![]() |
Paradox Game Engine
v1.0.0 beta06
|
Namespaces | |
package | Wave |
Classes | |
class | AudioDevice |
Reprensent an Audio Hardware Device. Can be used when creating an AudioEngine to specify the device on which to play the sound. | |
class | AudioDeviceInvalidatedException |
The exception that is thrown when the audio device became unusable through being unplugged or some other event. More... | |
class | AudioEmitter |
Represents a 3D audio emitter in the audio scene. This object, used in combination with an AudioListener, can simulate 3D audio localization effects for a given sound implementing the IPositionableSound interface. For more details take a look at the IPositionableSound.Apply3D function. More... | |
class | AudioEngine |
Represents the audio engine. In current version, the audio engine necessarily creates its context on the default audio hardware of the device. The audio engine is required when creating or loading sounds. More... | |
class | AudioInitializationException |
The exception that is thrown when audio engine failed to initialized. Most of the time is happens when no hardware is present, or when audio hardware is installed, but it is not enabled or where there is no output connected. More... | |
class | AudioListener |
Represents a 3D audio listener in the audio scene. This object, used in combination with an AudioEmitter, can simulate 3D audio localization effects for a sound implemention the IPositionableSound interface. For more details take a look at the IPositionableSound.Apply3D function. More... | |
class | AudioSystemInternalException |
The exception that is thrown when an internal error happened in the Audio System. That is an error that is not due to the user behaviour. More... | |
class | DynamicSoundEffectInstance |
interface | IPlayableSound |
Interface for a playable sound. A playable sound can loop (ref IsLooped), be played (ref Play), be paused (ref Pause), be resumed (ref Play), be stopped (ref Stop()) and be attenuated (ref Volume). To query the current state of a sound use the PlayState property. To stop a sound after its currently loop use ExitLoop More... | |
interface | IPositionableSound |
Interface for 3D localizable sound. The interface currently supports only mono and stereo sounds (ref Pan). The user can localize its sound with Apply3D by creating one AudioEmitter and one AudioListener respectly corresponding to the source of the sound and the listener. The Pan function enable the user to change the distribution of sound between the left and right speakers. More... | |
interface | IRecorder |
class | Microphone |
Class implementing the IRecoder interface designed to capture microphone audio input. Refer to IRecorder for more details. | |
class | NamespaceDoc |
The SiliconStudio.Paradox.Audio namespace contains types to manage sound and music. More... | |
class | NoMicrophoneConnectedException |
The exception that is thrown when Microphone API calls are made on a disconnected microphone. More... | |
class | SoundBase |
Base class for all the sounds and sound instances. More... | |
class | SoundEffect |
This class provides a loaded sound resource which is localizable in the 3D scene. More... | |
class | SoundEffectInstance |
Instance of a SoundEffect sound which can be independently localized and played. More... | |
class | SoundEffectSerializer |
class | SoundInstanceBase |
Base class for sound that creates voices More... | |
class | SoundMusic |
This class provides a sound resource which is playable but not localizable. More... | |
struct | SoundMusicActionRequest |
A SoundMusic action request aimed for the AudioEngine. | |
struct | SoundMusicEventNotification |
A notification of an SoundMusic event. | |
class | SoundMusicSerializer |
class | ThreadSafeQueue< T > |
Thread safe queue. | |
class | XAudioErrorCodes |
Enumerations | |
enum | AudioChannels { AudioChannels.Mono = 1, AudioChannels.Stereo = 2 } |
Enumeration containing the different audio output configurations. More... | |
enum | AudioDataEncoding { AudioDataEncoding.PCM_8Bits = 8, AudioDataEncoding.PCM_16Bits = 16 } |
Enumeration describing the possible audio data encodings. More... | |
enum | AudioEngineState { AudioEngineState.Running, AudioEngineState.Paused, AudioEngineState.Invalidated, AudioEngineState.Disposed } |
Describe the possible states of the AudioEngine. More... | |
enum | SoundPlayState { SoundPlayState.Playing, SoundPlayState.Paused, SoundPlayState.Stopped } |
Current state (playing, paused, or stopped) of a sound implementing the IPlayableSound interface. More... | |
Enumeration containing the different audio output configurations.
Currently only Mono and Stereo sounds are supported
Enumerator | |
---|---|
Mono |
A 1-channel mono sounds. |
Stereo |
A 2-channels stereo sounds. |
Definition at line 11 of file AudioChannels.cs.
Enumeration describing the possible audio data encodings.
Enumerator | |
---|---|
PCM_8Bits |
Pulse Code Modulation encripted on 8 bits. |
PCM_16Bits |
Pulse Code Modulation encripted on 16 bits. |
Definition at line 9 of file AudioDataEncoding.cs.
Describe the possible states of the AudioEngine.
Definition at line 8 of file AudioEngineState.cs.
Current state (playing, paused, or stopped) of a sound implementing the IPlayableSound interface.
Enumerator | |
---|---|
Playing |
The sound is currently being played. |
Paused |
The sound is currently paused. |
Stopped |
The sound is currently stopped. |
Definition at line 10 of file SoundPlayState.cs.