/Dlls/Delta.ContentSystem.Multimedia.xml
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Possible License(s): Apache-2.0
- <?xml version="1.0"?>
- <doc>
- <assembly>
- <name>Delta.ContentSystem.Multimedia</name>
- </assembly>
- <members>
- <member name="T:Delta.ContentSystem.Multimedia.SoundData">
- <summary>
- Abstract base sound class. Needs to be implemented in the platform
- multimedia module. Native data and properties are set in the derived
- classes.
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Multimedia.SoundData.Get(System.String)">
- <summary>
- Get and load content based on the content name. This method makes sure
- we do not load the same content twice (the constructor is protected).
- </summary>
- <param name="contentName">Content name we want to load, this is
- passed onto the Content System, which will do the actual loading with
- help of the Load method in this class.</param>
- <returns>The loaded Content object, always unique for the same
- name, this helps comparing data.</returns>
- </member>
- <member name="M:Delta.ContentSystem.Multimedia.SoundData.#ctor(System.String)">
- <summary>
- Create base sound class.
- </summary>
- <param name="contentName">Name of the content.</param>
- </member>
- <member name="M:Delta.ContentSystem.Multimedia.SoundData.ToString">
- <summary>
- Return an information string about this SoundData instance.
- </summary>
- <returns>String containing information about the sound data.</returns>
- </member>
- <member name="M:Delta.ContentSystem.Multimedia.SoundData.Load(Delta.ContentSystem.Content)">
- <summary>
- Load sound content data, does nothing. Only properties are assigned.
- No loading happens here (it all happens in Sound), we can obviously
- clone all SoundDatas with the same name as they are not loaded here.
- Note: If a class is interested in the content reload functionality,
- it can just attach itself to the ContentChanged event.
- </summary>
- <param name="alreadyLoadedNativeData">If we already have native data
- loaded, clone it from this instance. Only used if not null. Please
- note that this is only used for other objects that had the same
- RawFileId and are already loaded and returned true for this method.
- </param>
- </member>
- <member name="P:Delta.ContentSystem.Multimedia.SoundData.TimeLength">
- <summary>
- The length in seconds this sound data plays.
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Multimedia.SoundData.Pitch">
- <summary>
- The pitch (speed) of the sound.
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Multimedia.SoundData.Volume">
- <summary>
- The volume of the sound.
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Multimedia.SoundData.Pan">
- <summary>
- For sound we can specify a panning value which is the balance between
- left and right speaker.
- 0.0f = center (default)
- -1.0f = full left
- 1.0f = full right
- </summary>
- </member>
- <member name="T:Delta.ContentSystem.Multimedia.MusicData">
- <summary>
- Abstract base music class for the Delta.Multimedia.Music class. Needs to
- be implemented in the platform multimedia module (similar to Graphic
- classes). Unlike many other data classes this does not contain the data
- yet as it is highly dependant on the native implementation. For example
- in XNA we actually do not load a wav file, we just keep a native
- Sound object, while for OpenTK we load the wav data and set it to a
- stream before releasing it again.
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Multimedia.MusicData.Get(System.String)">
- <summary>
- Get and load content based on the content name. This method makes sure
- we do not load the same content twice (the constructor is protected).
- </summary>
- <param name="contentName">Content name we want to load, this is
- passed onto the Content System, which will do the actual loading with
- help of the Load method in this class.</param>
- <returns>The loaded Content object, always unique for the same
- name, this helps comparing data.</returns>
- </member>
- <member name="M:Delta.ContentSystem.Multimedia.MusicData.#ctor(System.String)">
- <summary>
- Create music data
- </summary>
- <param name="contentName">Name of the content.</param>
- </member>
- <member name="M:Delta.ContentSystem.Multimedia.MusicData.Load(Delta.ContentSystem.Content)">
- <summary>
- Load music content data, does nothing. Only properties are assigned.
- No loading happens here (it all happens in Sound), we can obviously
- clone all SoundDatas with the same name as they are not loaded here.
- Note: If a class is interested in the content reload functionality,
- it can just attach itself to the ContentChanged event.
- </summary>
- <param name="alreadyLoadedNativeData">If we already have native data
- loaded, clone it from this instance. Only used if not null. Please
- note that this is only used for other objects that had the same
- RawFileId and are already loaded and returned true for this method.
- </param>
- </member>
- <member name="P:Delta.ContentSystem.Multimedia.MusicData.TimeLength">
- <summary>
- The length in seconds this music data plays.
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Multimedia.MusicData.MemorySize">
- <summary>
- Change the memory size from the file size to just a small buffer
- that is used by each native implementation.
- </summary>
- </member>
- <member name="T:Delta.ContentSystem.Multimedia.VideoData">
- <summary>
- Video data class, does not contain any native data as this is usually
- done with some external library or platform module that handles
- everything from loading to displaying the video for us.
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Multimedia.VideoData.Get(System.String)">
- <summary>
- Get and load content based on the content name. This method makes sure
- we do not load the same content twice (the constructor is protected).
- </summary>
- <param name="contentName">Content name we want to load, this is
- passed onto the Content System, which will do the actual loading with
- help of the Load method in this class.</param>
- <returns>The loaded Content object, always unique for the same
- name, this helps comparing data.</returns>
- </member>
- <member name="M:Delta.ContentSystem.Multimedia.VideoData.#ctor(System.String)">
- <summary>
- Create base video
- </summary>
- <param name="contentName">Name of the content.</param>
- </member>
- <member name="M:Delta.ContentSystem.Multimedia.VideoData.Load(Delta.ContentSystem.Content)">
- <summary>
- Load video content data, does nothing. Only properties are assigned.
- No loading happens here (it all happens in Sound), we can obviously
- clone all SoundDatas with the same name as they are not loaded here.
- Note: If a class is interested in the content reload functionality,
- it can just attach itself to the ContentChanged event.
- </summary>
- <param name="alreadyLoadedNativeData">If we already have native data
- loaded, clone it from this instance. Only used if not null. Please
- note that this is only used for other objects that had the same
- RawFileId and are already loaded and returned true for this method.
- </param>
- </member>
- <member name="P:Delta.ContentSystem.Multimedia.VideoData.TimeLength">
- <summary>
- The length in seconds this video data plays.
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Multimedia.VideoData.MemorySize">
- <summary>
- Change the memory size from the file size to just a small buffer
- that is used by each native implementation.
- </summary>
- </member>
- </members>
- </doc>