FineAudio/README.md

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This is FineAudio, a replacement for FNA's Audio subsystem.
About FineAudio
----------------
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.
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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 `AddBuffer` method.
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Usage
-----
Create the AudioDevice:
```cs
AudioDevice = new FineAudio.AudioDevice();
```
Load your sound effects and music:
```cs
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StaticSound.Load(AudioDevice, "sword.wav");
StreamingSoundOgg.Load(AudioDevice, "my_song.ogg");
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```
Sound playback is controlled via sound instances.
Streaming sounds are already instances, but static sounds need to have instances created from them.
```cs
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var swordSound = StaticSound.LoadWav(AudioDevice, "sword.wav");
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var swordSoundInstance = swordSound.GetInstance();
swordSoundInstance.Play();
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MySong = StreamingSoundOgg.Load(AudioDevice, "my_song.ogg");
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MySong.Seek(6f); // seek to 6 seconds
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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.
License
-------
FineAudio is licensed under the zlib license. See LICENSE for details.