aca-244f3b48a3f8")]
// Versionsinformationen für eine Assembly bestehen aus den folgenden vier Werten:
//
// Hauptversion
// Nebenversion
// Buildnummer
// Revision
//
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
// übernehmen, indem Sie "*" eingeben:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.*")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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#region Using Statements
using System;
using ANX.Framework.NonXNA;
#endregion
// 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
namespace ANX.SoundSystem.Windows.XAudio
{
public class SupportedPlatformsImpl : ISupportedPlatforms
{
public PlatformName[] Names
{
get
{
return new PlatformName[]
{
PlatformName.Android,
PlatformName.IOS,
PlatformName.Linux,
PlatformName.MacOSX,
PlatformName.PSVita,
PlatformName.Windows7,
PlatformName.WindowsXP,
PlatformName.WindowsVista,
PlatformName.Windows8,
PlatformName.Windows8ModernUI,
};
}
}
}
}