Table of Contents

Namespace Stride.Audio

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 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

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 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

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