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Audio class reference
SoundEffectInstance Play(SoundEffect cue, AudioBus bus = null)
SoundEffectInstance Play(SoundEffect cue, double delaySeconds, AudioBus bus = null)
Play a sound effect with an optional delay through the given audio bus, returning a handle to the new playing instance. Passing null for the audio bus automatically routes the sound through the master audio bus
SoundEffectInstance Play3D(SoundEffect cue, Vec3 position, AudioBus bus = null)
SoundEffectInstance Play3D(SoundEffect cue, Vec3 position, double delaySeconds, AudioBus bus = null)
Same as Play, but plays the sound at the given position with 3D spatialization enabled.
SoundEffectInstance PlaySong(Song song, AudioBus bus = null)
- Plays the given Song structure and returns a handle to the playing instance. Songs can have an optional non-looping intro SoundEffect and a looping SoundEffect.
Vec3 ListenerPosition { get; set; }
- Gets or sets the listener position, which affects the distance attenuation and panning of 3D sounds
Vec3 ListenerForward { get; set; }
- Gets or sets the forward vector of the listener, which affects the panning of 3D sounds
Vec3 ListenerUp { get; set; }
- Gets or sets the up vector of the listener, which affects the panning of 3D sounds
Vec3 ListenerVelocity { get; set; }
- Gets or sets the current velocity of the listener, which results in the doppler effect for pitch-shifting 3D sounds
float SpeedOfSound { get; set; }
- Gets or sets the global speed of sound. Affects the scale of doppler effect pitch shifting.
AudioBus MasterBus { get; }
- Gets the global master bus
Getting Started
Drawing Sprites
Loading & Applying Effects
Loading Textures
Creating vertex & index buffers and drawing geometry
Using render buffers
Playing sound effects & music
Routing sound through buses & applying filters
Game
GameWindow
GraphicsDevice
SpriteBatch
Audio
Keyboard
Mouse
GamepadDevice