public sealed class AudioOverlayThe audio overlay: active voices, the master level, and whether the mixer is keeping up.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
[13](../../../docs/plan/13-diagnostics.md) § Diagnostic overlays asks for "active voices, mixer levels, 3D source positions". The first two are here, on the numbers AudioStatistics already publishes; the third is world geometry rather than a panel and belongs in a system drawing into DebugDraw beside the physics one, which is why it is not in this file.
Load is the number to watch and it is drawn first among the meters. Everything else on the panel is a symptom of it being close to one: a mixer at 0.8 will start dropping out the first time the operating system schedules something else, and by the time the underrun counters move the player has already heard it.
⚠ Lives here rather than in Vixen.Engine because the numbers do. The overlay interface is the seam that lets a subsystem report on itself without the diagnostics layer growing a reference to every subsystem there is.
Fields and properties (4)
public string NameWhat the console and the toggles call it. Lower case, no spaces.
public OverlayAnchor AnchorWhich corner it is pinned to.
public bool EnabledWhether it is drawn.
public float WidthHow wide the panel is, in pixels.
Methods (2)
public AudioOverlay(AudioEngine engine)The audio overlay: active voices, the master level, and whether the mixer is keeping up.
public void Draw(OverlaySurface surface, in GameTime time)Draws it.