Remove() 정적인 개인적인 메소드

Adds the SoundEffectInstance to the list of playing instances.
static private Remove ( SoundEffectInstance inst ) : void
inst SoundEffectInstance The SoundEffectInstance to add to the playing list.
리턴 void
예제 #1
0
        /// <summary>Plays or resumes a SoundEffectInstance.</summary>
        /// <remarks>Throws an exception if more sounds are playing than the platform allows.</remarks>
        public virtual void Play()
        {
            if (_isDisposed)
            {
                throw new ObjectDisposedException("SoundEffectInstance");
            }

            if (State == SoundState.Playing)
            {
                return;
            }

            // We don't need to check if we're at the instance play limit
            // if we're resuming from a paused state.
            if (State != SoundState.Paused)
            {
                if (!SoundEffectInstancePool.SoundsAvailable)
                {
                    throw new InstancePlayLimitException();
                }

                SoundEffectInstancePool.Remove(this);
            }

            // For non-XAct sounds we need to be sure the latest
            // master volume level is applied before playback.
            if (!_isXAct)
            {
                PlatformSetVolume(_volume * SoundEffect.MasterVolume);
            }

            PlatformPlay();
        }
        /// <summary>
        /// Resumes playback of the DynamicSoundEffectInstance.
        /// </summary>
        public override void Resume()
        {
            AssertNotDisposed();

            if (_state != SoundState.Playing)
            {
                Volume = Volume;

                // Add the instance to the pool
                if (!SoundEffectInstancePool.SoundsAvailable)
                {
                    throw new InstancePlayLimitException();
                }
                SoundEffectInstancePool.Remove(this);
            }

            PlatformResume();
            _state = SoundState.Playing;
        }
예제 #3
0
        /// <summary>Plays or resumes a SoundEffectInstance.</summary>
        /// <remarks>Throws an exception if more sounds are playing than the platform allows.</remarks>
        public void Play()
        {
            if (State == SoundState.Playing)
            {
                return;
            }

            // We don't need to check if we're at the instance play limit
            // if we're resuming from a paused state.
            if (State != SoundState.Paused)
            {
                SoundEffectInstancePool.Remove(this);

                if (!SoundEffectInstancePool.SoundsAvailable)
                {
                    throw new InstancePlayLimitException();
                }
            }

            PlatformPlay();
        }
        /// <summary>
        /// Plays or resumes the DynamicSoundEffectInstance.
        /// </summary>
        public override void Play()
        {
            AssertNotDisposed();

            if (_state != SoundState.Playing)
            {
                // Ensure that the volume reflects master volume, which is done by the setter.
                Volume = Volume;

                // Add the instance to the pool
                if (!SoundEffectInstancePool.SoundsAvailable)
                {
                    throw new InstancePlayLimitException();
                }
                SoundEffectInstancePool.Remove(this);

                PlatformPlay();
                _state = SoundState.Playing;

                CheckBufferCount();
                DynamicSoundEffectInstanceManager.AddInstance(this);
            }
        }