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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 | #region License /* FNA - XNA4 Reimplementation for Desktop Platforms * Copyright 2009-2016 Ethan Lee and the MonoGame Team * * Released under the Microsoft Public License. * See LICENSE for details. */ #endregion #region Using Statements using System; using System.Collections.Generic; using System.Collections.ObjectModel; #endregion namespace Microsoft.Xna.Framework.Audio { /* This is a device that deliberately does as little as possible, allowing * for no sound without throwing NoAudioHardwareExceptions. This is not a * part of the XNA4 spec, however, so behavior here is entirely undefined! * -flibit */ internal class NullDevice : IALDevice { private class NullBuffer : IALBuffer { public TimeSpan Duration { get { // FIXME: Maybe read the PCM/ADPCM lengths? -flibit return TimeSpan.Zero; } } } private class NullSource : IALSource { } private class NullReverb : IALReverb { } public void Update() { // No-op, duh. } public void Dispose() { // No-op, duh. } public ReadOnlyCollection<RendererDetail> GetDevices() { return new ReadOnlyCollection<RendererDetail>( new List<RendererDetail>() ); } public ReadOnlyCollection<Microphone> GetCaptureDevices() { return new ReadOnlyCollection<Microphone>( new List<Microphone>() ); } public IALBuffer GenBuffer() { return new NullBuffer(); } public IALBuffer GenBuffer( byte [] data, uint sampleRate, uint channels, uint loopStart, uint loopEnd, bool isADPCM, uint formatParameter ) { return new NullBuffer(); } public void DeleteBuffer(IALBuffer buffer) { // No-op, duh. } public void SetBufferData( IALBuffer buffer, AudioChannels channels, byte [] data, int offset, int count, int sampleRate ) { // No-op, duh. } public void SetBufferData( IALBuffer buffer, AudioChannels channels, float [] data, int offset, int count, int sampleRate ) { // No-op, duh. } public IALSource GenSource() { return new NullSource(); } public IALSource GenSource(IALBuffer buffer) { return new NullSource(); } public void StopAndDisposeSource(IALSource source) { // No-op, duh. } public void PlaySource(IALSource source) { // No-op, duh. } public void PauseSource(IALSource source) { // No-op, duh. } public void ResumeSource(IALSource source) { // No-op, duh. } public SoundState GetSourceState(IALSource source) { /* FIXME: This return value is highly volatile! * You can't necessarily do Stopped, because then stuff like Song * explodes, but SoundState.Playing doesn't make a whole lot of * sense either. This at least prevents annoyances like Song errors * from happening and, for the most part, claims to be "playing" * depending on how you ask for a source's state. * -flibit */ return SoundState.Paused; } public void SetSourceVolume(IALSource source, float volume) { // No-op, duh. } public void SetSourceLooped(IALSource source, bool looped) { // No-op, duh. } public void SetSourcePan(IALSource source, float pan) { // No-op, duh. } public void SetSourcePosition(IALSource source, Vector3 pos) { // No-op, duh. } public void SetSourcePitch(IALSource source, float pitch, bool clamp) { // No-op, duh. } public void SetSourceReverb(IALSource source, IALReverb reverb) { // No-op, duh. } public void SetSourceLowPassFilter(IALSource source, float hfGain) { // No-op, duh. } public void SetSourceHighPassFilter(IALSource source, float lfGain) { // No-op, duh. } public void SetSourceBandPassFilter(IALSource source, float hfGain, float lfGain) { // No-op, duh. } public void QueueSourceBuffer(IALSource source, IALBuffer buffer) { // No-op, duh. } public void DequeueSourceBuffers( IALSource source, int buffersToDequeue, Queue<IALBuffer> errorCheck ) { // No-op, duh. } public int CheckProcessedBuffers(IALSource source) { return 0; } public void GetBufferData( IALSource source, IALBuffer[] buffer, float [] samples, AudioChannels channels ) { // No-op, duh. } public IALReverb GenReverb(DSPParameter[] parameters) { return new NullReverb(); } public void DeleteReverb(IALReverb reverb) { // No-op, duh. } public void CommitReverbChanges(IALReverb reverb) { // No-op, duh. } public void SetReverbReflectionsDelay(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbDelay(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbPositionLeft(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbPositionRight(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbPositionLeftMatrix(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbPositionRightMatrix(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbEarlyDiffusion(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbLateDiffusion(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbLowEQGain(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbLowEQCutoff(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbHighEQGain(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbHighEQCutoff(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbRearDelay(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbRoomFilterFrequency(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbRoomFilterMain(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbRoomFilterHighFrequency(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbReflectionsGain(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbGain(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbDecayTime(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbDensity(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbRoomSize(IALReverb reverb, float value) { // No-op, duh. } public void SetReverbWetDryMix(IALReverb reverb, float value) { // No-op, duh. } public IntPtr StartDeviceCapture( string name, int sampleRate, int bufSize) { return IntPtr.Zero; } public void StopDeviceCapture(IntPtr handle) { // No-op, duh. } public int CaptureSamples(IntPtr handle, IntPtr buffer, int count) { return 0; } public bool CaptureHasSamples(IntPtr handle) { return false ; } } } |