Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Represents a sound positioned in 3D space inside a scene or attached to a scene object.

Namespace: Visual3D.SceneObjects
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)

Syntax

      
 C#  Visual Basic 
[SerializableAttribute]
public class SoundObject : SceneObject, 
	IActivity, IActivated, IDisposable, IHasNameID, INamed, 
	IOwned, IInitialized, IEditableDesignObject
<SerializableAttribute> _
Public Class SoundObject _
	Inherits SceneObject _
	Implements IActivity, IActivated, IDisposable, IHasNameID,  _
	INamed, IOwned, IInitialized, IEditableDesignObject

Members

               
 All Members  Constructors   Properties   Methods   Events  
 Public

 Protected
 Instance

 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
SoundObject()()()()
Initializes a new instance of the SoundObject class
SoundObject(String, Int32, IEnumerable<(Of <<'(Sound>)>>))
Initializes a new instance of the SoundObject class
SoundObject(String, Int32, Boolean, IEnumerable<(Of <<'(Sound>)>>))
Initializes a new instance of the SoundObject class
SoundObject(String, Int32, Single, IEnumerable<(Of <<'(Sound>)>>))
Initializes a new instance of the SoundObject class
SoundObject(String, Int32, Single, Boolean, IEnumerable<(Of <<'(Sound>)>>))
Initializes a new instance of the SoundObject class
ActionIsActive(NameID) (Inherited from Entity.)
Activate()()()()
Enables an entity and its scripted or diagrammed interactivity.
(Inherited from Entity.)
Activate(IComponentOwner)
Sets activity Owner and then Activates this activity.
(Inherited from Entity.)
ActivateAction(ActionBase) (Inherited from Entity.)
ActivateAction(NameID) (Inherited from Entity.)
Activated (Inherited from Entity.)
ActivationFrameNumber (Inherited from Entity.)
Activities (Inherited from Entity.)
Add(Object) (Inherited from Entity.)
Add(Type, Object) (Inherited from Entity.)
Add(NameID, Object) (Inherited from Entity.)
AddAction(ActionBase) (Inherited from Entity.)
AddAction(NameID, ActionBase) (Inherited from Entity.)
AnimationController
Optional animation controller required to render animated geometry.
AnimationSettings
Returns type of animation applied to vertices of this scene object in case if it renders itself. Default implementation returns AnimationTypeAndWeights.NoAnimation
AreFoldersForChildrenCreated
AssetID (Inherited from Registered.)
AssetInfo (Inherited from Registered.)
AssetOwner
Gets or sets the owner to which this asset belongs and is a member of.
(Inherited from Asset.)
Attach(Object) (Overrides Entity..::..Attach(Object).)
AttachedToOwner(IComponentOwner) (Inherited from EntityComponent.)
BaseAsset (Inherited from Registered.)
BaseSpeed
Default Base speed at which the sound will be played, where 1 == Normal, and 0 == Paused
BaseVolume
Master Volume for all Sounds and Music (units 1/100th decibels, where '0' is normal).
BringBottomToGround()()()()
CanAttach(Object) (Inherited from Entity.)
CanBeShownInWE(Boolean, Boolean)
CanDetach(Object) (Inherited from Entity.)
ChangeLocked(Object)
ChildOwner (Inherited from Entity.)
ChildSceneObjectAdded
ChildSceneObjectRemoved
ComponentOwner
Owner of this component (contained in it's ".Components" container).
(Inherited from EntityComponent.)
Components
Components that are attached to this Entity.
(Inherited from ComponentBase.)
ComponentsForGlobalSceneFolders (Inherited from ComponentBase.)
ContainsAction(NameID) (Inherited from Entity.)
Context
Defines the Owner of this component as well as the role (i.e. 'slot') that this component fulfills.
(Inherited from ComponentBase.)
ConvertToAttachmentOnOwner()()()()
CreateChildObject()()()()
CreateChildObject(String)
CreateChildObject(String, Vector3)
CreateChildObject(String, Vector3, Rotation)
CreateIdentity()()()() (Inherited from Registered.)
CreateIdentityList()()()() (Inherited from Registered.)
CreateInstance(Boolean)
CreateService<(Of <<'(TService>)>>)()()()() (Inherited from ComponentBase.)
CustomRendering(RenderContext)
Custom rendering logic
Deactivate()()()()
Disables an entity and its scripted or diagrammed interactivity, if it is currently enabled.
(Inherited from Entity.)
DeactivateAction(NameID) (Inherited from Entity.)
Deactivated (Inherited from Entity.)
DefaultSavingMode
Gets the default saving mode
DesignObject
For objects that use it, this will point to the Design Object used to represent/manipulate this object.
Detach(Object) (Inherited from Entity.)
DetachedFromOwner(IComponentOwner) (Inherited from EntityComponent.)
Dispose()()()() (Inherited from ComponentBase.)
Disposed
Triggered anytime SceneObject Visibility is changed.
(Inherited from Entity.)
DistanceFromGround
If object IsGrounded, this is the distance from Ground that it will fall to (sometimes there is an offset).
DistanceSquaredFromMainCamera
Distance from the Main Camera (updated per frequently for Active Scene Objects).
Do(ActionBase) (Inherited from Entity.)
EntityBase (Inherited from Entity.)
FadeIn()()()()
Fades this SceneObject into it's current scene.
FadeOut()()()()
Fades this SceneObject out of it's current scene.
Focused
FogSettings
Gets or sets fog settings for this renderable.
FolderPath
ForEachComponent<(Of <<'(TComponent>)>>)(Action<(Of <<'(TComponent>)>>)) (Inherited from Entity.)
Get<(Of <<'(T>)>>)()()()() (Inherited from Entity.)
Get<(Of <<'(T>)>>)(T%) (Inherited from Entity.)
Get<(Of <<'(TKey, TDerived>)>>)(TDerived%) (Inherited from Entity.)
Get<(Of <<'(T>)>>)(NameID) (Inherited from Entity.)
Get(NameID, Object%) (Inherited from Entity.)
Get<(Of <<'(T>)>>)(NameID, T%) (Inherited from Entity.)
GetAction(NameID) (Inherited from Entity.)
GetActions()()()() (Inherited from Entity.)
GetAffectingLights()()()()
Returns list of lights affecting this scene object. In case if IsLit is false, returns empty list. If a private light list was specified, returns it. Otherwise, returns a list of lights updated from time to time (either on light's or object's movement)
GetAll<(Of <<'(TComponent>)>>)()()()() (Inherited from Entity.)
GetAnimationTransforms(List<(Of <<'(Matrix>)>>))
GetBringBottomToGroundView(String%, String%)
GetCurrentGroundedHeight()()()()
Returns the height at which this object thinks of "grounded" (for objects that float, this might be a bit above the actual ground level, and for objects that naturally submerge, such as trees, this will be below the actual ground level). If Object is not-in-scene, then it always returns 0.
GetCurrentGroundedHeight(HeightQueryObjectType)
Returns the height at which this object thinks of "grounded" (for objects that float, this might be a bit above the actual ground level, and for objects that naturally submerge, such as trees, this will be below the actual ground level). If Object is not-in-scene, then it always returns 0.
GetDistanceAboveGround()()()()
GetDistanceAboveGround(HeightQueryObjectType)
GetGeometryData(GeometryData)
Returns geometry data to render this scene object. Fill in VertexData (and optionally PrimitiveType and IndexData) with references to the vertex/index buffer. Leave VertexData null to not render anything. Default implementation does not provide any renderable geometry.
GetIntersection(Ray%)
Determines intersection between the Ray and this SceneObject. Default logic models scene object as simple BoundingBox. Override this for custom logic.
GetLockMenuItemView(String%, String%)
GetOrCreate<(Of <<'(K, T>)>>)()()()() (Inherited from Entity.)
GetOrCreate<(Of <<'(K, T>)>>)(T%) (Inherited from Entity.)
GetOrCreate<(Of <<'(T>)>>)(T%) (Inherited from Entity.)
GetOrCreate<(Of <<'(T>)>>)(NameID, T%) (Inherited from Entity.)
GetPrivateLights()()()()
Returns a copy of private light list or null if there's no private lights assignment.
GetRenderables(IList<(Of <<'(IRenderable>)>>), RenderContext)
Retrieve IRenderable objects to render from this SceneObject, method is called for visible SceneObjects. Default implementation checks IsRenderable flag and adds this SceneObject to result list if true.
GetService<(Of <<'(TService>)>>)()()()() (Inherited from ComponentBase.)
GetService<(Of <<'(TService>)>>)(TService%) (Inherited from ComponentBase.)
GetSquaredDistanceTo(Vector3)
GetVisibleSceneObjects(IList<(Of <<'(SceneObject>)>>), RenderContext)
Checks visibility of this scene object and adds into result list if visible. Performs frustrum test of this object and it's children recursively. Returns true if this object itself is considered as visible.
Handle (Inherited from Registered.)
HasComponents (Inherited from ComponentBase.)
HasHandle (Inherited from Registered.)
HasName (Inherited from EntityComponent.)
HasOwner<(Of <<'(TOwner>)>>)(IOwned) (Inherited from EntityExtensions.)
HasOwner<(Of <<'(TOwner>)>>)(IOwned, TOwner%) (Inherited from EntityExtensions.)
HasOwner<(Of <<'(TOwner>)>>)(IOwned, TOwner%, Boolean) (Inherited from EntityExtensions.)
HasPrototype
Gets if a prototype has been specified to inherit instance data from.
(Inherited from Asset.)
HasSceneGraph
HasScope (Inherited from Registered.)
HasUniqueName
Gets if a UniqueName is specified to identify this asset with respect to its owner's other members.
(Inherited from Registered.)
ID (Inherited from Registered.)
IDChanged (Inherited from Registered.)
IgnoresOrientation
Indicates if object does not really have an 'Orientation' in the scene.
IgnoresPosition
Indicates if object does not really have a 'Position' in the scene.
IgnoresSpatialState
Indicates if object does not really have a 'spatial state' in the scene (i.e. no real position or orientation). Setting to 'true' means it ignore BOTH Position and Orientation. Setting to 'false' means it cares about BOTH.
InAreas
Initialize()()()()
Initializes the asset so that it might be prepared for use. By default, PrepareForUse() is called from this method as well.
(Inherited from Asset.)
Initialize(IComponentOwner) (Inherited from Entity.)
Initialized (Inherited from Entity.)
InputController
InputControllerPrefab
Intersects(BoundingBox, Boolean)
Intersects(BoundingBox%, Boolean)
Intersects(BoundingFrustum, Boolean)
Intersects(BoundingSphere, Boolean)
Intersects(BoundingSphere%, Boolean)
Intersects(Vector3, Boolean)
Intersects(Vector3%, Boolean)
IsActive (Inherited from Entity.)
IsActiveNonDisposed (Inherited from Entity.)
IsActiveNotNull(SceneObject)
Returns true if the SceneObject is not null, is Active, and is not disposed or about to be disposed of/deactivated.
(Inherited from SceneObjectExtensions.)
IsActiveNotNull(SceneObject, Boolean)
Returns true if the SceneObject is not null, is Active, and is not disposed or about to be disposed of/deactivated, and, if ensureNotShuttingDown is true, this ensures it will not be soon disposed because engine is shutting down
(Inherited from SceneObjectExtensions.)
IsAnyParentEqual<(Of <<'(T>)>>)(SceneObject)
Indicates that this sceneObject is of type T and has any not null parent equals to specified one.
IsBoundingBoxShown
Gets or sets whether or not to display the bounding box for this node.
IsClippedByViewFrustrum
Gets/sets flag indicate that object is clipped by camera frustrum. In case if this property is set to false, frustrum clipping is not performed.
IsDeserialized
Indicates if Instance was created by Deserialization.
(Inherited from ComponentBase.)
IsDesignObject
Indicates if object is a "system object" or "low-level internal object" -- usually not shown or saved, but used for implementation Example: the RootScreenNode.
IsDesignObjectVisible
Indicates if the DesignMode Renderable is shown, used as a "grip" for manipulating this SceneObject. Typically used for "non-visible" object types, like Lights, Cameras, Sensors, ParticleSystems, etc.
IsDisposed
Indicates if resource has been disposed.
(Inherited from Asset.)
IsDisposing
Indicates if resource is in process of Disposing but not fully disposed.
(Inherited from Asset.)
IsFocused
IsFogOverridden
Gets or sets whether the fog is overridden from the scene's fog settings.
IsGrounded
Indicates if this object has gravity and falls to the ground (or to it's assigned "DistanceFromGround").
IsInitialized
Gets if this entity is currently in an initialized (and non-disposed) state.
(Inherited from Asset.)
IsInMainScene
IsInSameScene(SceneObject)
IsInSameScene(SceneObject, Boolean)
Returns true if given scene object contains in same scene where this scene object is. Kludge method, because Scene property is unreliable (it's assigned to World.Scene in SceneObject constructor).
IsInScene
IsLit
IsLocked
IsNonUniqueAssetInstance
IsPartOfParent
IsPrototype (Inherited from Asset.)
IsReadyAndActive
Gets if this object is ready for use, not disposed or disposing, active and in a scene
IsReadyForUse
Gets/sets if asset is ready to be used. Can be set to 'true' in class constructor in order to skip Preparation logic.
(Inherited from Asset.)
IsReflectionAllowed
Gets/sets type of interaction with reflective surfaces (i.e. water) for this scene object.
IsRefractionAllowed
Gets/sets type of interaction with refracting surfaces (i.e. water) for this scene object.
IsRenderable
IsSaved
Indicates if the component is to be Saved when the owning context is saved (e.g. for components in your scene, this controls whether or not they are saved to the scene file when the scene is saved). Typically objects are 'Saved', unless they are transient to be programmatically created each time.
(Inherited from ComponentBase.)
IsSavedOnCreatingInstance (Inherited from Asset.)
IsSelectable
Indicates if Entity is Selectable.
IsSelected
IsSystemObject
Indicates if object is a "system object" or "low-level internal object" -- usually not shown or saved, but used for implementation Example: the RootScreenNode.
IsTerrainModel
IsUserControllable
Indicates if Entity can be focused (controlled by the user).
IsVisibilityAllowedByFilter
IsVisible
IsVisibleUnderWater
Gets/sets object visibility when camera is under water. Note that it only refers to underwater visibility, not a visibility on water plane (which is defined by IsReflectionAllowed and IsRefractionAllowed flags). Default is true.
IsWithinMainCameraRange
Temporary Field - to be replaced by string-based flag value. Indicates if object is within visible range of MainCamera.
Material
Gets/Sets a reference to the material of scene object. Will return Library.Materials.DefaultMaterial if material was not assigned yet.
MaterialChanged
MaterialLoading
MaterialName
Gets/Sets the name of the material used for this ActorPart.
MouseOut
MouseOver
Name (Inherited from EntityComponent.)
NameID (Inherited from EntityComponent.)
NotifyComponentsOfEvent<(Of <<'(TEvent>)>>)(TEvent) (Inherited from Entity.)
NotifyLightListOutdated()()()()
Notifies the scene object that the list of lights affecting on it are now out of date.
NumWorldTransforms
ObjectFader
Holds the Fader for this SceneObject.
ObjectGroup
Object Group that this object belongs to.
ObjectType
ObjectUsage
OnCollided(EntityBase)
OnEntityFlagsChanged(Flag, Boolean)
OnLanded(EntityBase, Vector3)
OnMemberwiseClone()()()() (Inherited from ComponentBase.)
OnMouseOut()()()()
OnMouseOver()()()()
Opacity
Gets/sets constant opacity of this renderable.
Owner (Inherited from Entity.)
OwnerActivated(IComponentOwner) (Inherited from EntityComponent.)
OwnerDeactivated(IComponentOwner) (Inherited from EntityComponent.)
OwnerEntity (Inherited from Entity.)
OwnerOf<(Of <<'(TOwner>)>>)()()()() (Inherited from Registered.)
PhysicalObject
For backward compatibility, possibly we will remove this property later.
PhysicsBody
Encapsulates the Dynamic properties of this body.
PhysicsSettings
PrepareForUse()()()()
Attempts to prepare asset for use. To be sure, check "IsReadyForUse" after calling this method to ensure it's really ready for use before using it.
(Inherited from Asset.)
PrepareToRender(RenderContext)
This method is invoked just before rendering the object. Implement this method to perform pending buffer updates, switch between LOD levels for context.Camera etc. Default SceneObject implementation does nothing.
Prototype
Gets the prototype this instance or prototype was created from and inherits components and settings from.
(Inherited from Entity.)
Remove<(Of <<'(T>)>>)()()()() (Inherited from Entity.)
Remove(Object) (Inherited from Entity.)
Remove(NameID) (Inherited from Entity.)
RemoveAction<(Of <<'(T>)>>)()()()() (Inherited from Entity.)
RemoveAction(NameID) (Inherited from Entity.)
RenameKey(NameID, NameID) (Inherited from Entity.)
RenderMode
RenderQueueID
ReplaceAction(ActionBase) (Inherited from Entity.)
ReplaceAction(NameID, ActionBase) (Inherited from Entity.)
Reset()()()()
Called from 'Activate()' method, or can be called manually. Should initialize custom state of the Activity. Note, that if the Activity is currently executing, this should have no effect upon the current Activity state.
(Inherited from Entity.)
ResetDistanceFromGround()()()()
Set DistanceFromGround to value that will place WorldBoundingBoxBottom in contact with ground. NOTE: Assumes object does not have any special considerations re point to bring in contact with ground.
Scene
Gets or sets the actual scene this object belongs in. If this is not assigned to any scene, a the current main scene (or else a default empty scene) will be returned, to ensure null is never returned.
SceneGraph
Reference to the scene manager who created this object.
SceneOwner
Gets or sets the actual scene this object belongs in. Unlike the Scene property, this can be null and won't return World.Scene when it is null.
Scheduler (Inherited from Entity.)
SchedulerID (Inherited from Entity.)
Scope (Inherited from Registered.)
SelectedStatus
Gets/Sets current Selection Status of the Entity - Unselected, Selected, or Focused.
SelectionStateChanged
Set<(Of <<'(T>)>>)(T) (Inherited from Entity.)
Set(Type, Object) (Inherited from Entity.)
Set(NameID, Object) (Inherited from Entity.)
SetDynamicAttributes(RuntimeAttributeDictionary)
SetPrivateLights(List<(Of <<'(ILight>)>>))
Sets an exclusive light affecting on this scene object and all child objects. If set, none of other scene lights will affect on this scene object.
SetPrivateLights(ILight)
Sets an exclusive light affecting on this scene object and all child objects. If set, none of other scene lights will affect on this scene object.
SetPrivateLights(List<(Of <<'(ILight>)>>), Boolean)
Sets an exclusive list of lights affecting on this scene object. If set, none of other scene lights will affect on this scene object.
SetPrivateLights(ILight, Boolean)
Sets an exclusive light affecting on this scene object and all child objects. If set, none of other scene lights will affect on this scene object.
SetSavedForObjectGraph(Boolean)
SetTargetParentObject(SceneObject)
If treating Object as an Activity, this becomes the parent to which it is attached when you call "Start()".
ShadowSettings
Gets/sets shadow settings of scene object.
SnapToGround()()()()
Snaps Object to the Ground Level.
Sounds
This will reference the sound list for the Prototype SoundObject, currently under construction.
SourceFile
Gets/Sets the source file for this program.
(Inherited from Asset.)
Spatial
SpatialChildren
SpatialChildrenObjects
SpatialEntity
SpatialState
This property is intended to be used for copying SceneObject spatial state via Object Editor.
SpeedScalar
SpeedScalarChanged
StartSound(String)
StorageModule (Inherited from Registered.)
Tag
Utility property for custom use by the application.
ToString()()()() (Inherited from Entity.)
TriggerAIEvent(BaseEvent) (Inherited from Entity.)
TriggerEvent(BaseEvent) (Inherited from Entity.)
Unfocused
UniqueName (Inherited from Registered.)
Update()()()()
Method to be called at a fixed interval (i.e. 'UpdateTimeInterval') by the scheduler to do regular update events.
(Inherited from Entity.)
UpdateDistanceFromGround()()()()
Ensure that object has DistanceFromGround value corresponding to its WorldPosition.Y, w.r.t. current ground surfaces.
UpdatePerFrame(RenderFrameEventArgs)
Per-frame update method called for each object in the scene. Override to do any tasks on per-frame basis. Default implementation ensures that spatial data and bounding box are valid, and calls UpdatePerFrame recursively.
UpdateTimeInterval
Time interval at which the 'Update()' will be called by the scheduler upon Activation of this Entity.
(Inherited from Entity.)
UsePrivateLightsOnly
Gets/sets flag indicate that only private lights should affect on this object even if there are other lights in scene. Set to false to use both private lights and scene lights for lighting. Has no effect if no private lights were specified via SetPrivateLights method. Default is true.
VisibilityChanged
VisualEntity(Entity) (Inherited from EntityExtensions.)
WasRenderedLastFrame
WorldOrientation
Absolute Spatial Orientation of this object.
WorldPosition
Absolute Spatial Position (location) of this object.

Inheritance Hierarchy

System..::..Object
  Visual3D.EntityModel..::..ComponentBase
    Visual3D.EntityModel..::..EntityComponent
      Visual3D..::..Registered
        Visual3D..::..Asset
          AssetOwner
            Visual3D..::..Entity
              Visual3D..::..SceneObject
                Visual3D.SceneObjects..::..SoundObject

See Also