From fea778f673e6a4805727166315ebe8d530140862 Mon Sep 17 00:00:00 2001 From: "SND\\rene87_cp" Date: Tue, 15 Nov 2011 20:04:16 +0000 Subject: [PATCH] add DynamicSoundEffectInstance --- ANX.Framework/ANX.Framework.csproj | 1 + .../Audio/DynamicSoundEffectInstance.cs | 91 +++++++++++++++++++ 2 files changed, 92 insertions(+) create mode 100644 ANX.Framework/Audio/DynamicSoundEffectInstance.cs diff --git a/ANX.Framework/ANX.Framework.csproj b/ANX.Framework/ANX.Framework.csproj index ab9035e4..977baf5c 100644 --- a/ANX.Framework/ANX.Framework.csproj +++ b/ANX.Framework/ANX.Framework.csproj @@ -50,6 +50,7 @@ + diff --git a/ANX.Framework/Audio/DynamicSoundEffectInstance.cs b/ANX.Framework/Audio/DynamicSoundEffectInstance.cs new file mode 100644 index 00000000..90d6b893 --- /dev/null +++ b/ANX.Framework/Audio/DynamicSoundEffectInstance.cs @@ -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 BufferNeeded; + } +}