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)