anx.framework/ANX.Framework/Audio/SoundEffectInstance.cs
SND\AstrorEnales_cp 5505f7dcbf - Added PlatformSystem Plugins layer
- Started Windows, Metro and Linux Platform-Plugins
- Moved the RecordingSample to the Samples folder
- Started two samples for using the graphics device in a WinForms and Wpf Editor
- Refactorings in the AddIn-System
- Moved the Window initialization-code to the Platform modules
- Changed the License text in all code files which is now way smaller
- Started ProjectConverter tool which converts all the projects and solution to the target configuration
- Changed the SupportedPlatform names in the Resource files
- Changed the WIN8 define to WINDOWSMETRO which is actually meant
- Removed NLog and started our own Logger class
- Many more stuff...
2012-08-09 09:45:04 +00:00

193 lines
3.1 KiB
C#

using System;
using System.IO;
using ANX.Framework.NonXNA;
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
{
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
}
}