add DynamicSoundEffectInstance

This commit is contained in:
SND\rene87_cp 2011-11-15 20:04:16 +00:00
parent b7c880602e
commit fea778f673
2 changed files with 92 additions and 0 deletions

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@ -50,6 +50,7 @@
<Compile Include="Audio\AudioEmitter.cs" />
<Compile Include="Audio\AudioListener.cs" />
<Compile Include="Audio\AudioStopOptions.cs" />
<Compile Include="Audio\DynamicSoundEffectInstance.cs" />
<Compile Include="Audio\Microphone.cs" />
<Compile Include="Audio\MicrophoneState.cs" />
<Compile Include="Audio\RendererDetail.cs" />

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@ -0,0 +1,91 @@
#region Using Statements
using System;
using System.IO;
#endregion // Using Statements
#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.Framework.Audio
{
public sealed class DynamicSoundEffectInstance : SoundEffectInstance
{
public DynamicSoundEffectInstance(int sampleRate, AudioChannels channels)
{
}
public override bool IsLooped { get { return false; } set { } }
public int PendingBufferCount { get { throw new NotImplementedException(); } }
public TimeSpan GetSampleDuration(int sizeInBytes)
{
throw new NotImplementedException();
}
public int GetSampleSizeInBytes(TimeSpan duration)
{
throw new NotImplementedException();
}
public override void Play()
{
}
public void SubmitBuffer(byte[] buffer)
{
}
public void SubmitBuffer(byte[] buffer, int offset, int count)
{
}
protected override void Dispose(bool disposing)
{
}
public event EventHandler<EventArgs> BufferNeeded;
}
}