|cosmonaut 37948ce79f||1 year ago|
|src||1 year ago|
|.gitignore||1 year ago|
|FineAudio.Core.csproj||1 year ago|
|FineAudio.csproj||1 year ago|
|LICENSE||1 year ago|
|README.md||1 year ago|
This is FineAudio, a replacement for FNA's Audio subsystem.
FineAudio is basically MoonWorks Audio with an FNA dependency.
It intends to deal with some of the missing pieces of XNA audio and make it easier to use.
Supported formats are WAV for static audio and OGG for streaming audio.
You can also add your own streaming format support by inheriting the
StreamingSound class and implementing the
Create the AudioDevice:
AudioDevice = new FineAudio.AudioDevice();
Load your sound effects and music:
StaticSound.Load(AudioDevice, "sword.wav"); StreamingSoundOgg.Load(AudioDevice, "my_song.ogg");
Sound playback is controlled via sound instances. Streaming sounds are already instances, but static sounds need to have instances created from them.
var swordSound = StaticSound.LoadWav(AudioDevice, "sword.wav"); var swordSoundInstance = swordSound.GetInstance(); swordSoundInstance.Play(); MySong = StreamingSoundOgg.Load(AudioDevice, "my_song.ogg"); MySong.Seek(6f); // seek to 6 seconds MySong.Play();
You are responsible for managing these instances! If you lose track of sound instances, unpredictable things will happen, like sudden interruption of playback or memory leaks.
FineAudio is licensed under the zlib license. See LICENSE for details.