2using Microsoft.Xna.Framework.Audio;
 
   24    public bool IsPlaying => _soundEffectInstance.State == SoundState.Playing;
 
   26    public bool IsStopped => _soundEffectInstance.State == SoundState.Stopped;
 
   28    public bool IsPaused => _soundEffectInstance.State == SoundState.Paused;
 
   64        for (
int i = 0; i < 2; i++)
 
 
   93            _soundEffectInstance.Volume = volume;
 
   97            _soundEffectInstance.Pitch = 
value;
 
  100            _soundEffectInstance.Pan = 
value;
 
 
  107        double num = 31.0 * (double)musicVolume - 25.0 - 11.94;
 
  108        return (
float)
Math.
Pow(10.0, num / 20.0);
 
 
 
static double Pow(double x, double y)
 
DynamicSoundEffectInstance _soundEffectInstance
 
void _soundEffectInstance_BufferNeeded(object sender, EventArgs e)
 
ASoundEffectBasedAudioTrack()
 
void CreateSoundEffect(int sampleRate, AudioChannels channels)
 
void Stop(AudioStopOptions options)
 
virtual void PrepareToPlay()
 
virtual void ReadAheadPutAChunkIntoTheBuffer()
 
const int buffersToCoverFor
 
float ReMapVolumeToMatchXact(float musicVolume)
 
const int bufferCountPerSubmit
 
void SetVariable(string variableName, float value)