private void Set(EfxAuxiliaryf param, float value) { if (ID == -1) { return; } AudioDeviceInternal.Efx.AuxiliaryEffectSlot(ID, param, value); DotGame.OpenAL.AudioDevice.CheckALError(); }
private float Get(EfxAuxiliaryf param) { if (ID == -1) { return(0); } float value; AudioDeviceInternal.Efx.GetAuxiliaryEffectSlot(ID, param, out value); DotGame.OpenAL.AudioDevice.CheckALError(); return(value); }
/// <summary>This function is used to retrieve floating properties on Auxiliary Effect Slot objects.</summary> /// <param name="asid">Auxiliary Effect Slot object identifier.</param> /// <param name="pname">Auxiliary Effect Slot property to retrieve.</param> /// <param name="value">Address where floating-point value will be stored.</param> public void GetAuxiliaryEffectSlot(int asid, EfxAuxiliaryf pname, out float value) { GetAuxiliaryEffectSlot((uint)asid, pname, out value); }
public void GetAuxiliaryEffectSlot(uint asid, EfxAuxiliaryf pname, out float value) { unsafe { fixed (float* ptr = &value) { Imported_alGetAuxiliaryEffectSlotf(asid, pname, ptr); } } }
/// <summary>This function is used to set floating-point properties on Auxiliary Effect Slot objects.</summary> /// <param name="asid">Auxiliary Effect Slot object identifier.</param> /// <param name="param">Auxiliary Effect Slot property to set.</param> /// <param name="value">Floating-point value.</param> public void AuxiliaryEffectSlot(int asid, EfxAuxiliaryf param, float value) { Imported_alAuxiliaryEffectSlotf((uint)asid, param, value); }
public unsafe void GetAuxiliaryEffectSlot(uint asid, EfxAuxiliaryf pname, out float value) { fixed (float* numPtr = &value) this.Imported_alGetAuxiliaryEffectSlotf(asid, pname, numPtr); }