/// <summary> /// Adds an SoundEffect directly into the dictionary, and assign a key to it /// </summary> /// <param name="sound">The SoundEffect object</param> /// <param name="keyName">The key used to refere to the item</param> public static SoundEffect Add(SoundEffect sound, string keyName) { // Check if the key already exists if (Content.ContainsKey(keyName)) { throw new ArgumentException("The given key name " + keyName + " already exists in the dictionary", "keyName"); } Content[keyName] = new GDSoundStorageItem(sound, keyName); return(sound); }
/// <summary> /// Returns a list of all the items currently stored in the GDSoundStorage class /// </summary> /// <returns>A list of all the items currently stored in the GDSoundStorage class</returns> public static GDSoundStorageItem[] GetAllItems() { GDSoundStorageItem[] items = new GDSoundStorageItem[Content.Count]; int i = 0; // Traverse the Dictionary that holds all the animation descriptors foreach (KeyValuePair <string, GDSoundStorageItem> k in Content) { items[i++] = k.Value; } return(items); }