148 lines
3.1 KiB
C#
148 lines
3.1 KiB
C#
using System;
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using ANX.Framework.NonXNA;
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using ANX.Framework.NonXNA.Development;
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using ANX.Framework.NonXNA.SoundSystem;
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.Framework.Audio
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{
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[PercentageComplete(100)]
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[Developer("AstrorEnales")]
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[TestState(TestStateAttribute.TestState.InProgress)]
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public class SoundEffectInstance : IDisposable
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{
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#region Private
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internal ISoundEffectInstance NativeInstance { get; private set; }
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internal bool IsFireAndForget { get; private set; }
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#endregion
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#region Public
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public bool IsDisposed { get; private set; }
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public virtual bool IsLooped
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{
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get { return NativeInstance.IsLooped; }
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set { NativeInstance.IsLooped = value; }
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}
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public float Pan
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{
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get { return NativeInstance.Pan; }
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set { NativeInstance.Pan = value; }
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}
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public float Pitch
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{
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get { return NativeInstance.Pitch; }
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set { NativeInstance.Pitch = value; }
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}
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public SoundState State
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{
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get { return NativeInstance.State; }
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}
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public float Volume
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{
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get { return NativeInstance.Volume; }
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set { NativeInstance.Volume = value; }
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}
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#endregion
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#region Constructor
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protected SoundEffectInstance()
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{
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}
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internal SoundEffectInstance(SoundEffect setParent, bool setIsFireAndForget)
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{
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IsFireAndForget = setIsFireAndForget;
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NativeInstance = GetCreator().CreateSoundEffectInstance(setParent.NativeSoundEffect);
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}
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~SoundEffectInstance()
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{
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Dispose();
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}
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#endregion
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internal void SetNativeInstance(IDynamicSoundEffectInstance dynamicInstance)
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{
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NativeInstance = dynamicInstance;
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}
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#region GetCreator
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private static ISoundSystemCreator GetCreator()
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{
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return AddInSystemFactory.Instance.GetDefaultCreator<ISoundSystemCreator>();
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}
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#endregion
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#region Apply3D
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public void Apply3D(AudioListener listener, AudioEmitter emitter)
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{
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Apply3D(new[] { listener }, emitter);
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}
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public void Apply3D(AudioListener[] listeners, AudioEmitter emitter)
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{
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NativeInstance.Apply3D(listeners, emitter);
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}
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#endregion
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#region Pause
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public void Pause()
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{
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NativeInstance.Pause();
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}
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#endregion
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#region Play
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public virtual void Play()
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{
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NativeInstance.Play();
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}
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#endregion
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#region Resume
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public void Resume()
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{
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NativeInstance.Resume();
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}
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#endregion
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#region Stop
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public void Stop()
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{
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Stop(true);
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}
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public void Stop(bool immediate)
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{
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NativeInstance.Stop(immediate);
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}
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#endregion
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#region Dispose
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (NativeInstance != null)
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{
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NativeInstance.Dispose();
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NativeInstance = null;
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}
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IsDisposed = true;
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}
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#endregion
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}
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}
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