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.
- 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
- 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
Structs
Interfaces
- IAudioEngineProvider
Used internally to find the currently active audio engine
- IPlayableSound
Interface for a playable sound. A playable sound can loop (ref IsLooping), 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 set
IsLooping = false;
- 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.
- DynamicSoundSource.AsyncCommand
The possible async commands that can be queued and be handled by subclasses