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    Stride.Audio Namespace

    Classes

    AudioDevice

    Reprensent an Audio Hardware Device. Can be used when creating an AudioEngine to specify the device on which to play the sound.

    AudioDeviceInvalidatedException

    The exception that is thrown when the audio device became unusable through being unplugged or some other event.

    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 Apply3D(AudioEmitter) function.

    AudioEmitterProcessor

    Processor in charge of updating the AudioEmitterComponents.

    AudioEmitterProcessor.AssociatedData

    Data associated to each Entity instances of the system having an AudioEmitterComponent and an TransformComponent.

    AudioEmitterSoundController

    This class is used to control a SoundBase associated to a AudioEmitterComponent.

    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.

    AudioEngineFactory

    AudioEngineSettings

    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.

    AudioLayer

    Wrapper around OpenAL

    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 Apply3D(AudioEmitter) function.

    AudioListenerProcessor

    Processor in charge of creating and updating the AudioListener data associated to the scene AudioListenerComponents.

    AudioSystem

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

    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.

    CompressedSoundPacket

    Used internally in SoundAsset

    DynamicSoundSource

    NoMicrophoneConnectedException

    The exception that is thrown when Stride.Audio.Microphone API calls are made on a disconnected microphone.

    Sound

    Sound content.

    SoundBase

    Base class for a Sound content.

    SoundInstance

    Base class for sound that creates voices

    SoundInstanceStreamedBuffer

    A Sound Instance where the SoundSource comes from a StreamedBufferSoundSource, and implementing ISynchronizedMediaExtractor interface

    StreamedBufferSound

    Sound streamed buffer

    StreamedBufferSoundSource

    TimeSpanExtensions

    Structs

    AudioLayer.Buffer

    AudioLayer.Device

    AudioLayer.Listener

    AudioLayer.Source

    Interfaces

    IAudioEngineProvider

    Used internally to find the currently active audio engine

    IPlayableSound

    Interface for a playable sound. A playable sound can loop (ref ), 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

    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(AudioEmitter) 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.

    Enums

    AudioEngineState

    Describe the possible states of the AudioEngine.

    AudioLayer.BufferType

    AudioLayer.DeviceFlags

    DynamicSoundSource.AsyncCommand

    The possible async commands that can be queued and be handled by subclasses

    HrtfEnvironment

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