Dispose() public method

Releases the resources held by this Microsoft.Xna.Framework.Audio.SoundEffect.
public Dispose ( ) : void
return void
Ejemplo n.º 1
0
 void PlaySound(byte[] capture, string senderIdentity, double captureLengthInSeconds)
 {
     try
     {
         byte[] uncompressed = Tools.Instance.DataCompression.Decompress(capture);
         SoundEffect sound = new SoundEffect(uncompressed, Microphone.Default.SampleRate, AudioChannels.Mono);
         SoundEffect.MasterVolume = 1f;
         sound.Play();
         TimeSpan ts = TimeSpan.FromMilliseconds(captureLengthInSeconds * 1000);
         Thread.Sleep(ts);
         sound.Dispose();
     }
     catch (Exception ex)
     {
         Tools.Instance.Logger.LogError(ex.ToString());
     }
 }
Ejemplo n.º 2
0
 public static void Stop(SoundEffect soundEffect)
 {
     if (soundEffect != null)
     {
         soundEffect.Dispose();
     }
 }
Ejemplo n.º 3
0
        /// <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);

            // load texture and contents
            messageFont = this.Content.Load<SpriteFont>(MessageFontContentName);
            scoreFont = this.Content.Load<SpriteFont>(ScoreFontContentName);

            laserTexture = this.Content.Load<Texture2D>(LaserContentName);
            spaceshipTexture = this.Content.Load<Texture2D>(SpaceshipContentName);
            enemy4Texture = this.Content.Load<Texture2D>(Enemy4ContentName);
            explosionTexture = this.Content.Load<Texture2D>(ExplosionsContentName);
            backgroundTexture = this.Content.Load<Texture2D>(BackgroundContentName);
            starTexture = this.Content.Load<Texture2D>(ParallaxStarContentName);
            //bgmEffect = this.Content.Load<SoundEffect>(BgmContentName);
            bgmEffect = this.Content.Load<SoundEffect>(this.settings.BgmSoundEffect);
            explosionSoundEffect = this.Content.Load<SoundEffect>(ExplosionSoundContentName);
            explosionSound = explosionSoundEffect.CreateInstance();
            explosionSound.Volume = 1.0F;

            laserSoundEffect = this.Content.Load<SoundEffect>(LaserSoundContentName);
            laserSound = laserSoundEffect.CreateInstance();
            laserSound.Volume = 1.0F;

            // create sprites
            spaceshipSprite = new SpaceshipSprite(spaceshipTexture);
            backgroundSprite = new BackgroundSprite(backgroundTexture, graphics);

            // create sprite generators
            enemyGenerator =
                new SpriteGenerator<EnemySprite>(
                    () =>
                        new EnemySprite(enemy4Texture,
                            new Vector2(Utils.GetRandomNumber(1, GraphicsDevice.Viewport.Width - enemy4Texture.Width), 1),
                            Utils.GetRandomNumber(5, 10)), enemyPool, TimeSpan.FromMilliseconds(1000.0F/settings.NumOfEnemiesPerSecond));

            starGenerator =
                new SpriteGenerator<ParallaxStarSprite>(() => new ParallaxStarSprite(starTexture, new Vector2(
                    Utils.GetRandomNumber(1,
                        GraphicsDevice.Viewport.Width - starTexture.Width), 1), Utils.GetRandomNumber(5, 20)), starPool,
                    TimeSpan.FromMilliseconds(100));

            gameOverScene = new GameOverScene(this, () => !spaceshipSprite.IsActive, () =>
            {
                this.enemyPool.Clear();
                this.laserPool.Clear();
                this.explosionPool.Clear();

                this.enemyGenerator.IsActive = false;

                if (explosionSound != null && !explosionSound.IsDisposed)
                {
                    explosionSound.Stop(true);
                    explosionSound.Dispose();
                }
                if (laserSound != null && !laserSound.IsDisposed)
                {
                    laserSound.Stop(true);
                    laserSound.Dispose();
                }
                bgmEffect.Dispose();
            }) {IsActive = !settings.LiveForever};

            var bgm = bgmEffect.CreateInstance();
            bgm.IsLooped = true;
            bgm.Play();
        }