/// <summary> /// Create an new instance of AudioSystem /// </summary> /// <param name="registry">The service registry in which to register the <see cref="AudioSystem"/> services</param> public AudioSystem(IServiceRegistry registry) : base(registry) { Enabled = true; AudioEngine = AudioEngineFactory.NewAudioEngine(); registry.AddService(typeof(AudioSystem), this); }
public override void Initialize() { base.Initialize(); AudioEngine = AudioEngineFactory.NewAudioEngine(); Game.Activated += OnActivated; Game.Deactivated += OnDeactivated; }
public override void Initialize() { base.Initialize(); lock (AudioEngineStaticLock) { if (audioEngineSingleton == null) { audioEngineSingleton = AudioEngineFactory.NewAudioEngine(RequestedAudioDevice); } else { ((IReferencable)audioEngineSingleton).AddReference(); } AudioEngine = audioEngineSingleton; } Game.Activated += OnActivated; Game.Deactivated += OnDeactivated; }
public override void Initialize() { base.Initialize(); lock (AudioEngineStaticLock) { if (audioEngineSingleton == null) { var settings = ((Game)Game)?.Settings?.Configurations?.Get <AudioEngineSettings>(); audioEngineSingleton = AudioEngineFactory.NewAudioEngine(RequestedAudioDevice, settings != null && settings.HrtfSupport ? AudioLayer.DeviceFlags.Hrtf : AudioLayer.DeviceFlags.None); } else { ((IReferencable)audioEngineSingleton).AddReference(); } AudioEngine = audioEngineSingleton; } Game.Activated += OnActivated; Game.Deactivated += OnDeactivated; }