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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Gondwana.Audio.GSND Namespace Reference

Classes

class  AudioDefinition
 Root definition for the GSND (Gondwana Sound) file format. More...
class  AudioDefinitionSerializer
 Provides loading, saving, conversion, and materialization helpers for Gondwana audio (.gsnd) files.
class  AudioDefinitionSource
 Captures provenance details for a Gondwana audio (.gsnd) definition. More...
class  AudioDefinitionValidator
 Provides deterministic validation for GSND authoring data without creating playback handles.
class  AudioResourceDefinition
 Defines one named audio resource in a GSND file. More...

Enumerations

enum  AudioDefinitionSourceKind { None , LooseDefinitionFile , PackedDefinitionFile , Generated }
 Identifies the provenance of an audio definition. More...
enum  AudioResourceSourceKind { LooseFile , PackedAsset , Uri }
 Identifies how a GSND audio resource locates its underlying media. More...

Enumeration Type Documentation

◆ AudioDefinitionSourceKind

Identifies the provenance of an audio definition.

Enumerator
None 

No source or option is selected.

LooseDefinitionFile 

The definition is stored in a loose file.

PackedDefinitionFile 

The definition is stored in an assets file.

Generated 

The definition was generated from runtime state.

Definition at line 10 of file AudioDefinitionSourceKind.cs.

◆ AudioResourceSourceKind

Identifies how a GSND audio resource locates its underlying media.

Enumerator
LooseFile 

The resource is loaded from a loose file.

PackedAsset 

The resource is loaded from an assets file.

Uri 

The resource is loaded from a URI.

Definition at line 10 of file AudioResourceSourceKind.cs.