- 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...
193 lines
3.1 KiB
C#
193 lines
3.1 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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// 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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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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