using System; using ANX.Framework.Audio; using ANX.Framework.NonXNA.SoundSystem; namespace ANX.SoundSystem.OpenAL { public class OpenALSoundEffectInstance : ISoundEffectInstance { #region Private private OpenALSoundEffect parent; #endregion #region Public (TODO) public bool IsLooped { get { throw new NotImplementedException(); } set { throw new NotImplementedException(); } } public float Pan { get { throw new NotImplementedException(); } set { throw new NotImplementedException(); } } public float Pitch { get { throw new NotImplementedException(); } set { throw new NotImplementedException(); } } public SoundState State { get { throw new NotImplementedException(); } } public float Volume { get { throw new NotImplementedException(); } set { throw new NotImplementedException(); } } #endregion #region Constructor internal OpenALSoundEffectInstance(OpenALSoundEffect setParent) { parent = setParent; } #endregion public void Play() { throw new NotImplementedException(); } public void Pause() { throw new NotImplementedException(); } public void Stop(bool immediate) { throw new NotImplementedException(); } public void Resume() { throw new NotImplementedException(); } public void Apply3D(Framework.Audio.AudioListener[] listeners, Framework.Audio.AudioEmitter emitter) { throw new NotImplementedException(); } #region Dispose (TODO) public void Dispose() { throw new NotImplementedException(); } #endregion } }