AudioManagerBase.cs :  » Game » RealmForge » RealmForge » Audio » C# / CSharp Open Source

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » RealmForge » Audio » AudioManagerBase.cs

#region Using Statements
using System;
using System.Collections;
#endregion


namespace RealmForge.Audio{
  /// <summary>
  /// Manages audio for RealmForge. The audio sub-system of your choice can be used, OpenAL, DirectX, etc.
  /// </summary>
  public abstract class AudioManagerBase : IDisposable
  {
    /// <summary>
    /// Provided so that users can override this class's constructor if necessary.
    /// </summary>
    protected AudioManagerBase()
    {
    }

    #region Fields, Properties
    //
    // Flag to indicate if Dispose has been run.
    private bool disposed = false;
    /// <summary>
    /// Controls the master volume for all audio.
    /// </summary>
    public abstract float MasterVolume{get; set;}
    #endregion

    #region IDisposable Members
    /// <summary>
    /// Property to determine if this object has already been disposed or not.
    /// </summary>
    /// <value>True or false, indicating whether or not this object has been disposed.</value>
    protected bool Disposed
    {
      get
      {
        lock(this)                 // Assure thread safety
        {
          return disposed;
        }
      }
    }
    /// <summary>
    /// Do NOT make Dispose virtual  we dont want derived classes overriding this.
    /// </summary>
    public void Dispose()
    {
      lock(this)                     // Assure thread safety
      {
        if(disposed == false)
        {
          disposed = true;      // Only do this once
          Cleanup();       // Call unmanaged cleanup
          // Take this object off of the finalization queue
          // We dont want finalization to run a second
          // (automatic) time when we go away.
          GC.SuppressFinalize(this);
        }
      }
    }
    /// <summary>
    /// Override this method to clean up any unmanaged resources that are allocated.
    /// </summary>
    protected virtual void Cleanup()
    {
      // Do cleanup of unmanaged objects here
    }
    /// <summary>
    /// This destructor will run ONLY if Dispose() does NOT get called. Do NOT 
    /// provide destructors in derived classes  it really messes things up!
    /// </summary>
    ~AudioManagerBase()
    {
      Cleanup();
    }
    #endregion
  }
}
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