protected virtual void Dispose(bool disposing) { if (IsDisposed) { return; } if (!MasterVoice.IsDisposed) { MasterVoice.DestroyVoice(); MasterVoice.Dispose(); } if (!Mixer.IsDisposed) { Mixer.StopEngine(); Mixer.Dispose(); } if (disposing) { MasterVoice = null; Mixer = null; } IsDisposed = true; }
internal static void PlatformShutdown() { if (_reverbVoice != null) { _reverbVoice.DestroyVoice(); _reverbVoice.Dispose(); _reverbVoice = null; } if (MasterVoice != null) { MasterVoice.Dispose(); MasterVoice = null; } if (Device != null) { Device.StopEngine(); Device.Dispose(); Device = null; } _device3DDirty = true; _speakers = Speakers.Stereo; }
// Does someone actually need to call this if it only happens when the whole // game closes? And if so, who would make the call? internal static void Shutdown() { MasterVoice.DestroyVoice(); MasterVoice.Dispose(); Device.StopEngine(); Device.Dispose(); }
internal static void PlatformShutdown() { SoundEffectInstancePool.Shutdown(); if (MasterVoice != null) { MasterVoice.DestroyVoice(); MasterVoice.Dispose(); MasterVoice = null; } if (Device != null) { Device.StopEngine(); Device.Dispose(); Device = null; } _device3DDirty = true; _speakers = Speakers.Stereo; }
/// <summary> /// /// </summary> /// <param name="disposing"></param> protected override void Dispose(bool disposing) { if (disposing) { soundWorld.Clear(); if (MasterVoice != null) { MasterVoice.DestroyVoice(); MasterVoice.Dispose(); MasterVoice = null; } if (Device != null) { Device.StopEngine(); Device.Dispose(); Device = null; } _device3DDirty = true; _speakers = Speakers.Stereo; } }
protected override void PlatformDispose() { MasterVoice.Dispose(); Device.Dispose(); }
private static void PlatformSetMasterVolume() { MasterVoice.SetVolume(_masterVolume, 0); }