Class SoundEffectInstance
Represents a single instance of a playing, paused, or stopped sound.
public class SoundEffectInstance : IDisposable
- Inheritance
-
SoundEffectInstance
- Implements
- Derived
- Inherited Members
Remarks
SoundEffectInstances are created through SoundEffect.CreateInstance() and used internally by SoundEffect.Play()
Properties
IsDisposed
Indicates whether the object is disposed.
public bool IsDisposed { get; }
Property Value
IsLooped
Enables or Disables whether the SoundEffectInstance should repeat after playback.
public virtual bool IsLooped { get; set; }
Property Value
Remarks
This value has no effect on an already playing sound.
Pan
Gets or sets the pan, or speaker balance..
public float Pan { get; set; }
Property Value
- float
Pan value ranging from -1.0 (left speaker) to 0.0 (centered), 1.0 (right speaker). Values outside of this range will throw an exception.
Pitch
Gets or sets the pitch adjustment.
public float Pitch { get; set; }
Property Value
- float
Pitch adjustment, ranging from -1.0 (down an octave) to 0.0 (no change) to 1.0 (up an octave). Values outside of this range will throw an Exception.
State
Gets the SoundEffectInstance's current playback state.
public virtual SoundState State { get; }
Property Value
Volume
Gets or sets the volume of the SoundEffectInstance.
public float Volume { get; set; }
Property Value
- float
Volume, ranging from 0.0 (silence) to 1.0 (full volume). Volume during playback is scaled by SoundEffect.MasterVolume.
Remarks
This is the volume relative to SoundEffect.MasterVolume. Before playback, this Volume property is multiplied by SoundEffect.MasterVolume when determining the final mix volume.
Methods
Apply3D(AudioListener, AudioEmitter)
Applies 3D positioning to the SoundEffectInstance using a single listener.
public void Apply3D(AudioListener listener, AudioEmitter emitter)
Parameters
listener
AudioListenerData about the listener.
emitter
AudioEmitterData about the source of emission.
Apply3D(AudioListener[], AudioEmitter)
Applies 3D positioning to the SoundEffectInstance using multiple listeners.
public void Apply3D(AudioListener[] listeners, AudioEmitter emitter)
Parameters
listeners
AudioListener[]Data about each listener.
emitter
AudioEmitterData about the source of emission.
Dispose()
Releases the resources held by this SoundEffectInstance.
public void Dispose()
Dispose(bool)
Releases the resources held by this SoundEffectInstance.
protected virtual void Dispose(bool disposing)
Parameters
disposing
boolIf set to
true
, Dispose was called explicitly.
Remarks
If the disposing parameter is true, the Dispose method was called explicitly. This means that managed objects referenced by this instance should be disposed or released as required. If the disposing parameter is false, Dispose was called by the finalizer and no managed objects should be touched because we do not know if they are still valid or not at that time. Unmanaged resources should always be released.
~SoundEffectInstance()
Releases unmanaged resources and performs other cleanup operations before the SoundEffectInstance is reclaimed by garbage collection.
protected ~SoundEffectInstance()
Pause()
Pauses playback of a SoundEffectInstance.
public virtual void Pause()
Remarks
Paused instances can be resumed with SoundEffectInstance.Play() or SoundEffectInstance.Resume().
Play()
Plays or resumes a SoundEffectInstance.
public virtual void Play()
Remarks
Throws an exception if more sounds are playing than the platform allows.
Resume()
Resumes playback for a SoundEffectInstance.
public virtual void Resume()
Remarks
Only has effect on a SoundEffectInstance in a paused state.
Stop()
Immediately stops playing a SoundEffectInstance.
public virtual void Stop()
Stop(bool)
Stops playing a SoundEffectInstance, either immediately or as authored.
public virtual void Stop(bool immediate)
Parameters
immediate
boolDetermined whether the sound stops immediately, or after playing its release phase and/or transitions.
Remarks
Stopping a sound with the immediate argument set to false will allow it to play any release phases, such as fade, before coming to a stop.