anx.framework/ANX.Framework/Audio/SoundEffectInstance.cs
SND\AstrorEnales_cp 6f759ae509 Build a small tool to check all ANX classes about their Development attributes and generate an html report.
Added Development attributes to all PackedVector classes and Audio classes.
2015-03-15 01:11:20 +01:00

148 lines
3.1 KiB
C#

using System;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.Development;
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.Framework.Audio
{
[PercentageComplete(100)]
[Developer("AstrorEnales")]
[TestState(TestStateAttribute.TestState.InProgress)]
public class SoundEffectInstance : IDisposable
{
#region Private
internal ISoundEffectInstance NativeInstance { get; private set; }
internal bool IsFireAndForget { get; private set; }
#endregion
#region Public
public bool IsDisposed { get; private set; }
public virtual bool IsLooped
{
get { return NativeInstance.IsLooped; }
set { NativeInstance.IsLooped = value; }
}
public float Pan
{
get { return NativeInstance.Pan; }
set { NativeInstance.Pan = value; }
}
public float Pitch
{
get { return NativeInstance.Pitch; }
set { NativeInstance.Pitch = value; }
}
public SoundState State
{
get { return NativeInstance.State; }
}
public float Volume
{
get { return NativeInstance.Volume; }
set { NativeInstance.Volume = value; }
}
#endregion
#region Constructor
protected SoundEffectInstance()
{
}
internal SoundEffectInstance(SoundEffect setParent, bool setIsFireAndForget)
{
IsFireAndForget = setIsFireAndForget;
NativeInstance = GetCreator().CreateSoundEffectInstance(setParent.NativeSoundEffect);
}
~SoundEffectInstance()
{
Dispose();
}
#endregion
internal void SetNativeInstance(IDynamicSoundEffectInstance dynamicInstance)
{
NativeInstance = dynamicInstance;
}
#region GetCreator
private static ISoundSystemCreator GetCreator()
{
return AddInSystemFactory.Instance.GetDefaultCreator<ISoundSystemCreator>();
}
#endregion
#region Apply3D
public void Apply3D(AudioListener listener, AudioEmitter emitter)
{
Apply3D(new[] { listener }, emitter);
}
public void Apply3D(AudioListener[] listeners, AudioEmitter emitter)
{
NativeInstance.Apply3D(listeners, emitter);
}
#endregion
#region Pause
public void Pause()
{
NativeInstance.Pause();
}
#endregion
#region Play
public virtual void Play()
{
NativeInstance.Play();
}
#endregion
#region Resume
public void Resume()
{
NativeInstance.Resume();
}
#endregion
#region Stop
public void Stop()
{
Stop(true);
}
public void Stop(bool immediate)
{
NativeInstance.Stop(immediate);
}
#endregion
#region Dispose
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (NativeInstance != null)
{
NativeInstance.Dispose();
NativeInstance = null;
}
IsDisposed = true;
}
#endregion
}
}