236 lines
5.9 KiB
C#
236 lines
5.9 KiB
C#
using System;
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using System.IO;
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using ANX.Framework.NonXNA;
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using ANX.Framework.NonXNA.SoundSystem;
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.Audio
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{
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public class SoundEffectInstance : IDisposable
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{
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#region Private
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private SoundEffect parent;
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private ISoundEffectInstance nativeInstance;
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internal bool IsFireAndForget
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{
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get;
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private set;
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}
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#endregion
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#region Public
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#region IsDisposed
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public bool IsDisposed
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{
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get;
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private set;
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}
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#endregion
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#region IsLooped
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public virtual bool IsLooped
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{
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get
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{
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return nativeInstance.IsLooped;
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}
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set
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{
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nativeInstance.IsLooped = value;
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}
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}
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#endregion
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#region Pan
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public float Pan
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{
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get
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{
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return nativeInstance.Pan;
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}
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set
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{
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nativeInstance.Pan = value;
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}
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}
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#endregion
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#region Pitch
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public float Pitch
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{
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get
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{
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return nativeInstance.Pitch;
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}
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set
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{
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nativeInstance.Pitch = value;
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}
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}
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#endregion
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#region State
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public SoundState State
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{
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get
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{
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return nativeInstance.State;
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}
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}
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#endregion
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#region Volume
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public float Volume
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{
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get
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{
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return nativeInstance.Volume;
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}
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set
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{
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nativeInstance.Volume = value;
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}
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}
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#endregion
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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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parent = setParent;
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IsFireAndForget = setIsFireAndForget;
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nativeInstance = GetCreator().CreateSoundEffectInstance(
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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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#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 AudioListener[] { 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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