using System; using System.IO; using ANX.Framework.Audio; using ANX.Framework.NonXNA; using ANX.Framework.NonXNA.SoundSystem; // 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 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 } }