Paradox Game Engine  v1.0.0 beta06
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Package SiliconStudio.Paradox.Audio

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 Type Documentation

Enumeration containing the different audio output configurations.

Currently only Mono and Stereo sounds are supported

See also
DynamicSoundEffectInstance
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.

Enumerator
Running 

The audio engine is currently running.

Paused 

The audio engine is currently paused. Any calls to play will be dropped.

Invalidated 

The audio engine is not currently usable due to missing audio hardware or unplugged audio output.

Disposed 

The audio engine is disposed. The current instance cannot be used to play or create sounds anymore.

Definition at line 8 of file AudioEngineState.cs.

Current state (playing, paused, or stopped) of a sound implementing the IPlayableSound interface.

See also
IPlayableSound
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.