Paradox Game Engine  v1.0.0 beta06
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SiliconStudio.Paradox.Engine.AudioSystem Class Reference

The Audio System. It creates an underlying instance of AudioEngine. More...

Inheritance diagram for SiliconStudio.Paradox.Engine.AudioSystem:
SiliconStudio.Paradox.GameSystem SiliconStudio.Paradox.Games.GameSystemBase SiliconStudio.Core.ComponentBase SiliconStudio.Paradox.Games.IGameSystemBase SiliconStudio.Paradox.Games.IUpdateable SiliconStudio.Paradox.Games.IDrawable SiliconStudio.Paradox.Games.IContentable SiliconStudio.Core.IComponent SiliconStudio.Core.ICollectorHolder SiliconStudio.Core.IReferencable SiliconStudio.Core.IComponent SiliconStudio.Core.IReferencable SiliconStudio.Core.IReferencable

Public Member Functions

 AudioSystem (IServiceRegistry registry)
 Create an new instance of AudioSystem More...
 
override void Initialize ()
 This method is called when the component is added to the game. More...
 
void AddListener (AudioListenerComponent listener)
 Add and activate a AudioListenerComponent to the Audio System. After this call sounds played via AudioEmitterSoundControllers will be heard by this listener. More...
 
void RemoveListener (AudioListenerComponent listener)
 Remove a AudioListenerComponent from the Audio System. After this call sounds played via AudioEmitterSoundControllers will not be heard by this listener anymore. More...
 
override void Update (GameTime gameTime)
 This method is called when this game component is updated. More...
 
- Public Member Functions inherited from SiliconStudio.Paradox.Games.GameSystemBase
virtual bool BeginDraw ()
 Starts the drawing of a frame. This method is followed by calls to Draw and EndDraw. More...
 
virtual void Draw (GameTime gameTime)
 Draws this instance. More...
 
virtual void EndDraw ()
 Ends the drawing of a frame. This method is preceeded by calls to Draw and BeginDraw. More...
 
- Public Member Functions inherited from SiliconStudio.Core.ComponentBase
void Dispose ()
 
override string ToString ()
 

Protected Member Functions

override void Destroy ()
 Disposes of object resources. More...
 
- Protected Member Functions inherited from SiliconStudio.Paradox.GameSystem
 GameSystem (IServiceRegistry registry)
 
- Protected Member Functions inherited from SiliconStudio.Paradox.Games.GameSystemBase
 GameSystemBase (IServiceRegistry registry)
 Initializes a new instance of the GameSystemBase class. More...
 
virtual void OnDrawOrderChanged (object source, EventArgs e)
 
virtual void OnUpdateOrderChanged (object source, EventArgs e)
 
virtual void LoadContent ()
 Loads the assets. More...
 
virtual void UnloadContent ()
 Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources. More...
 
- Protected Member Functions inherited from SiliconStudio.Core.ComponentBase
 ComponentBase ()
 Initializes a new instance of the ComponentBase class. More...
 
 ComponentBase (string name)
 Initializes a new instance of the ComponentBase class. More...
 
virtual void OnNameChanged ()
 Called when Name property was changed. More...
 

Properties

AudioEngine AudioEngine [get, set]
 The underlying AudioEngine. This instance can be used to possibly create DynamicSoundEffectInstance. More...
 
- Properties inherited from SiliconStudio.Paradox.GameSystem
InputManager Input [get, set]
 
EntitySystem Entities [get, set]
 
- Properties inherited from SiliconStudio.Paradox.Games.GameSystemBase
GameBase Game [get]
 Gets the Game associated with this GameSystemBase. This value can be null in a mock environment. More...
 
IServiceRegistry Services [get]
 Gets the services registry. More...
 
IAssetManager Asset [get]
 Gets the content manager. More...
 
GraphicsDevice GraphicsDevice [get]
 Gets the graphics device. More...
 
bool Visible [get, set]
 
int DrawOrder [get, set]
 
bool Enabled [get, set]
 
int UpdateOrder [get, set]
 
- Properties inherited from SiliconStudio.Core.ComponentBase
long Id [get, set]
 
string Name [get, set]
 Gets or sets the name of this component. More...
 
bool IsDisposed [get, set]
 Has the component been disposed or not yet. More...
 
- Properties inherited from SiliconStudio.Core.IComponent
long Id [get]
 Gets the id of this component. More...
 
string Name [get]
 Gets the name of this component. More...
 
- Properties inherited from SiliconStudio.Core.IReferencable
int ReferenceCount [get]
 Gets the reference count of this instance. More...
 
- Properties inherited from SiliconStudio.Core.ICollectorHolder
ObjectCollector Collector [get]
 Gets the collector. More...
 
- Properties inherited from SiliconStudio.Paradox.Games.IUpdateable
bool Enabled [get]
 Gets a value indicating whether the game component's Update method should be called by GameBase.Update. More...
 
int UpdateOrder [get]
 Gets the update order relative to other game components. Lower values are updated first. More...
 
- Properties inherited from SiliconStudio.Paradox.Games.IDrawable
bool Visible [get]
 Gets a value indicating whether the Draw method should be called by GameBase.Draw. More...
 
int DrawOrder [get]
 Gets the draw order relative to other objects. IDrawable objects with a lower value are drawn first. More...
 

Additional Inherited Members

- Public Attributes inherited from SiliconStudio.Core.ComponentBase
PropertyContainer Tags
 Gets the attached properties to this component. More...
 
- Events inherited from SiliconStudio.Paradox.Games.GameSystemBase
EventHandler< EventArgsDrawOrderChanged
 
EventHandler< EventArgsVisibleChanged
 
EventHandler< EventArgsEnabledChanged
 
EventHandler< EventArgsUpdateOrderChanged
 
- Events inherited from SiliconStudio.Paradox.Games.IUpdateable
EventHandler< EventArgsEnabledChanged
 Occurs when the Enabled property changes. More...
 
EventHandler< EventArgsUpdateOrderChanged
 Occurs when the UpdateOrder property changes. More...
 
- Events inherited from SiliconStudio.Paradox.Games.IDrawable
EventHandler< EventArgsDrawOrderChanged
 Occurs when the DrawOrder property changes. More...
 
EventHandler< EventArgsVisibleChanged
 Occurs when the Visible property changes. More...
 

Detailed Description

The Audio System. It creates an underlying instance of AudioEngine.

Definition at line 16 of file AudioSystem.cs.

Constructor & Destructor Documentation

SiliconStudio.Paradox.Engine.AudioSystem.AudioSystem ( IServiceRegistry  registry)

Create an new instance of AudioSystem

Parameters
registryThe service registry in which to register the AudioSystem services

Definition at line 22 of file AudioSystem.cs.

Member Function Documentation

void SiliconStudio.Paradox.Engine.AudioSystem.AddListener ( AudioListenerComponent  listener)

Add and activate a AudioListenerComponent to the Audio System. After this call sounds played via AudioEmitterSoundControllers will be heard by this listener.

Parameters
listenerThe listener to add to the audio system.

Adding a listener already added as no effects.

Definition at line 60 of file AudioSystem.cs.

override void SiliconStudio.Paradox.Engine.AudioSystem.Destroy ( )
protectedvirtual

Disposes of object resources.

Reimplemented from SiliconStudio.Core.ComponentBase.

Definition at line 88 of file AudioSystem.cs.

override void SiliconStudio.Paradox.Engine.AudioSystem.Initialize ( )
virtual

This method is called when the component is added to the game.

This method can be used for tasks like querying for services the component needs and setting up non-graphics resources.

Reimplemented from SiliconStudio.Paradox.Games.GameSystemBase.

Definition at line 46 of file AudioSystem.cs.

void SiliconStudio.Paradox.Engine.AudioSystem.RemoveListener ( AudioListenerComponent  listener)

Remove a AudioListenerComponent from the Audio System. After this call sounds played via AudioEmitterSoundControllers will not be heard by this listener anymore.

Parameters
listenerThe listener to remove from the audio system.
Exceptions
System.ArgumentExceptionThe provided listener was not present in the Audio System.

Definition at line 72 of file AudioSystem.cs.

override void SiliconStudio.Paradox.Engine.AudioSystem.Update ( GameTime  gameTime)
virtual

This method is called when this game component is updated.

Parameters
gameTimeThe current timing.

Reimplemented from SiliconStudio.Paradox.Games.GameSystemBase.

Definition at line 80 of file AudioSystem.cs.

Property Documentation

AudioEngine SiliconStudio.Paradox.Engine.AudioSystem.AudioEngine
getset

The underlying AudioEngine. This instance can be used to possibly create DynamicSoundEffectInstance.

The audio engine.

Definition at line 35 of file AudioSystem.cs.


The documentation for this class was generated from the following file: