public static void FadeOut(CustomMediaPlayer fadeOutSound)
 {
     if (null != fadeOutSound)
     {
         fadeOutSound._State = CustomMediaPlayer.States.FadeOut;
         fadeOutSound._Timer = DateTime.Now + TimeSpan.FromSeconds(1);
         fadeOutSound.SetVolume(1f, 1f);
     }
 }
Example #2
0
 public static void FadeOut(CustomMediaPlayer fadeOutSound)
 {
     if (null != fadeOutSound)
     {
         fadeOutSound._State = CustomMediaPlayer.States.FadeOut;
         fadeOutSound._Timer = DateTime.Now + TimeSpan.FromSeconds(1);
         fadeOutSound.SetVolume(1f, 1f);
     }
 }
 public static void FadeIn(CustomMediaPlayer fadeInSound, String soundFile)
 {
     if (null != fadeInSound)
     {
         if (fadeInSound.IsPlaying)
         {
             fadeInSound.Stop();
         }
         fadeInSound._State = CustomMediaPlayer.States.FadeIn;
         fadeInSound._Timer = DateTime.Now + TimeSpan.FromSeconds(1);
         fadeInSound.SetVolume(0f, 0f);
         PlaySound(fadeInSound, soundFile);
     }
 }
Example #4
0
 public static void FadeIn(CustomMediaPlayer fadeInSound, String soundFile)
 {
     if (null != fadeInSound)
     {
         if (fadeInSound.IsPlaying)
         {
             fadeInSound.Stop();
         }
         fadeInSound._State = CustomMediaPlayer.States.FadeIn;
         fadeInSound._Timer = DateTime.Now + TimeSpan.FromSeconds(1);
         fadeInSound.SetVolume(0f, 0f);
         PlaySound(fadeInSound, soundFile);
     }
 }
Example #5
0
        public static void CrossFade(CustomMediaPlayer fadeOutSound, CustomMediaPlayer fadeInSound, String soundFile)
        {
            if (null != fadeOutSound)
            {
                fadeOutSound._State = CustomMediaPlayer.States.FadeOut;
                fadeOutSound._Timer = DateTime.Now + TimeSpan.FromSeconds(1);
                fadeOutSound.SetVolume(1f, 1f);
            }

            if (null != fadeInSound)
            {
                fadeInSound._State = CustomMediaPlayer.States.FadeIn;
                fadeInSound._Timer = DateTime.Now + TimeSpan.FromSeconds(1);
                fadeInSound.SetVolume(0f, 0f);
                if (!fadeInSound.IsPlaying)
                {
                    PlaySound(fadeInSound, soundFile);
                }
            }
        }
Example #6
0
        public static void PlaySound(CustomMediaPlayer mp, String asset)
        {
            if (null == mp)
            {
                return;
            }

            AssetManager assetManager = Game1.Activity.ApplicationContext.Assets;

            AssetFileDescriptor afd = null;

            try
            {
                afd = assetManager.OpenFd(asset);
            }
            catch (IOException e)
            {
                // TODO Auto-generated catch block
                e.PrintStackTrace();
            }

            if (null == afd)
            {
                return;
            }

            mp.Reset();

            mp.SetDataSource(afd.FileDescriptor,
                             afd.StartOffset,
                             afd.Length);

            mp.Prepare();

            afd.Close();

            mp.Start();
        }
Example #7
0
        private void OnClick(object sender, FocusManager.ClickEventArgs clickEventArgs)
        {
            if (null == clickEventArgs ||
                null == clickEventArgs.Button)
            {
                return;
            }

            if (clickEventArgs.Button == _btnFadeIn1)
            {
                CustomMediaPlayer.FadeIn(_mpSound1, SOUND_1);
            }

            if (clickEventArgs.Button == _btnFadeIn2)
            {
                CustomMediaPlayer.FadeIn(_mpSound2, SOUND_2);
            }

            if (clickEventArgs.Button == _btnFadeOut1)
            {
                CustomMediaPlayer.FadeOut(_mpSound1);
            }

            if (clickEventArgs.Button == _btnFadeOut2)
            {
                CustomMediaPlayer.FadeOut(_mpSound2);
            }

            if (clickEventArgs.Button == _btnCrossFade1)
            {
                CustomMediaPlayer.CrossFade(_mpSound2, _mpSound1, SOUND_1);
            }

            if (clickEventArgs.Button == _btnCrossFade2)
            {
                CustomMediaPlayer.CrossFade(_mpSound1, _mpSound2, SOUND_2);
            }
        }
        public static void CrossFade(CustomMediaPlayer fadeOutSound, CustomMediaPlayer fadeInSound, String soundFile)
        {
            if (null != fadeOutSound)
            {
                fadeOutSound._State = CustomMediaPlayer.States.FadeOut;
                fadeOutSound._Timer = DateTime.Now + TimeSpan.FromSeconds(1);
                fadeOutSound.SetVolume(1f, 1f);
            }

            if (null != fadeInSound)
            {
                fadeInSound._State = CustomMediaPlayer.States.FadeIn;
                fadeInSound._Timer = DateTime.Now + TimeSpan.FromSeconds(1);
                fadeInSound.SetVolume(0f, 0f);
                if (!fadeInSound.IsPlaying)
                {
                    PlaySound(fadeInSound, soundFile);
                }
            }
        }
        public static void PlaySound(CustomMediaPlayer mp, String asset)
        {
            if (null == mp)
            {
                return;
            }

            AssetManager assetManager = Game1.Activity.ApplicationContext.Assets;

            AssetFileDescriptor afd = null;
            try
            {
                afd = assetManager.OpenFd(asset);
            }
            catch (IOException e)
            {
                // TODO Auto-generated catch block
                e.PrintStackTrace();
            }

            if (null == afd)
            {
                return;
            }

            mp.Reset();

            mp.SetDataSource(afd.FileDescriptor,
                afd.StartOffset,
                afd.Length);

            mp.Prepare();

            afd.Close();

            mp.Start();
        }
Example #10
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);

            // TODO: use this.Content to load your game content here
            _font = Content.Load<SpriteFont>("spriteFont1");

            _mpSound1 = new CustomMediaPlayer();
            _mpSound2 = new CustomMediaPlayer();

            int center = _graphics.PreferredBackBufferWidth/2;
            int y = 200;
            int offset = 75;

            _btnFadeIn1 = new ButtonSprite();
            _btnFadeIn1.Initialize(_font,
                Content.Load<Texture2D>("Graphics\\ButtonActive"),
                Content.Load<Texture2D>("Graphics\\ButtonInactive"));
            _btnFadeIn1.Position = new Vector2(center, y += offset);
            _btnFadeIn1.TextureScale = new Vector2(2f, 0.5f);
            _btnFadeIn1.Text = "Fade In 1";
            _btnFadeIn1.TextOffset = new Vector2(60, 20);
            _buttons.Add(_btnFadeIn1);

            _btnFadeIn2 = new ButtonSprite();
            _btnFadeIn2.Initialize(_font,
                Content.Load<Texture2D>("Graphics\\ButtonActive"),
                Content.Load<Texture2D>("Graphics\\ButtonInactive"));
            _btnFadeIn2.Position = new Vector2(center, y += offset);
            _btnFadeIn2.TextureScale = new Vector2(2f, 0.5f);
            _btnFadeIn2.Text = "Fade In 2";
            _btnFadeIn2.TextOffset = new Vector2(60, 20);
            _buttons.Add(_btnFadeIn2);

            _btnFadeOut1 = new ButtonSprite();
            _btnFadeOut1.Initialize(_font,
                Content.Load<Texture2D>("Graphics\\ButtonActive"),
                Content.Load<Texture2D>("Graphics\\ButtonInactive"));
            _btnFadeOut1.Position = new Vector2(center, y += offset);
            _btnFadeOut1.TextureScale = new Vector2(2f, 0.5f);
            _btnFadeOut1.Text = "Fade Out 1";
            _btnFadeOut1.TextOffset = new Vector2(60, 20);
            _buttons.Add(_btnFadeOut1);

            _btnFadeOut2 = new ButtonSprite();
            _btnFadeOut2.Initialize(_font,
                Content.Load<Texture2D>("Graphics\\ButtonActive"),
                Content.Load<Texture2D>("Graphics\\ButtonInactive"));
            _btnFadeOut2.Position = new Vector2(center, y += offset);
            _btnFadeOut2.TextureScale = new Vector2(2f, 0.5f);
            _btnFadeOut2.Text = "Fade Out 2";
            _btnFadeOut2.TextOffset = new Vector2(60, 20);
            _buttons.Add(_btnFadeOut2);

            _btnCrossFade1 = new ButtonSprite();
            _btnCrossFade1.Initialize(_font,
                Content.Load<Texture2D>("Graphics\\ButtonActive"),
                Content.Load<Texture2D>("Graphics\\ButtonInactive"));
            _btnCrossFade1.Position = new Vector2(center, y += offset);
            _btnCrossFade1.TextureScale = new Vector2(2f, 0.5f);
            _btnCrossFade1.Text = "Cross Fade 1";
            _btnCrossFade1.TextOffset = new Vector2(60, 20);
            _buttons.Add(_btnCrossFade1);

            _btnCrossFade2 = new ButtonSprite();
            _btnCrossFade2.Initialize(_font,
                Content.Load<Texture2D>("Graphics\\ButtonActive"),
                Content.Load<Texture2D>("Graphics\\ButtonInactive"));
            _btnCrossFade2.Position = new Vector2(center, y += offset);
            _btnCrossFade2.TextureScale = new Vector2(2f, 0.5f);
            _btnCrossFade2.Text = "Cross Fade 2";
            _btnCrossFade2.TextOffset = new Vector2(60, 20);
            _buttons.Add(_btnCrossFade2);

            _focusManager.SelectedButton = _btnFadeIn1;
            _focusManager.Mappings[_btnFadeIn1] = new FocusManager.ButtonMapping()
            {
                Down = _btnFadeIn2
            };
            _focusManager.Mappings[_btnFadeIn2] = new FocusManager.ButtonMapping()
            {
                Up = _btnFadeIn1,
                Down = _btnFadeOut1,
            };
            _focusManager.Mappings[_btnFadeOut1] = new FocusManager.ButtonMapping()
            {
                Up = _btnFadeIn2,
                Down = _btnFadeOut2,
            };
            _focusManager.Mappings[_btnFadeOut2] = new FocusManager.ButtonMapping()
            {
                Up = _btnFadeOut1,
                Down = _btnCrossFade1,
            };
            _focusManager.Mappings[_btnCrossFade1] = new FocusManager.ButtonMapping()
            {
                Up = _btnFadeOut2,
                Down = _btnCrossFade2,
            };
            _focusManager.Mappings[_btnCrossFade2] = new FocusManager.ButtonMapping()
            {
                Up = _btnCrossFade1,
            };
        }
Example #11
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);

            // TODO: use this.Content to load your game content here
            _font = Content.Load <SpriteFont>("spriteFont1");

            _mpSound1 = new CustomMediaPlayer();
            _mpSound2 = new CustomMediaPlayer();

            int center = _graphics.PreferredBackBufferWidth / 2;
            int y      = 200;
            int offset = 75;

            _btnFadeIn1 = new ButtonSprite();
            _btnFadeIn1.Initialize(_font,
                                   Content.Load <Texture2D>("Graphics\\ButtonActive"),
                                   Content.Load <Texture2D>("Graphics\\ButtonInactive"));
            _btnFadeIn1.Position     = new Vector2(center, y += offset);
            _btnFadeIn1.TextureScale = new Vector2(2f, 0.5f);
            _btnFadeIn1.Text         = "Fade In 1";
            _btnFadeIn1.TextOffset   = new Vector2(60, 20);
            _buttons.Add(_btnFadeIn1);

            _btnFadeIn2 = new ButtonSprite();
            _btnFadeIn2.Initialize(_font,
                                   Content.Load <Texture2D>("Graphics\\ButtonActive"),
                                   Content.Load <Texture2D>("Graphics\\ButtonInactive"));
            _btnFadeIn2.Position     = new Vector2(center, y += offset);
            _btnFadeIn2.TextureScale = new Vector2(2f, 0.5f);
            _btnFadeIn2.Text         = "Fade In 2";
            _btnFadeIn2.TextOffset   = new Vector2(60, 20);
            _buttons.Add(_btnFadeIn2);

            _btnFadeOut1 = new ButtonSprite();
            _btnFadeOut1.Initialize(_font,
                                    Content.Load <Texture2D>("Graphics\\ButtonActive"),
                                    Content.Load <Texture2D>("Graphics\\ButtonInactive"));
            _btnFadeOut1.Position     = new Vector2(center, y += offset);
            _btnFadeOut1.TextureScale = new Vector2(2f, 0.5f);
            _btnFadeOut1.Text         = "Fade Out 1";
            _btnFadeOut1.TextOffset   = new Vector2(60, 20);
            _buttons.Add(_btnFadeOut1);

            _btnFadeOut2 = new ButtonSprite();
            _btnFadeOut2.Initialize(_font,
                                    Content.Load <Texture2D>("Graphics\\ButtonActive"),
                                    Content.Load <Texture2D>("Graphics\\ButtonInactive"));
            _btnFadeOut2.Position     = new Vector2(center, y += offset);
            _btnFadeOut2.TextureScale = new Vector2(2f, 0.5f);
            _btnFadeOut2.Text         = "Fade Out 2";
            _btnFadeOut2.TextOffset   = new Vector2(60, 20);
            _buttons.Add(_btnFadeOut2);

            _btnCrossFade1 = new ButtonSprite();
            _btnCrossFade1.Initialize(_font,
                                      Content.Load <Texture2D>("Graphics\\ButtonActive"),
                                      Content.Load <Texture2D>("Graphics\\ButtonInactive"));
            _btnCrossFade1.Position     = new Vector2(center, y += offset);
            _btnCrossFade1.TextureScale = new Vector2(2f, 0.5f);
            _btnCrossFade1.Text         = "Cross Fade 1";
            _btnCrossFade1.TextOffset   = new Vector2(60, 20);
            _buttons.Add(_btnCrossFade1);

            _btnCrossFade2 = new ButtonSprite();
            _btnCrossFade2.Initialize(_font,
                                      Content.Load <Texture2D>("Graphics\\ButtonActive"),
                                      Content.Load <Texture2D>("Graphics\\ButtonInactive"));
            _btnCrossFade2.Position     = new Vector2(center, y += offset);
            _btnCrossFade2.TextureScale = new Vector2(2f, 0.5f);
            _btnCrossFade2.Text         = "Cross Fade 2";
            _btnCrossFade2.TextOffset   = new Vector2(60, 20);
            _buttons.Add(_btnCrossFade2);

            _focusManager.SelectedButton        = _btnFadeIn1;
            _focusManager.Mappings[_btnFadeIn1] = new FocusManager.ButtonMapping()
            {
                Down = _btnFadeIn2
            };
            _focusManager.Mappings[_btnFadeIn2] = new FocusManager.ButtonMapping()
            {
                Up   = _btnFadeIn1,
                Down = _btnFadeOut1,
            };
            _focusManager.Mappings[_btnFadeOut1] = new FocusManager.ButtonMapping()
            {
                Up   = _btnFadeIn2,
                Down = _btnFadeOut2,
            };
            _focusManager.Mappings[_btnFadeOut2] = new FocusManager.ButtonMapping()
            {
                Up   = _btnFadeOut1,
                Down = _btnCrossFade1,
            };
            _focusManager.Mappings[_btnCrossFade1] = new FocusManager.ButtonMapping()
            {
                Up   = _btnFadeOut2,
                Down = _btnCrossFade2,
            };
            _focusManager.Mappings[_btnCrossFade2] = new FocusManager.ButtonMapping()
            {
                Up = _btnCrossFade1,
            };
        }