/// <summary> /// <p>Sets all global 3D audio constants.</p> /// </summary> /// <param name="speakerChannelMask"><dd> <p>Assignment of channels to speaker positions. This value must not be zero. The only permissible value on Xbox 360 is SPEAKER_XBOX.</p> </dd></param> /// <param name="speedOfSound"><dd> <p>Speed of sound, in user-defined world units per second. Use this value only for doppler calculations. It must be greater than or equal to FLT_MIN.</p> </dd></param> /// <param name="instance"><dd> <p>3D audio instance handle. Use this handle when you call <strong><see cref="SharpDX.X3DAudio.X3DAudio.X3DAudioCalculate"/></strong>.</p> </dd></param> /// <returns><p>This function does not return a value.</p></returns> /// <remarks> /// <p><strong>X3DAUDIO_HANDLE</strong> is an opaque data structure. Because the operating system doesn't allocate any additional storage for the 3D audio instance handle, you don't need to free or close it.</p> /// </remarks> /// <include file='Documentation\CodeComments.xml' path="/comments/comment[@id='X3DAudioInitialize']/*"/> /// <msdn-id>microsoft.directx_sdk.x3daudio.x3daudioinitialize</msdn-id> /// <unmanaged>HRESULT X3DAudioInitialize([In] SPEAKER_FLAGS SpeakerChannelMask,[In] float SpeedOfSound,[Out] X3DAUDIOHANDLE* Instance)</unmanaged> /// <unmanaged-short>X3DAudioInitialize</unmanaged-short> public static void X3DAudioInitialize(SharpDX.Multimedia.Speakers speakerChannelMask, float speedOfSound, out SharpDX.X3DAudio.X3DAudioHandle instance) { unsafe { instance = new SharpDX.X3DAudio.X3DAudioHandle(); SharpDX.Result __result__; fixed(void *instance_ = &instance) __result__ = X3DAudioInitialize_(unchecked ((int)speakerChannelMask), speedOfSound, instance_); __result__.CheckError(); } }
/// <summary> /// <p>Calculates DSP settings with respect to 3D parameters.</p> /// </summary> /// <param name="instance"><dd> <p>3D audio instance handle. Call <strong><see cref="SharpDX.X3DAudio.X3DAudio.X3DAudioInitialize"/></strong> to get this handle.</p> </dd></param> /// <param name="listenerRef"><dd> <p>Pointer to an <strong><see cref="SharpDX.X3DAudio.Listener"/></strong> representing the point of reception.</p> </dd></param> /// <param name="emitterRef"><dd> <p>Pointer to an <strong><see cref="SharpDX.X3DAudio.Emitter"/></strong> representing the sound source.</p> </dd></param> /// <param name="flags"><dd> <table> <tr><th>Value</th><th>Description</th></tr> <tr><td><see cref="SharpDX.X3DAudio.CalculateFlags.Matrix"/></td><td>Enables matrix coefficient table calculation.?</td></tr> <tr><td><see cref="SharpDX.X3DAudio.CalculateFlags.Delay"/></td><td>Enables delay time array calculation (stereo only).?</td></tr> <tr><td><see cref="SharpDX.X3DAudio.CalculateFlags.LpfDirect"/></td><td>Enables low pass filter (LPF) direct-path coefficient calculation.?</td></tr> <tr><td><see cref="SharpDX.X3DAudio.CalculateFlags.LpfReverb"/></td><td>Enables LPF reverb-path coefficient calculation.?</td></tr> <tr><td><see cref="SharpDX.X3DAudio.CalculateFlags.Reverb"/></td><td>Enables reverb send level calculation.?</td></tr> <tr><td><see cref="SharpDX.X3DAudio.CalculateFlags.Doppler"/></td><td>Enables Doppler shift factor calculation.?</td></tr> <tr><td><see cref="SharpDX.X3DAudio.CalculateFlags.EmitterAngle"/></td><td>Enables emitter-to-listener interior angle calculation.?</td></tr> <tr><td><see cref="SharpDX.X3DAudio.CalculateFlags.ZeroCenter"/></td><td>Fills the center channel with silence. This flag allows you to keep a 6-channel matrix so you do not have to remap the channels, but the center channel will be silent. This flag is only valid if you also set <see cref="SharpDX.X3DAudio.CalculateFlags.Matrix"/>.?</td></tr> <tr><td><see cref="SharpDX.X3DAudio.CalculateFlags.RedirectToLfe"/></td><td> Applies an equal mix of all source channels to a low frequency effect (LFE) destination channel. It only applies to matrix calculations with a source that does not have an LFE channel and a destination that does have an LFE channel. This flag is only valid if you also set <see cref="SharpDX.X3DAudio.CalculateFlags.Matrix"/>.?</td></tr> </table> <p>?</p> </dd></param> /// <param name="dSPSettingsRef"><dd> <p>Pointer to an <strong><see cref="SharpDX.X3DAudio.DspSettings"/></strong> structure that receives the calculation results.</p> </dd></param> /// <remarks> /// <p>You typically call <strong><see cref="SharpDX.X3DAudio.X3DAudio.X3DAudioCalculate"/></strong> once for each pair of emitting objects and listeners in the scene. After each call, to apply the 3D effects, the app manually applies the calculation results at <em>pDSPSettings</em> to the XAUDIO2 graph. For more info, see How to: Integrate X3DAudio with XAudio2.</p><p><strong>Important</strong>?? The listener and emitter values must be valid. Floating-point specials (NaN, QNaN, +INF, -INF) can cause the entire audio output to go silent if introduced into a running audio graph.</p> /// </remarks> /// <include file='Documentation\CodeComments.xml' path="/comments/comment[@id='X3DAudioCalculate']/*"/> /// <msdn-id>microsoft.directx_sdk.x3daudio.x3daudiocalculate</msdn-id> /// <unmanaged>void X3DAudioCalculate([In] const X3DAUDIOHANDLE* Instance,[In] const X3DAUDIO_LISTENER* pListener,[In] const X3DAUDIO_EMITTER* pEmitter,[In] X3DAudioCalculateFlags Flags,[In] void* pDSPSettings)</unmanaged> /// <unmanaged-short>X3DAudioCalculate</unmanaged-short> public static void X3DAudioCalculate(ref SharpDX.X3DAudio.X3DAudioHandle instance, SharpDX.X3DAudio.Listener listenerRef, SharpDX.X3DAudio.Emitter emitterRef, SharpDX.X3DAudio.CalculateFlags flags, System.IntPtr dSPSettingsRef) { unsafe { var listenerRef_ = new SharpDX.X3DAudio.Listener.__Native(); listenerRef.__MarshalTo(ref listenerRef_); var emitterRef_ = new SharpDX.X3DAudio.Emitter.__Native(); emitterRef.__MarshalTo(ref emitterRef_); fixed(void *instance_ = &instance) X3DAudioCalculate_(instance_, &listenerRef_, &emitterRef_, unchecked ((int)flags), (void *)dSPSettingsRef); listenerRef.__MarshalFree(ref listenerRef_); emitterRef.__MarshalFree(ref emitterRef_); } }
/// <summary> /// <p>Sets all global 3D audio constants.</p> /// </summary> /// <param name="speakerChannelMask"><dd> <p>Assignment of channels to speaker positions. This value must not be zero. The only permissible value on Xbox 360 is SPEAKER_XBOX.</p> </dd></param> /// <param name="speedOfSound"><dd> <p>Speed of sound, in user-defined world units per second. Use this value only for doppler calculations. It must be greater than or equal to FLT_MIN.</p> </dd></param> /// <param name="instance"><dd> <p>3D audio instance handle. Use this handle when you call <strong><see cref="SharpDX.X3DAudio.X3DAudio.X3DAudioCalculate"/></strong>.</p> </dd></param> /// <returns><p>This function does not return a value.</p></returns> /// <remarks> /// <p><strong>X3DAUDIO_HANDLE</strong> is an opaque data structure. Because the operating system doesn't allocate any additional storage for the 3D audio instance handle, you don't need to free or close it.</p> /// </remarks> /// <include file='..\..\Documentation\CodeComments.xml' path="/comments/comment[@id='X3DAudioInitialize']/*"/> /// <msdn-id>microsoft.directx_sdk.x3daudio.x3daudioinitialize</msdn-id> /// <unmanaged>HRESULT X3DAudioInitialize([In] SPEAKER_FLAGS SpeakerChannelMask,[In] float SpeedOfSound,[Out] X3DAUDIOHANDLE* Instance)</unmanaged> /// <unmanaged-short>X3DAudioInitialize</unmanaged-short> public static void X3DAudioInitialize(SharpDX.Multimedia.Speakers speakerChannelMask, float speedOfSound, out SharpDX.X3DAudio.X3DAudioHandle instance) { unsafe { instance = new SharpDX.X3DAudio.X3DAudioHandle(); SharpDX.Result __result__; fixed (void* instance_ = &instance) __result__= X3DAudioInitialize_(unchecked((int)speakerChannelMask), speedOfSound, instance_); __result__.CheckError(); } }