public void StopDynamicMusic() { for (int i = 0; i < layerList.Count; i++) { layerList[i].Stop(); } state = dynamicMusicState.STOPPED; }
public void PauseDynamicMusic() { for (int i = 0; i < layerList.Count; i++) { layerList[i].Pause(); } state = dynamicMusicState.PAUSED; }
public void PlayDynamicMusic() { for (int i = 0; i < layerList.Count; i++) { layerList[i].Play(); } state = dynamicMusicState.PLAYING; }
public DynamicMusic(SoundEffectInstance musicLayer1, SoundEffectInstance musicLayer2, SoundEffectInstance musicLayer3, SoundEffectInstance musicLayer4) { layerList = new List<SoundEffectInstance>(); layerList.Add(musicLayer1); layerList.Add(musicLayer2); layerList.Add(musicLayer3); layerList.Add(musicLayer4); for (int i = 0; i < layerList.Count; i++) { layerList[i].IsLooped = true; if (i != 0 ) layerList[i].Volume = 0f; } state = dynamicMusicState.STOPPED; }
public DynamicMusic(SoundEffectInstance musicLayer1, SoundEffectInstance musicLayer2, SoundEffectInstance musicLayer3, SoundEffectInstance musicLayer4) { layerList = new List <SoundEffectInstance>(); layerList.Add(musicLayer1); layerList.Add(musicLayer2); layerList.Add(musicLayer3); layerList.Add(musicLayer4); for (int i = 0; i < layerList.Count; i++) { layerList[i].IsLooped = true; if (i != 0) { layerList[i].Volume = 0f; } } state = dynamicMusicState.STOPPED; }