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Updated namespaces for MIT version
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2 changes: 1 addition & 1 deletion GUIDELINES.md
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Expand Up @@ -623,7 +623,7 @@ Adding a link to a reference API can be done the following way:
Example:
```
Use the @'SiliconStudio.Xenko.Audio.SoundEffectInstance.Play' function start playing a sound.
Use the @'Xenko.Audio.SoundEffectInstance.Play' function start playing a sound.
Playing an ongoing sound has no effect. Playing a stopped sound restart the sound from beginning.
```

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2 changes: 1 addition & 1 deletion LICENSE.md
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@@ -1,5 +1,5 @@
// Copyright (c) 2014-2018 Silicon Studio Corp. (http://siliconstudio.co.jp)
// Copyright (c) 2018 Xenko Team (https://xenko.com)
// Copyright (c) 2018 Xenko contributors (https://xenko.com)

All the Xenko documentation and the media it contains is licensed under the
Creative Commons Attribution 4.0 International License.
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6 changes: 3 additions & 3 deletions en/manual/animation/animation-properties.md
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Expand Up @@ -52,15 +52,15 @@ Make sure you reference the same skeleton used by the model you want to animate.
## Root motion

When root motion is enabled, Xenko applies the **root node animation** to the [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent) of the entity you add the animation to, instead of applying it to the skeleton.
When root motion is enabled, Xenko applies the **root node animation** to the [TransformComponent](xref:Xenko.Engine.TransformComponent) of the entity you add the animation to, instead of applying it to the skeleton.

This is useful, for example, to animate entities that don't require skeletons, such as a [spot light](../graphics/lights-and-shadows/spot-lights.md) moving back and forth.

>[!Note]
>If the animation has no skeleton specified in **Skeleton**, Xenko always applies the animation to [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent), even if **root motion** is disabled.
>If the animation has no skeleton specified in **Skeleton**, Xenko always applies the animation to [TransformComponent](xref:Xenko.Engine.TransformComponent), even if **root motion** is disabled.
>[!Note]
>The [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent) applies an offset to the model node position. If you don't want to add an offset, make sure the [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent) is set to `0,0,0`.
>The [TransformComponent](xref:Xenko.Engine.TransformComponent) applies an offset to the model node position. If you don't want to add an offset, make sure the [TransformComponent](xref:Xenko.Engine.TransformComponent) is set to `0,0,0`.
## Import custom attributes

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12 changes: 6 additions & 6 deletions en/manual/animation/animation-scripts.md
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Expand Up @@ -5,18 +5,18 @@

Animations are controlled using scripts.

You can add an [AnimationComponent](xref:SiliconStudio.Xenko.Engine.AnimationComponent) to an entity and [set up its parameters](set-up-animations.md) in Game Studio. The [AnimationComponent](xref:SiliconStudio.Xenko.Engine.AnimationComponent) class is designed to be used mainly from a script.
You can add an [AnimationComponent](xref:Xenko.Engine.AnimationComponent) to an entity and [set up its parameters](set-up-animations.md) in Game Studio. The [AnimationComponent](xref:Xenko.Engine.AnimationComponent) class is designed to be used mainly from a script.

The more useful properties include:

| Property | Description
| -------- | -----------
| [Animations](xref:SiliconStudio.Xenko.Engine.AnimationComponent#SiliconStudio_Xenko_Engine_AnimationComponent_Animations) | Gets the animation clips associated with this [AnimationComponent](xref:SiliconStudio.Xenko.Engine.AnimationComponent)
| [BlendTreeBuilder](xref:SiliconStudio.Xenko.Engine.AnimationComponent#SiliconStudio_Xenko_Engine_AnimationComponent_BlendTreeBuilder) | Gets or sets animation blend tree builder. Note you can create custom blend trees; for more information, see [Custom blend tree](custom-blend-trees.md)
| [PlayingAnimations](xref:SiliconStudio.Xenko.Engine.AnimationComponent#SiliconStudio_Xenko_Engine_AnimationComponent_PlayingAnimations) | Gets the list of active animations. Use it to customize your startup animations. The playing animations are updated automatically by the animation processor, so be careful when changing the list or keeping a reference to a playing animation
| [Animations](xref:Xenko.Engine.AnimationComponent#Xenko_Engine_AnimationComponent_Animations) | Gets the animation clips associated with this [AnimationComponent](xref:Xenko.Engine.AnimationComponent)
| [BlendTreeBuilder](xref:Xenko.Engine.AnimationComponent#Xenko_Engine_AnimationComponent_BlendTreeBuilder) | Gets or sets animation blend tree builder. Note you can create custom blend trees; for more information, see [Custom blend tree](custom-blend-trees.md)
| [PlayingAnimations](xref:Xenko.Engine.AnimationComponent#Xenko_Engine_AnimationComponent_PlayingAnimations) | Gets the list of active animations. Use it to customize your startup animations. The playing animations are updated automatically by the animation processor, so be careful when changing the list or keeping a reference to a playing animation

>[!Note]
>Animation clips you reference in scripts must be added to the same entity under the [AnimationComponent](xref:SiliconStudio.Xenko.Engine.AnimationComponent).
>Animation clips you reference in scripts must be added to the same entity under the [AnimationComponent](xref:Xenko.Engine.AnimationComponent).
>![Animations added to component](media/animations-added-to-component.png)
Expand Down Expand Up @@ -49,7 +49,7 @@ To use the **AnimationStart** script:
This sample script assigns a simple animation to a character based on its walking speed.

```cs
using SiliconStudio.Xenko.Engine;
using Xenko.Engine;

namespace AdditiveAnimation
{
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10 changes: 5 additions & 5 deletions en/manual/animation/custom-attributes.md
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Expand Up @@ -31,11 +31,11 @@ To look up an attribute, use `NodeName_AttributeName`. For example, if you have
### Example script

```cs
using SiliconStudio.Xenko.Animations;
using SiliconStudio.Xenko.Engine;
using SiliconStudio.Xenko.Rendering;
using SiliconStudio.Xenko.Audio;
using SiliconStudio.Xenko.Rendering.Materials;
using Xenko.Animations;
using Xenko.Engine;
using Xenko.Rendering;
using Xenko.Audio;
using Xenko.Rendering.Materials;

namespace Sample
{
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2 changes: 1 addition & 1 deletion en/manual/animation/custom-blend-trees.md
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Expand Up @@ -3,7 +3,7 @@
<span class="label label-doc-level">Advanced</span>
<span class="label label-doc-audience">Programmer</span>

The [AnimationComponent](xref:SiliconStudio.Xenko.Engine.AnimationComponent) has the property [AnimationComponent.BlendTreeBuilder](xref:SiliconStudio.Xenko.Engine.AnimationComponent#SiliconStudio_Xenko_Engine_AnimationComponent_BlendTreeBuilder). If you want absolute control over which animations are played, how are they blended and what weights they have, you can create a script which inherits from `IBlendTreeBuilder` and assign it to the BlendTreeBuilder under your animation component.
The [AnimationComponent](xref:Xenko.Engine.AnimationComponent) has the property [AnimationComponent.BlendTreeBuilder](xref:Xenko.Engine.AnimationComponent#Xenko_Engine_AnimationComponent_BlendTreeBuilder). If you want absolute control over which animations are played, how are they blended and what weights they have, you can create a script which inherits from `IBlendTreeBuilder` and assign it to the BlendTreeBuilder under your animation component.

When the animation component is updated, it calls `void BuildBlendTree(FastList<AnimationOperation> animationList)` on your script instead of updating the animations itself. This allows you to choose any combination of animation clips, speeds and blends, but is also more difficult, as all the heavy lifting is now on the script side.

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2 changes: 1 addition & 1 deletion en/manual/animation/import-animations.md
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Expand Up @@ -47,7 +47,7 @@ You can view and edit their properties in the **Property Grid** (on the right by

## Use an animation asset

To use an animation asset, add an [AnimationComponent](xref:SiliconStudio.Xenko.Engine.AnimationComponent) to an entity, then add the animation asset to the animation component. For more information, see [Set up animations](set-up-animations.md).
To use an animation asset, add an [AnimationComponent](xref:Xenko.Engine.AnimationComponent) to an entity, then add the animation asset to the animation component. For more information, see [Set up animations](set-up-animations.md).

>[!Note]
>Make sure you correctly skin your mesh to the skeleton. If you don't, you won't be able to animate your model correctly.
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2 changes: 1 addition & 1 deletion en/manual/animation/model-node-links.md
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Expand Up @@ -54,7 +54,7 @@ For example, imagine you have two models: a knight, and a sword. The character h

## Offset

To add an offset to the linked entity, use the entity's [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent).
To add an offset to the linked entity, use the entity's [TransformComponent](xref:Xenko.Engine.TransformComponent).

![Transform](media/transform-component.png)

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8 changes: 4 additions & 4 deletions en/manual/animation/procedural-animation.md
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Expand Up @@ -5,13 +5,13 @@

**Procedural animation** is an alternative method of animation. Instead of creating animations yourself, you can use engine components to animate 3D models at runtime.

In some cases, this creates more effective and efficient animations. For example, imagine a shrink effect that happens when the player shoots a monster with a shrink weapon. Instead of creating a complex shrinking animation, you can access the entity [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent) and simply scale the enemy down to the required size.
In some cases, this creates more effective and efficient animations. For example, imagine a shrink effect that happens when the player shoots a monster with a shrink weapon. Instead of creating a complex shrinking animation, you can access the entity [TransformComponent](xref:Xenko.Engine.TransformComponent) and simply scale the enemy down to the required size.

You can access multiple components to animate your models at runtime, including:

* [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent)
* [LightComponent](xref:SiliconStudio.Xenko.Engine.LightComponent)
* [RigidBodyComponent](xref:SiliconStudio.Xenko.Physics.RigidbodyComponent)
* [TransformComponent](xref:Xenko.Engine.TransformComponent)
* [LightComponent](xref:Xenko.Engine.LightComponent)
* [RigidBodyComponent](xref:Xenko.Physics.RigidbodyComponent)

## Code sample

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26 changes: 13 additions & 13 deletions en/manual/audio/audio-emitters.md
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Expand Up @@ -4,12 +4,12 @@
<span class="label label-doc-audience">Programmer</span>
<span class="label label-doc-audience">Designer</span>

[Audio emitter components](xref:SiliconStudio.Xenko.Audio.AudioEmitter) emit audio used to create [spatialized audio](spatialized-audio.md). You can add them to any entity.
[Audio emitter components](xref:Xenko.Audio.AudioEmitter) emit audio used to create [spatialized audio](spatialized-audio.md). You can add them to any entity.

The pitch and volume of the sound changes as the [audio listener](audio-listeners.md) moves closer to and away from the audio emitter.

> [!Note]
You need at least one [AudioListenerComponent](xref:SiliconStudio.Xenko.Audio.AudioListener) in the scene to hear audio from audio emitters.
You need at least one [AudioListenerComponent](xref:Xenko.Audio.AudioListener) in the scene to hear audio from audio emitters.

## 1. Set up an audio emitter asset

Expand Down Expand Up @@ -55,7 +55,7 @@ You need at least one [AudioListenerComponent](xref:SiliconStudio.Xenko.Audio.Au

Now we need to create a script to play and configure the audio asset.

1. In your script, instantiate [AudioEmitterSoundController](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController) for each sound you want to use in the script.
1. In your script, instantiate [AudioEmitterSoundController](xref:Xenko.Audio.AudioEmitterSoundController) for each sound you want to use in the script.

For example, say we have two sounds, **MySound1** and **MySound2**:

Expand All @@ -65,18 +65,18 @@ Now we need to create a script to play and configure the audio asset.
AudioEmitterSoundController mySound2Controller = audioEmitterComponent["MySound2"];
```

2. Use the following [AudioEmitterSoundController](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController) properties and methods to play and configure the audio:
2. Use the following [AudioEmitterSoundController](xref:Xenko.Audio.AudioEmitterSoundController) properties and methods to play and configure the audio:

| Property / method | Description |
|------- |-------|
| [IsLooping](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.IsLooping) | Loops audio. Has no effect if [PlayAndForget()](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.PlayAndForget) is set to true.|
| [Pitch](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.Pitch) | Gets or sets sound pitch (frequency). Use with caution for spatialized audio. |
| [PlayState](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.PlayState) | Gets the current state of the audio emitter sound controller. |
| [Volume](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.Volume) | Volume of the audio. |
| [Pause()](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.Pause) | Pauses audio. |
| [Play()](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.Play) | Plays audio. |
| [PlayAndForget()](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.PlayAndForget)| Plays audio once, then clears the memory. Useful for short sounds such as gunshots. Overrides [IsLooping](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.IsLooping).|
| [Stop()](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.Stop) | Stops audio. |
| [IsLooping](xref:Xenko.Audio.AudioEmitterSoundController.IsLooping) | Loops audio. Has no effect if [PlayAndForget()](xref:Xenko.Audio.AudioEmitterSoundController.PlayAndForget) is set to true.|
| [Pitch](xref:Xenko.Audio.AudioEmitterSoundController.Pitch) | Gets or sets sound pitch (frequency). Use with caution for spatialized audio. |
| [PlayState](xref:Xenko.Audio.AudioEmitterSoundController.PlayState) | Gets the current state of the audio emitter sound controller. |
| [Volume](xref:Xenko.Audio.AudioEmitterSoundController.Volume) | Volume of the audio. |
| [Pause()](xref:Xenko.Audio.AudioEmitterSoundController.Pause) | Pauses audio. |
| [Play()](xref:Xenko.Audio.AudioEmitterSoundController.Play) | Plays audio. |
| [PlayAndForget()](xref:Xenko.Audio.AudioEmitterSoundController.PlayAndForget)| Plays audio once, then clears the memory. Useful for short sounds such as gunshots. Overrides [IsLooping](xref:Xenko.Audio.AudioEmitterSoundController.IsLooping).|
| [Stop()](xref:Xenko.Audio.AudioEmitterSoundController.Stop) | Stops audio. |

For example:

Expand All @@ -87,7 +87,7 @@ mySound1Controller.Volume = 0.5f;
mySound1Controller.Play();
```

This sound will loop at double the original pitch and half the original volume. For more information, see the [AudioEmitterSoundController Xenko API documentation](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController).
This sound will loop at double the original pitch and half the original volume. For more information, see the [AudioEmitterSoundController Xenko API documentation](xref:Xenko.Audio.AudioEmitterSoundController).

## 3. Add the script to the audio emitter entity

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4 changes: 2 additions & 2 deletions en/manual/audio/audio-listeners.md
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Expand Up @@ -17,14 +17,14 @@ To create an audio listener, attach an **audio listener component** to an entity

![Select an entity](media/audio-add-audiolistener-component-select-entity.png)

2. In the **Property Grid**, click _Add Component_ and select [Audio listener component](xref:SiliconStudio.Xenko.Audio.AudioListener):
2. In the **Property Grid**, click _Add Component_ and select [Audio listener component](xref:Xenko.Audio.AudioListener):

![Add AudioListener Component](media/audio-add-audiolistener-component.png)

The entity is now an audio listener.

> [!Warning]
On iOS, you can create multiple objects with [Audio listener component](xref:SiliconStudio.Xenko.Audio.AudioListener) in a scene, but only one is used at runtime.
On iOS, you can create multiple objects with [Audio listener component](xref:Xenko.Audio.AudioListener) in a scene, but only one is used at runtime.

## See also
* [Spatialized audio](spatialized-audio.md)
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6 changes: 3 additions & 3 deletions en/manual/audio/custom-audio-data.md
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Expand Up @@ -3,12 +3,12 @@
<span class="label label-doc-level">Advanced</span>
<span class="label label-doc-audience">Programmer</span>

You can generate audio using your own mechanism. To do this, create a subclass of [DynamicSoundSource](xref:SiliconStudio.Xenko.Audio.DynamicSoundSource).
For an example of how to implement this, see the [CompressedSoundSource` source code](https://github.com/SiliconStudio/xenko/blob/master-1.8/sources/engine/SiliconStudio.Xenko.Audio/CompressedSoundSource.cs).
You can generate audio using your own mechanism. To do this, create a subclass of [DynamicSoundSource](xref:Xenko.Audio.DynamicSoundSource).
For an example of how to implement this, see the [CompressedSoundSource` source code](https://github.com/SiliconStudio/xenko/blob/master-1.8/sources/engine/Xenko.Audio/CompressedSoundSource.cs).

## Example code

To play a custom [DynamicSoundSource](xref:SiliconStudio.Xenko.Audio.DynamicSoundSource) at runtime, use:
To play a custom [DynamicSoundSource](xref:Xenko.Audio.DynamicSoundSource) at runtime, use:

```
int sampleRate = 48000;
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12 changes: 6 additions & 6 deletions en/manual/audio/global-audio-settings.md
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Expand Up @@ -5,17 +5,17 @@

Global audio settings apply to all the audio in your project.

You can control the global audio settings by accessing the [AudioEngine](xref:SiliconStudio.Xenko.Audio.AudioEngine) **properties** class:
You can control the global audio settings by accessing the [AudioEngine](xref:Xenko.Audio.AudioEngine) **properties** class:

| Property | Function |
|--- | --- |
| [MasterVolume](xref:SiliconStudio.Xenko.Audio.AudioEngine.MasterVolume) | Sets the master volume. |
| [PauseAudio](xref:SiliconStudio.Xenko.Audio.AudioEngine.PauseAudio) | Pauses all audio. |
| [ResumeAudio](xref:SiliconStudio.Xenko.Audio.AudioEngine.ResumeAudio) | Resumes all audio. |
| [MasterVolume](xref:Xenko.Audio.AudioEngine.MasterVolume) | Sets the master volume. |
| [PauseAudio](xref:Xenko.Audio.AudioEngine.PauseAudio) | Pauses all audio. |
| [ResumeAudio](xref:Xenko.Audio.AudioEngine.ResumeAudio) | Resumes all audio. |

You can also control sounds individually using the [SoundInstance API](xref:SiliconStudio.Xenko.Audio.SoundInstance).
You can also control sounds individually using the [SoundInstance API](xref:Xenko.Audio.SoundInstance).

## See also
* [Spatialized audio](spatialized-audio.md)
* [Non-spatialized audio](non-spatialized-audio.md)
* [SoundInstance API documentation](xref:SiliconStudio.Xenko.Audio.SoundInstance)
* [SoundInstance API documentation](xref:Xenko.Audio.SoundInstance)
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