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/Dlls/Delta.ContentSystem.Multimedia.xml

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Possible License(s): Apache-2.0
  1. <?xml version="1.0"?>
  2. <doc>
  3. <assembly>
  4. <name>Delta.ContentSystem.Multimedia</name>
  5. </assembly>
  6. <members>
  7. <member name="T:Delta.ContentSystem.Multimedia.SoundData">
  8. <summary>
  9. Abstract base sound class. Needs to be implemented in the platform
  10. multimedia module. Native data and properties are set in the derived
  11. classes.
  12. </summary>
  13. </member>
  14. <member name="M:Delta.ContentSystem.Multimedia.SoundData.Get(System.String)">
  15. <summary>
  16. Get and load content based on the content name. This method makes sure
  17. we do not load the same content twice (the constructor is protected).
  18. </summary>
  19. <param name="contentName">Content name we want to load, this is
  20. passed onto the Content System, which will do the actual loading with
  21. help of the Load method in this class.</param>
  22. <returns>The loaded Content object, always unique for the same
  23. name, this helps comparing data.</returns>
  24. </member>
  25. <member name="M:Delta.ContentSystem.Multimedia.SoundData.#ctor(System.String)">
  26. <summary>
  27. Create base sound class.
  28. </summary>
  29. <param name="contentName">Name of the content.</param>
  30. </member>
  31. <member name="M:Delta.ContentSystem.Multimedia.SoundData.ToString">
  32. <summary>
  33. Return an information string about this SoundData instance.
  34. </summary>
  35. <returns>String containing information about the sound data.</returns>
  36. </member>
  37. <member name="M:Delta.ContentSystem.Multimedia.SoundData.Load(Delta.ContentSystem.Content)">
  38. <summary>
  39. Load sound content data, does nothing. Only properties are assigned.
  40. No loading happens here (it all happens in Sound), we can obviously
  41. clone all SoundDatas with the same name as they are not loaded here.
  42. Note: If a class is interested in the content reload functionality,
  43. it can just attach itself to the ContentChanged event.
  44. </summary>
  45. <param name="alreadyLoadedNativeData">If we already have native data
  46. loaded, clone it from this instance. Only used if not null. Please
  47. note that this is only used for other objects that had the same
  48. RawFileId and are already loaded and returned true for this method.
  49. </param>
  50. </member>
  51. <member name="P:Delta.ContentSystem.Multimedia.SoundData.TimeLength">
  52. <summary>
  53. The length in seconds this sound data plays.
  54. </summary>
  55. </member>
  56. <member name="P:Delta.ContentSystem.Multimedia.SoundData.Pitch">
  57. <summary>
  58. The pitch (speed) of the sound.
  59. </summary>
  60. </member>
  61. <member name="P:Delta.ContentSystem.Multimedia.SoundData.Volume">
  62. <summary>
  63. The volume of the sound.
  64. </summary>
  65. </member>
  66. <member name="P:Delta.ContentSystem.Multimedia.SoundData.Pan">
  67. <summary>
  68. For sound we can specify a panning value which is the balance between
  69. left and right speaker.
  70. 0.0f = center (default)
  71. -1.0f = full left
  72. 1.0f = full right
  73. </summary>
  74. </member>
  75. <member name="T:Delta.ContentSystem.Multimedia.MusicData">
  76. <summary>
  77. Abstract base music class for the Delta.Multimedia.Music class. Needs to
  78. be implemented in the platform multimedia module (similar to Graphic
  79. classes). Unlike many other data classes this does not contain the data
  80. yet as it is highly dependant on the native implementation. For example
  81. in XNA we actually do not load a wav file, we just keep a native
  82. Sound object, while for OpenTK we load the wav data and set it to a
  83. stream before releasing it again.
  84. </summary>
  85. </member>
  86. <member name="M:Delta.ContentSystem.Multimedia.MusicData.Get(System.String)">
  87. <summary>
  88. Get and load content based on the content name. This method makes sure
  89. we do not load the same content twice (the constructor is protected).
  90. </summary>
  91. <param name="contentName">Content name we want to load, this is
  92. passed onto the Content System, which will do the actual loading with
  93. help of the Load method in this class.</param>
  94. <returns>The loaded Content object, always unique for the same
  95. name, this helps comparing data.</returns>
  96. </member>
  97. <member name="M:Delta.ContentSystem.Multimedia.MusicData.#ctor(System.String)">
  98. <summary>
  99. Create music data
  100. </summary>
  101. <param name="contentName">Name of the content.</param>
  102. </member>
  103. <member name="M:Delta.ContentSystem.Multimedia.MusicData.Load(Delta.ContentSystem.Content)">
  104. <summary>
  105. Load music content data, does nothing. Only properties are assigned.
  106. No loading happens here (it all happens in Sound), we can obviously
  107. clone all SoundDatas with the same name as they are not loaded here.
  108. Note: If a class is interested in the content reload functionality,
  109. it can just attach itself to the ContentChanged event.
  110. </summary>
  111. <param name="alreadyLoadedNativeData">If we already have native data
  112. loaded, clone it from this instance. Only used if not null. Please
  113. note that this is only used for other objects that had the same
  114. RawFileId and are already loaded and returned true for this method.
  115. </param>
  116. </member>
  117. <member name="P:Delta.ContentSystem.Multimedia.MusicData.TimeLength">
  118. <summary>
  119. The length in seconds this music data plays.
  120. </summary>
  121. </member>
  122. <member name="P:Delta.ContentSystem.Multimedia.MusicData.MemorySize">
  123. <summary>
  124. Change the memory size from the file size to just a small buffer
  125. that is used by each native implementation.
  126. </summary>
  127. </member>
  128. <member name="T:Delta.ContentSystem.Multimedia.VideoData">
  129. <summary>
  130. Video data class, does not contain any native data as this is usually
  131. done with some external library or platform module that handles
  132. everything from loading to displaying the video for us.
  133. </summary>
  134. </member>
  135. <member name="M:Delta.ContentSystem.Multimedia.VideoData.Get(System.String)">
  136. <summary>
  137. Get and load content based on the content name. This method makes sure
  138. we do not load the same content twice (the constructor is protected).
  139. </summary>
  140. <param name="contentName">Content name we want to load, this is
  141. passed onto the Content System, which will do the actual loading with
  142. help of the Load method in this class.</param>
  143. <returns>The loaded Content object, always unique for the same
  144. name, this helps comparing data.</returns>
  145. </member>
  146. <member name="M:Delta.ContentSystem.Multimedia.VideoData.#ctor(System.String)">
  147. <summary>
  148. Create base video
  149. </summary>
  150. <param name="contentName">Name of the content.</param>
  151. </member>
  152. <member name="M:Delta.ContentSystem.Multimedia.VideoData.Load(Delta.ContentSystem.Content)">
  153. <summary>
  154. Load video content data, does nothing. Only properties are assigned.
  155. No loading happens here (it all happens in Sound), we can obviously
  156. clone all SoundDatas with the same name as they are not loaded here.
  157. Note: If a class is interested in the content reload functionality,
  158. it can just attach itself to the ContentChanged event.
  159. </summary>
  160. <param name="alreadyLoadedNativeData">If we already have native data
  161. loaded, clone it from this instance. Only used if not null. Please
  162. note that this is only used for other objects that had the same
  163. RawFileId and are already loaded and returned true for this method.
  164. </param>
  165. </member>
  166. <member name="P:Delta.ContentSystem.Multimedia.VideoData.TimeLength">
  167. <summary>
  168. The length in seconds this video data plays.
  169. </summary>
  170. </member>
  171. <member name="P:Delta.ContentSystem.Multimedia.VideoData.MemorySize">
  172. <summary>
  173. Change the memory size from the file size to just a small buffer
  174. that is used by each native implementation.
  175. </summary>
  176. </member>
  177. </members>
  178. </doc>