Audio manager keeps track of what 3D sounds are playing, updating their settings as the camera and entities move around the world, and automatically disposing sound effect instances after they finish playing.
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class | ActiveSound |
| Internal helper class for keeping track of an active 3D sound, and remembering which emitter object it is attached to. More...
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class | Music |
| Music Song Collections. More...
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static void | Dispose () |
| Unloads the sound effect data.
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static void | Clear () |
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static void | LoadSoundEffect (ContentManager Content, object key, string Path) |
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static SoundEffect | GetSound (object key) |
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static SoundEffectInstance | CreateInstance (object key) |
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static void | Stop () |
| Stops all Sound Effects.
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static SoundEffectInstance | PlaySoundNow (object key, float Volume=1, float Pitch=0, bool UseTransitionAlpha=true, bool isLooping=false) |
| Plays a sound right now.
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static void | PlaySound (object sender, object key, float Volume=1, float Pitch=0, bool UseTransitionAlpha=true) |
| Plays a sound. This is placed into a queue to be played as soon as possible. Certain plaftorms will only allow so many Sound Effects at a time.
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static void | PlaySound3D (object sender, object key, bool isLooped, Vector3 position, float pitch=0) |
| Plays a sound. This is placed into a queue to be played as soon as possible. Certain plaftorms will only allow so many Sound Effects at a time.
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static void | Update () |
| Updates the state of the 3D audio system.
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static SoundEffectInstance | Play3DSound (object key, bool isLooped, vxEntity3D emitter) |
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static SoundEffectInstance | Play3DSound (SoundEffect soundEffect, bool isLooped, vxEntity3D emitter) |
| Triggers a new 3D sound Based off of Entity.
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static SoundEffectInstance | Play3DSound (SoundEffect soundEffect, bool isLooped, Vector3 position, Vector3 velocity) |
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static SoundEffectInstance | Play3DSound (SoundEffect soundEffect, bool isLooped, Vector3 position, Vector3 velocity, float pitch) |
| Triggers a new 3D sound Based off of Entity Position.
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static float | MainVolume = 0.5f |
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static float | SoundEffectVolume = 0.5f |
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static float | MusicVolume = 0.5f |
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static List< ActiveSound > | active3DSounds = new List<ActiveSound>() |
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static AudioListener | Listener [get] |
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Audio manager keeps track of what 3D sounds are playing, updating their settings as the camera and entities move around the world, and automatically disposing sound effect instances after they finish playing.
◆ PlaySound()
static void VerticesEngine.Audio.vxAudioManager.PlaySound |
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object | sender, |
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object | key, |
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float | Volume = 1, |
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float | Pitch = 0, |
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bool | UseTransitionAlpha = true ) |
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Plays a sound. This is placed into a queue to be played as soon as possible. Certain plaftorms will only allow so many Sound Effects at a time.
- Parameters
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sender | |
key | |
Volume | |
Pitch | |
UseTransitionAlpha | |
◆ PlaySound3D()
static void VerticesEngine.Audio.vxAudioManager.PlaySound3D |
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object | sender, |
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object | key, |
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bool | isLooped, |
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Vector3 | position, |
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float | pitch = 0 ) |
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Plays a sound. This is placed into a queue to be played as soon as possible. Certain plaftorms will only allow so many Sound Effects at a time.
- Parameters
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sender | |
key | |
isLooped | |
position | |
pitch | |
◆ PlaySoundNow()
static SoundEffectInstance VerticesEngine.Audio.vxAudioManager.PlaySoundNow |
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object | key, |
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float | Volume = 1, |
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float | Pitch = 0, |
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bool | UseTransitionAlpha = true, |
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bool | isLooping = false ) |
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Plays a sound right now.
- Parameters
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sender | |
key | |
Volume | |
Pitch | |
UseTransitionAlpha | |
The documentation for this class was generated from the following file:
- /github/workspace/src/VerticesEngine/src.shared/Audio/vxAudioManager.cs