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Gondwana Game Engine Development (master) - 2.6.1
Gondwana is a cross-platform 2.5D game and rendering engine written in C#/.NET 8. It provides fine-grained control over rendering, timing, and scene composition, with built-in support for parallax, z-ordering, pixel overhang, collision detection, and particle effects. Gondwana targets desktop and web platforms using SkiaSharp for graphics and pluggable audio backends for desktop and browser targets.
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Namespaces | |
| namespace | Browser |
| namespace | GSND |
| namespace | Midi |
| namespace | NAudio |
Classes | |
| class | AudioResource |
| Represents an audio resource that can be played, paused, resumed, sought, and disposed. Playback is supplied by the currently configured IAudioBackend. More... | |
| class | AudioResourceManager |
| Manages the lifecycle of audio resources independently of the playback backend. More... | |
| interface | IAudioBackend |
| Creates backend-specific playback handles for the engine's common audio API. More... | |
| interface | IAudioPlaybackHandle |
| Backend-provided playback handle used by AudioResource. Implements IDisposable to allow releasing any native or temporary resources associated with playback (for example temporary files or native audio handles). More... | |
Enumerations | |
| enum | AudioPlaybackState { Stopped = 0 , Playing = 1 , Paused = 2 } |
| Describes the current playback state of an audio resource without exposing backend-specific playback types. More... | |
Describes the current playback state of an audio resource without exposing backend-specific playback types.
Definition at line 7 of file AudioPlaybackState.cs.