private void StartSoundSystem()
        {
            Debug.Log("Starting Sound Engine!");
            _audioContext = new AudioContext(AudioContext.DefaultDevice, 0, 0, true);

            _audioContext.Process();

            Debug.Log("DefaultDevice: " + AudioContext.DefaultDevice);
            Debug.Log("Version: " + AL.Get(ALGetString.Version));
            Debug.Log("Vendor: " + AL.Get(ALGetString.Vendor));
            Debug.Log("Renderer: " + AL.Get(ALGetString.Renderer));

            Debug.Log("Sound Engine Started!");

            while (_audioContext.IsProcessing && Running)
            {
                Thread.Sleep(1000);
            }

            Alc.MakeContextCurrent(ContextHandle.Zero);
            _audioContext.Dispose();
            finished = true;
        }
Exemplo n.º 2
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 override public void Update(Func <int, short[]> ReadStream)
 {
     AudioContext.Process();
     AudioStream.Update(ReadStream);
 }
Exemplo n.º 3
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 /// <summary>
 /// Force the <see cref="ALContext"/> to process queued audio events.
 /// </summary>
 public void Process()
 {
     _context.Process();
 }
Exemplo n.º 4
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 public void Tick(float dtime)
 {
     context.Process();
 }