private void MainPage_Unloaded(object sender, RoutedEventArgs e) { if (vectorGameManager != null) { vectorGameManager.Dispose(); vectorGameManager = null; } }
void MainWindow_Closed(object sender, EventArgs e) { if (vectorGameManager != null) { vectorGameManager.Dispose(); vectorGameManager = null; } }
private void RestartGame() { // dispose the old game if (vectorGameManager != null) { vectorGameManager.Dispose(); vectorGameManager = null; } try { SoundIOType soundIOType = SoundIOType.Direct; Enum.TryParse(Settings.Default.SoundIOType, out soundIOType); switch (soundIOType) { case SoundIOType.Direct: // create our tempest... just a normal game that interacts with our keyboard // commands and the internal audio vectorGameManager = VectorGameManager.CreateNormalInstance(); break; case SoundIOType.Discovery: vectorGameManager = VectorGameManager.CreateCOMPortInstance(Settings.Default.DiscoveryCOMPort); break; case SoundIOType.Loopback: vectorGameManager = VectorGameManager.CreateLoopbackInstance( Settings.Default.LoopbackPort1, Settings.Default.LoopbackPort2 ); break; case SoundIOType.MemoryStream: // create our tempest... just a normal game that interacts with the sound & // control panel via a memory stream vectorGameManager = VectorGameManager.CreateStreamedInstance(); break; default: throw new Exception("Unsupported I/O type: " + soundIOType); } // set it to running startTime = DateTime.Now; vectorGameManager.Start(); } catch (Exception e) { MessageBox.Show("Error starting game: " + e.Message); } }
private void RestartGame() { // dispose the old game if (vectorGameManager != null) { vectorGameManager.Dispose(); vectorGameManager = null; } // create our tempest... just a normal game that interacts with our keyboard // commands and the internal audio vectorGameManager = VectorGameManager.CreateNormalInstance(); // set it to running startTime = DateTime.Now; vectorGameManager.Start(); }