Meaning a user isn't directly interacting with anything, but is still hearing a sound.įocusing happens when a user navigates through an app, this can be with the gamepad/keyboard/remote or kinect. The Focus sound is the only implicit sound in our system. When navigating from the current page to the previous page within an app the GoBack sound should be called: ElementSoundPlayer.Play(ElementSoundKind.GoBack) When moving to a view/panel that is considered the next item in a list, call: ElementSoundPlayer.Play(ElementSoundKind.MoveNext) Īnd when moving to a previous view/panel in a list considered the previous item, call: ElementSoundPlayer.Play(ElementSoundKind.MovePrevious) The audio experience around this navigation concept is encompassed by the MovePrevious and MoveNext sounds. Meaning you can move to the next view/panel or the previous one, without leaving the current app page you're on. When navigating between panels or views within an app's page (see NavigationView), there is typically bidirectional movement. When an overlay content window is brought into view, the Show sound should be called: ElementSoundPlayer.Play(ElementSoundKind.Show) Ĭonversely when an overlay content window is closed (or is light dismissed), the Hide sound should be called: ElementSoundPlayer.Play(ElementSoundKind.Hide) There are many flyouts, dialogs and dismissible UIs in XAML, and any action that triggers one of these overlays should call a Show or Hide sound. To play this sound from any control event, simply call the Play method from ElementSoundPlayer and pass in ElementSound.Invoke: ElementSoundPlayer.Play(ElementSoundKind.Invoke) Typically, this sound is only played when a user explicitly targets a simple control or control part through an input device. This sound plays when a user invokes a control through a tap/click/enter/space or press of the 'A' button on a gamepad. The most common control-triggered sound in our system today is the Invoke sound. When creating a custom control, or changing an existing control's sound, it is important to understand the usages of all the sounds the system provides.Įach sound relates to a certain basic user interaction, and although sounds can be customized to play on any interaction, this section serves to illustrate the scenarios where sounds should be used to maintain a consistent experience across all UWP apps. īuttonName.ElementSoundState = ElementSoundMode.Off If set to Off, every sound that control plays will be muted except for focus. The ElementSoundMode has two states: Off and Default. This is done through the ElementSoundMode on the control. If a control's default sound is not desired, it can be disabled. Where maximum volume (relative to system volume) is 1.0, and minimum is 0.0 (essentially silent). To set the app volume level, call: ElementSoundPlayer.Volume = 0.5 However, sounds within the app cannot get louder than the system volume. Sound Volume OverrideĪll sounds within the app can be dimmed with the Volume control. To understand more about designing for Xbox and TV, please see Designing for Xbox and TV. Sound is a key part of the 10-foot experience, and by default, the ElementSoundPlayer's state is Auto, meaning that you will only get sound when your app is running on Xbox. To learn more about spatial audio and how XAML handles it see AudioGraph - Spatial Audio. Off: Spatial audio is always off, even if sound is on.Auto: Spatial audio will turn on when sound is on. The SpatialAudioMode property can takes these values: To disable 3D sound (while still keeping the sound on), disable the SpatialAudioMode of the ElementSoundPlayer: ElementSoundPlayer.SpatialAudioMode = ElementSpatialAudioMode.Off If set to On sounds for your app will play on every platform.Įnabling ElementSoundPlayer will automatically enable spatial audio (3D sound) as well. If set to Off, no matter where your app is run, sound will never play. The ElementSoundPlayer has three different states: On Off and Auto. ElementSoundPlayer.State = ElementSoundPlayerState.On The ElementSoundPlayer is an integrated sound system within XAML, and when turned on all default controls will play sounds automatically. UWP provides an easily accessible sound system that allows you to simply "flip a switch" and get an immersive audio experience across your entire app. Get the WinUI 2 Gallery app (Microsoft Store).If you have the WinUI 2 Gallery app installed, click here to open the app and see Sound in action. You can use sound to create an atmosphere that immerses the user for example, you might play a whimsical soundtrack in the background of puzzle game, or use ominous sound effects for a horror/survival game. Sound can be an effective user interface element for people with visual disabilities. You can use to sound to supplement other UI elements, enabling users to recognize events audibly. There are many ways to use sound to enhance your app.
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