Example #1
0
        protected override void LoadContent()
        {
            base.LoadContent();
            m_Pixels         = new Color[m_Texture.Width * m_Texture.Height];
            m_OriginalPixels = new Color[m_Texture.Width * m_Texture.Height];
            m_Texture.GetData <Color>(m_Pixels);
            m_Texture.GetData <Color>(m_OriginalPixels);

            SoundManager.AddSoundEffect(k_BarrierHitSoundAsset);
        }
Example #2
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);

            SoundManager.AddSoundEffect("button01", Game1.Self.Content.Load <SoundEffect>("Sfx/Button01"));
            SoundManager.AddSoundEffect("button02", Game1.Self.Content.Load <SoundEffect>("Sfx/Button02"));
            SoundManager.AddSoundEffect("button03", Game1.Self.Content.Load <SoundEffect>("Sfx/Button03"));

            SoundManager.AddMusic("GameplaySong1", Game1.Self.Content.Load <Song>("Songs/Irregular Rhythm"));
            SoundManager.AddMusic("GameplaySong2", Game1.Self.Content.Load <Song>("Songs/Heart Chord"));
            SoundManager.AddMusic("title_song", Game1.Self.Content.Load <Song>("Songs/Memories"));
            SoundManager.AddMusic("GameOverSong", Game1.Self.Content.Load <Song>("Songs/Caution Flow"));


            SceneManager.setScene(new Core.Scenes.Intro(), true);
        }
Example #3
0
        protected override void LoadContent()
        {
            base.LoadContent();

            SoundManager.AddSoundEffect(k_LifeDiessetAsset);
        }
Example #4
0
 public void AddSoundEffect(string name, string newName = null)
 {
     SoundManager.AddSoundEffect(name, newName);
 }
Example #5
0
        protected override void LoadContent()
        {
            base.LoadContent();

            SoundManager.AddSoundEffect(k_KillSoundAsset);
        }