anx.framework/ANX.Framework/Audio/SoundEffectInstance.cs
2012-02-12 11:28:59 +00:00

236 lines
5.9 KiB
C#

using System;
using System.IO;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.SoundSystem;
#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 class SoundEffectInstance : IDisposable
{
#region Private
private SoundEffect parent;
private ISoundEffectInstance nativeInstance;
internal bool IsFireAndForget
{
get;
private set;
}
#endregion
#region Public
#region IsDisposed
public bool IsDisposed
{
get;
private set;
}
#endregion
#region IsLooped
public virtual bool IsLooped
{
get
{
return nativeInstance.IsLooped;
}
set
{
nativeInstance.IsLooped = value;
}
}
#endregion
#region Pan
public float Pan
{
get
{
return nativeInstance.Pan;
}
set
{
nativeInstance.Pan = value;
}
}
#endregion
#region Pitch
public float Pitch
{
get
{
return nativeInstance.Pitch;
}
set
{
nativeInstance.Pitch = value;
}
}
#endregion
#region State
public SoundState State
{
get
{
return nativeInstance.State;
}
}
#endregion
#region Volume
public float Volume
{
get
{
return nativeInstance.Volume;
}
set
{
nativeInstance.Volume = value;
}
}
#endregion
#endregion
#region Constructor
protected SoundEffectInstance()
{
}
internal SoundEffectInstance(SoundEffect setParent, bool setIsFireAndForget)
{
parent = setParent;
IsFireAndForget = setIsFireAndForget;
nativeInstance = GetCreator().CreateSoundEffectInstance(
setParent.nativeSoundEffect);
}
~SoundEffectInstance()
{
Dispose();
}
#endregion
#region GetCreator
private static ISoundSystemCreator GetCreator()
{
return AddInSystemFactory.Instance.GetDefaultCreator<ISoundSystemCreator>();
}
#endregion
#region Apply3D
public void Apply3D(AudioListener listener, AudioEmitter emitter)
{
Apply3D(new AudioListener[] { 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
}
}