public CreateInstance ( ) : |
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return |
private SoundEffectInstance GetInstance(SoundEffect effect) { #if WINDOWS_PHONE // Names of resources for some reason don't work on XNA 4.0 targetting Phone 7.1 // For now (first release), just don't cache sounds. return effect.CreateInstance(); #else if (!_cachedEffects.ContainsKey(effect.Name)) { _cachedEffects.Add(effect.Name, effect.CreateInstance()); } return _cachedEffects[effect.Name]; #endif }
public Audio(string bestand, bool loop) { soundEffect = Program.INSTANCE.Content.Load<SoundEffect>(bestand); instance = soundEffect.CreateInstance(); instance.IsLooped = loop; playingSound = true; }
public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); //TargetElapsedTime = TimeSpan.FromTicks(333333); TargetElapsedTime = TimeSpan.FromTicks(333); #if WINDOWS_PHONE graphics.IsFullScreen = true; InitializeLandscapeGraphics(); #endif screenFactory = new ScreenFactory(); Services.AddService(typeof(IScreenFactory), screenFactory); screenManager = new ScreenManager(this); Components.Add(screenManager); #if WINDOWS_PHONE // hook Microsoft.Phone.Shell.PhoneApplicationService.Current.Launching += new EventHandler<Microsoft.Phone.Shell.LaunchingEventArgs>(GameLaunching); Microsoft.Phone.Shell.PhoneApplicationService.Current.Activated += new EventHandler<Microsoft.Phone.Shell.ActivatedEventArgs>(GameActivated); Microsoft.Phone.Shell.PhoneApplicationService.Current.Deactivated += new EventHandler<Microsoft.Phone.Shell.DeactivatedEventArgs>(GameDeactivated); #else AddInitialScreens(); #endif gameMusic = Content.Load<SoundEffect>("sounds/GamePlayHalfBit"); gameMusicI = gameMusic.CreateInstance(); gameMusicI.IsLooped = true; gameMusicI.Play(); }
public static void PlaySound(SoundEffect Sound) { SoundEffectInstance soundEngineInstance; soundEngineInstance = Sound.CreateInstance(); soundEngineInstance.Play(); }
/// <summary> /// Erstellt eine neue SoundEffect-Datei mit dem angegebenen Anzeigenamen und des angegebenen SoundEffect-Objekts. /// </summary> public SoundEffectFile(string name, SoundEffect soundEffect, Sound soundType) { Name = name; SoundEffect = soundEffect; Instance = soundEffect.CreateInstance (); SoundType = soundType; }
public CSound(SoundEffect fx, bool Track) { _sfxInstance = fx.CreateInstance(); _sfx = null; _song = null; _track = Track; }
public static void playSound(SoundEffect soundEffect) { SoundEffectInstance instance = soundEffect.CreateInstance(); instance.Volume = Game.volume; instance.Play(); soundEffects.Add(instance); }
public LoopingSoundEffect(SoundEffect soundEffect, float volume) { sound = soundEffect.CreateInstance(); sound.IsLooped = true; this.volume = sound.Volume = volume; LoopingSoundEffects.Add(this); }
public PlayingState(Game game) : base(game) { game.Services.AddService(typeof(IPlayingState), this); PlayerShip = new Player(OurGame); GameThrusterManager = new ThrusterManager(OurGame); PlayerShip.GameThrusterManager = GameThrusterManager; GameFoodManager = new FoodManager(OurGame); PlayerShip.GameFoodManager = GameFoodManager; GameFoodManager.PlayerShip = PlayerShip; GamePowerupManager = new PowerUpManager(OurGame); PlayerShip.GamePowerupManager = GamePowerupManager; GamePowerupManager.PlayerShip = PlayerShip; OurGame.Components.Add(PlayerShip); OurGame.Components.Add(GameThrusterManager); OurGame.Components.Add(GameFoodManager); OurGame.Components.Add(GamePowerupManager); PlayerShip.Enabled = false; GameFoodManager.Enabled = false; GameThrusterManager.Enabled = false; GamePowerupManager.Enabled = false; PlayerShip.Visible = false; GameFoodManager.Visible = false; GameThrusterManager.Visible = false; GamePowerupManager.Visible = false; soundEffect = Content.Load<SoundEffect>("Music"); soundEffectIntance = soundEffect.CreateInstance(); }
public void CreateSoundInstance(string SoundID) { switch (SoundID) { case "finalMap1": SoundFromFile = (SoundEffect)ContentRepository.Content["1-"]; InstanceOfSound = SoundFromFile.CreateInstance(); break; case "finalMap2": SoundFromFile = (SoundEffect)ContentRepository.Content["2-"]; InstanceOfSound = SoundFromFile.CreateInstance(); break; case "finalMap3": SoundFromFile = (SoundEffect)ContentRepository.Content["3-"]; InstanceOfSound = SoundFromFile.CreateInstance(); break; case "4": SoundFromFile = (SoundEffect)ContentRepository.Content["4-"]; InstanceOfSound = SoundFromFile.CreateInstance(); break; case "5": SoundFromFile = (SoundEffect)ContentRepository.Content["5-"]; InstanceOfSound = SoundFromFile.CreateInstance(); break; case "6": SoundFromFile = (SoundEffect)ContentRepository.Content["6-"]; InstanceOfSound = SoundFromFile.CreateInstance(); break; default: //throw new Exception("No Sound for this ID"); break; } }
public void Init() { speed = 5;//1000 / speed; player = new Player(game, this, new Rectangle(512, 0, 32, 32)); game.Components.Add(player); Block floor = new Block(game, this, new Rectangle(0, 736, 1024, 32), Color.SpringGreen, 0, 0);//740 blocks.Add(floor); game.Components.Add(floor); CheckNextBlockSpawn(); this.highScore = new HighScoresWindow(game); game.Components.Add(this.highScore); this.scoreText = new Text(game, "Score: " + this.points, new Vector2(0,0), Color.Blue); game.Components.Add(this.scoreText); music = this.game.Content.Load<SoundEffect>("home_at_last"); musicInstance = music.CreateInstance(); musicInstance.IsLooped = true; musicInstance.Play(); points = 0; }
/// <summary> /// The parameterized constructor for the player class /// </summary> /// <param name="pTexture">The texture that the player will use</param> /// <param name="g">The GraphicsDeviceManager that will be used</param> public Player(Texture2D pTexture, GraphicsDeviceManager gdm, World w, Texture2D fTexture) { //Load the texture and set the vectors graphic = gdm; screenWidth = gdm.PreferredBackBufferWidth; screenHeight = gdm.PreferredBackBufferHeight; position = new Vector2(150, 50); body = new Rectangle((int)position.X, (int)position.Y, 50, 50); //TODO: add content manager burning = w.game.Content.Load<SoundEffect>("Audio/WAVs/fire"); burning2 = burning.CreateInstance(); texture = pTexture; flameTexture = fTexture; velocity = new Vector2(0, 0); world = w; world.Player = this; //Set the player state hState = HorizontalState.standing; //Make an array of three torches torches = new Torch[999]; for (int i = 0; i < torches.Length; i++) { torches[i] = new Torch(this, fTexture, w); } }
public Effect(double lengthInMilliseconds, SoundEffect sound) { LengthInMilliseconds = lengthInMilliseconds; if (sound != null) { sound.CreateInstance ().Play (); } }
public static void Initialize(ContentManager content) { scream = content.Load<SoundEffect>("Assets/Sounds/deathScream"); collectSound = content.Load<SoundEffect>("Assets/Sounds/itemCollect"); checkpointHell = content.Load<SoundEffect>("Assets/Sounds/CheckpointHell"); checkpointCrystal = content.Load<SoundEffect>("Assets/Sounds/CheckpointCristall"); fireball = content.Load<SoundEffect>("Assets/Sounds/Fireball"); freezingIce = content.Load<SoundEffect>("Assets/Sounds/freezingIce"); whip = content.Load<SoundEffect>("Assets/Sounds/whip"); laser = content.Load<SoundEffect>("Assets/Sounds/laser"); SeraphinScream = content.Load<SoundEffect>("Assets/Sounds/SeraphinScream"); thunder = content.Load<SoundEffect>("Assets/Sounds/thunder"); spear = content.Load<SoundEffect>("Assets/Sounds/spear"); claws = content.Load<SoundEffect>("Assets/Sounds/claws"); mainMenu = content.Load<SoundEffect>("Assets/Sounds/mainMenu"); menu = mainMenu.CreateInstance(); menu.IsLooped = true; punch = content.Load<SoundEffect>("Assets/Sounds/punch"); waterSound = content.Load<SoundEffect>("Assets/Sounds/water"); water = waterSound.CreateInstance(); spawn = content.Load<SoundEffect>("Assets/Sounds/spawn"); minionsFraktus = content.Load<SoundEffect>("Assets/Sounds/minions"); goldCave = content.Load<SoundEffect>("Assets/Sounds/GoldCave"); cave = goldCave.CreateInstance(); //cave.IsLooped = true; //background crystal crystalBackground = content.Load<SoundEffect>("Assets/Sounds/crystalBackground"); crystalBG = crystalBackground.CreateInstance(); crystalBG.Volume = 0.25f; crystalBG.IsLooped = true; }
public SmallMarioJumpEffect() { backgroundSoundEffect = SoundEffect.FromStream(backgroundSoundFile); instance = backgroundSoundEffect.CreateInstance(); instance.Volume = 0.25f; instance.IsLooped = false; }
public static void Initialize(ContentManager content) { try { Start_Bgm = content.Load<SoundEffect>(@"Sounds\\Start"); Start_Bgm_Instance = Start_Bgm.CreateInstance(); Start_Bgm_Instance.IsLooped = true; Stage1_3_Bgm = content.Load<SoundEffect>(@"Sounds\\Stage1_3"); Stage1_3_Bgm_Instance = Stage1_3_Bgm.CreateInstance(); Stage1_3_Bgm_Instance.IsLooped = true; Stage4_6_Bgm = content.Load<SoundEffect>(@"Sounds\\Stage4_6"); Stage4_6_Bgm_Instance = Stage4_6_Bgm.CreateInstance(); Stage4_6_Bgm_Instance.IsLooped = true; playerShot = content.Load<SoundEffect>(@"Sounds\\Shot1"); enemyShot = content.Load<SoundEffect>(@"Sounds\\Shot2"); enemy3Shot = content.Load<SoundEffect>(@"Sounds\\Explosion1"); Enemy6_pattern1 = content.Load<SoundEffect>(@"Sounds\\Enemy6_pattern1"); Enemy6_pattern1_2 = content.Load<SoundEffect>(@"Sounds\\Enemy6_pattern1_2"); for (int x = 1; x <= explosionCount; x++) { explosions.Add(content.Load<SoundEffect>(@"sounds\Explosion" + x.ToString())); } } catch { Debug.Write("SoundManager Initialization Failed"); } }
public GameManager(Game game, int level) { mGame = game; mPlayer1 = new Character(game, new Pointf(400, 200), new Size(32, 32), new Velocity(), PlayerIndex.One); mPlayer2 = new Character(game, new Pointf(350, 200), new Size(32, 32), new Velocity(), PlayerIndex.Two); mBoss = null; mLevel = level; switch (level) { case 1: mMap = MapBuilder.BuildLevel1(mGame, new Size(game.Window.ClientBounds.Width, game.Window.ClientBounds.Height - Hud.HUD_HEIGHT), ref mPlayer1); mPlayer1.mPosition = new Pointf(MapHelper.GetPointForColumnAndLevel(0.5f, 1)); mPlayer2.mPosition = new Pointf(MapHelper.GetPointForColumnAndLevel(0.5f, 1)); mBackgroundSong = mGame.Content.Load<Song>("music/Electrolyte - New Mission"); break; case 2: mMap = MapBuilder.BuildSolo(mGame, new Size(game.Window.ClientBounds.Width, game.Window.ClientBounds.Height - Hud.HUD_HEIGHT), ref mPlayer1); mPlayer1.mPosition = new Pointf(MapHelper.GetPointForColumnAndLevel(0.5f, 1)); mPlayer2.mPosition = new Pointf(MapHelper.GetPointForColumnAndLevel(MapHelper.GetLastColumn()-1.5f, 1)); mBackgroundSong = mGame.Content.Load<Song>("music/Electrolyte - Plus vs Minus"); break; case 3: mMap = MapBuilder.BuildBossLevel(mGame, new Size(game.Window.ClientBounds.Width, game.Window.ClientBounds.Height - Hud.HUD_HEIGHT), ref mPlayer1); mBoss = new Character(game, new Pointf(350, MapHelper.GetPlatformYAtLevel(1.5f)), new Size(64, 64), new Velocity(), PlayerIndex.Three); mBackgroundSong = mGame.Content.Load<Song>("music/Electrolyte - Volt"); break; } mHud = new Hud(new Pointf(0, game.Window.ClientBounds.Height - Hud.HUD_HEIGHT), mGame, level); mIsPlayingSound = false; mGangnamSound = game.Content.Load<SoundEffect>("newgangnam"); mGangnamInstance = mGangnamSound.CreateInstance(); }
public Sounds(Song song1, Song song2, Song song3, SoundEffect blimpEngineSound, SoundEffect explosionSound, SoundEffect failedSound, Song gameStartSound, SoundEffect playerEngineSound, SoundEffect rewardSound, SoundEffect shotSound) { level1Music = song1; level2Music = song2; level3Music = song3; MediaPlayer.IsRepeating = true; blimpEngineSE = blimpEngineSound; blimpEngineSEI = blimpEngineSE.CreateInstance(); blimpEngineSEI.IsLooped = true; blimpEngineSEI.Pitch = 0.0f; blimpEngineSEI.Pan = 0.0f; missileEngineSE = blimpEngineSound; missileEngineSEI = missileEngineSE.CreateInstance(); missileEngineSEI.IsLooped = true; missileEngineSEI.Pitch = 1.0f; missileEngineSEI.Pan = 0.0f; playerEngineSE = playerEngineSound; playerEngineSEI = playerEngineSE.CreateInstance(); playerEngineSEI.IsLooped = true; playerEngineSEI.Pitch = -1.0f; explosionSE = explosionSound; failedSE = failedSound; gameStart = gameStartSound; rewardSE = rewardSound; shotSE = shotSound; }
public void LoadContent(SpriteBatch spriteBatch, ContentManager Content, Viewport viewport, Camera camera, Texture2D enemyTexture, GraphicsDeviceManager graphics, SoundEffect _backgroundMusic, GameController _gameController, SoundEffect _fireballSound, SpriteFont _spritefont, Texture2D _bossTexture) { _enemyTexture = enemyTexture; this.camera = camera; _graphics = graphics; spritefont = _spritefont; bossTexture = _bossTexture; backgroundMusic = _backgroundMusic; fireballSound = _fireballSound; _content = Content; gameController = _gameController; character = Content.Load<Texture2D>("imp"); Flame.SetTexture(Content.Load<Texture2D>("Flames")); soundEffectInstance = backgroundMusic.CreateInstance(); onFirstLevel = false; onSecondLevel = false; onThirdLevel = false; onFourthLevel = false; }
//plays a sound once and doesn’t store the reference into memory public static void playSound(string filename, ContentManager Content) { int index = 1; SoundEffectInstance soundEngineInstance; if (lookUpTable.ContainsKey(filename)) { lookUpTable.TryGetValue(filename, out index); soundEngineInstance = mySounds.ElementAt(index); if (soundEngineInstance.State == SoundState.Paused) { soundEngineInstance.Resume(); } else if (soundEngineInstance.State == SoundState.Stopped) { soundEngineInstance.Play(); } } else { soundEngine = Content.Load<SoundEffect>(filename); soundEngineInstance = soundEngine.CreateInstance(); mySounds.Add(soundEngineInstance); lookUpTable.Add(filename, numSounds); numSounds++; soundEngineInstance.IsLooped = false; soundEngineInstance.Volume = 0.5f; soundEngineInstance.Play(); } }
/// <summary> /// /// </summary> /// <param name="spriteBatch"></param> /// <param name="contentManager"></param> override public void Draw(SpriteBatch spriteBatch, ContentManager contentManager) { if (_isAlive) { Texture2D texture = _textureFlyweight.LoadTexture2D(this.ResourcePath,contentManager,_hasTransparency); Rectangle rect = _getScaledRectangle(); spriteBatch.Draw(texture, rect, Color.White); //begin sound play on first Draw() call. if (_once) { _once = false; try { _sound = contentManager.Load<SoundEffect>(_soundFxPath); SoundEffectInstance instance = _sound.CreateInstance(); //float volume = 1.0f; //float pitch = 0.0f; //float pan = 0.0f; instance.Play();// or use: _sound.Play(volume, pitch, pan); and alter pan! } catch (Exception e) { System.Console.WriteLine("SOUND FAILED TO LOAD. e:"+e.Message+e.StackTrace); } } } }
//Modular Constructor public SoundObject(SoundEffect target, Vector2 posn) { this.sound = target; this.position = posn; this.isModular = true; this.dynamic = sound.CreateInstance(); }
public AudioEffect(SoundEffect soundEffect) { _soundEffect = soundEffect; Duration = _soundEffect.Duration.TotalSeconds; _soundEffectInstance = soundEffect.CreateInstance(); }
/// <summary> /// Constructor of looped sound player /// </summary> /// <param name="game"> instance of game to be used for content load </param> /// <param name="name"> path to the wav file to be played </param> public SoundPlayerLoop(Microsoft.Xna.Framework.Game game, string name) : base(game) { sound = game.Content.Load<SoundEffect>(name); soundInstance = sound.CreateInstance(); soundInstance.IsLooped = true; }
public Bullet(World world, Car _car, Texture2D _dummyTexture) { car = _car; dummyTexture = _dummyTexture; bulletPhysicsObject= BodyFactory.CreateRectangle(world, 0.1f, 0.1f, 1f, Vector2.Zero); bulletPhysicsObject.BodyType = BodyType.Dynamic; bulletPhysicsObject.IsSensor = true; bulletPhysicsObject.IsBullet = true; isGoing = false; bulletPhysicsObject.IgnoreCollisionWith(car._compound); bulletPhysicsObject.CollisionCategories = Category.Cat20; bulletPhysicsObject.OnCollision += bullet_OnCollision; graphics = GameServices.GetService<GraphicsDeviceManager>(); pencilTexture = GameServices.GetService<ContentManager>().Load<Texture2D>("Images/pencilTextire"); laserVertices = new VertexPositionColorTexture[6]; laserVertices[0].Color = car.mColor; laserVertices[1].Color = car.mColor; laserVertices[2].Color = car.mColor; laserVertices[3].Color = car.mColor; laserVertices[4].Color = car.mColor; laserVertices[5].Color = car.mColor; laserSound = GameServices.GetService<ContentManager>().Load<SoundEffect>("Sounds/laserorribiledimmerda"); laserSoundInstance=laserSound.CreateInstance(); }
public override void Initialize() { base.Initialize(); _loop = Game.Content.Load<SoundEffect>("AudioContent/loop"); _loopInstance = _loop.CreateInstance(); _loopInstance.IsLooped = true; _loopInstance.Volume = 0.3f; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent () { spriteBatch = new SpriteBatch (GraphicsDevice); sExplosion = Content.Load<SoundEffect> ("ExplosionSound"); tExplosion = Content.Load<Texture2D> ("Explosion"); eExplosion = sExplosion.CreateInstance (); }
public static void AddEffect(string effectName, SoundEffect effect, bool playFromInstance) { if (playFromInstance) { if (_effectInstances == null) { _effectInstances = new Dictionary<string, SoundEffectInstance>(); } if (!_effectInstances.ContainsKey(effectName)) { _effectInstances.Add(effectName, effect.CreateInstance()); } else { _effectInstances[effectName] = effect.CreateInstance(); } } else { if (_effects == null) { _effects = new Dictionary<string, SoundEffect>(); } if (!_effects.ContainsKey(effectName)) { _effects.Add(effectName, effect); } else { _effects[effectName] = effect; } } }
private SoundEffectInstance m_loopingInstance; //there SHOULD only be one of these... public SoundInfo(SoundEffect toWrap) { if (toWrap == null) return; m_effect = toWrap; m_instances = new List<SoundEffectInstance> { toWrap.CreateInstance() }; m_loopingInstance = null; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); effect = Content.Load<SoundEffect>("woodburnlong"); effectInstance = effect.CreateInstance(); }
/// <summary> /// Luo Sound-tyyppisen olion. Oliolla on ominaisuuksia kuten voimakkuus ja korkeus /// joita voidaan muuttaa soiton aikana. /// </summary> /// <returns></returns> public Sound CreateSound() { if (!Game.AudioEnabled) { return(null); } try { DoLoad(); return(new Sound(xnaEffect.CreateInstance())); } catch (NoAudioHardwareException) { Game.Instance.OnNoAudioHardwareException(); return(null); } }
public GameMusic(SoundEffect soundEffect) { _instance = soundEffect.CreateInstance(); _instance.IsLooped = true; }