public void PauseBeamSounds() { if (turretWeapon.firetype != Weapon.fireType.Beam) { return; } if (laserCue == null) { return; } if (laserCue.IsPaused) { return; } try { laserCue.Pause(); } catch { } }
public void StopEngineSound() { if (engineSound != null && engineSound.IsPlaying) { engineSound.Pause(); } }
public void Toggle(string cueName) { if (cues.ContainsKey(cueName)) { Cue cue = cues[cueName]; if (cue.IsPaused) { cue.Resume(); } else if (cue.IsPlaying) { cue.Pause(); } else //played but stopped { //need to reget cue if stopped Play(cueName); } } else //never played, need to reget cue { Play(cueName); } }
/// <summary> /// Pause background music /// </summary> public static void PauseBackgroundMusic() { if (backgroundMusic.IsPlaying) { backgroundMusic.Pause(); } }
private void EndGame(Player winner) { if (backgroundSound.IsPlaying) { backgroundSound.Pause(); } humanControl.Stop(); // Build menu List <MenuIcon> options = new List <MenuIcon>(1); MenuIcon cancel = new MenuIcon(""); cancel.region = new GUIRegion(Recellection.windowHandle, new System.Windows.Rect(0, Globals.VIEWPORT_HEIGHT - 100, Globals.VIEWPORT_WIDTH, 100)); options.Add(cancel); Menu menu = new Menu(options); MenuController.LoadMenu(menu); Recellection.CurrentState = new EndGameView(!(winner is AIPlayer)); MenuController.GetInput(); MenuController.UnloadMenu(); }
/// <summary> /// Verifica quais teclas estão sendo pressionadas e realiza alguma ação de acordo (quando necessário) /// </summary> private void handleInput() { if (KeyboardHelper.IsKeyDown(Keys.Escape)) { KeyboardHelper.LockKey(Keys.Escape); if (!answeredAll) { PauseState ps = (PauseState)parent.getState((int)StatesIdList.PAUSE); if (parent.EnterState((int)StatesIdList.PAUSE)) { ps.TutorialVisible = true; if (!bgm.IsStopped) { bgm.Pause(); } Alpha = 0.5f; goManager.R3D.Alpha = goManager.R2D.Alpha = Alpha; stateEntered = false; } } } else if (KeyboardHelper.KeyReleased(Keys.Escape)) { KeyboardHelper.UnlockKey(Keys.Escape); } }
public virtual void PauseSound() { if (cue != null && cue.IsPlaying) { cue.Pause(); } }
public void pause() { if (!cue.IsPaused) { cue.Pause(); } }
/// <summary> /// Pauses playback of this sound /// </summary> #endregion public void Pause() { if (mCue.IsPlaying) { mCue.Pause(); } }
public void TriggerBossEvent() { mBossEvent = true; mMusic.Pause(); mBossMusic = mSounds.GetCue("boss_music"); mMusicName = mBossMusic.Name; mBossMusic.Play(); }
//pauses a 2D cue public void PauseCue(string cueName) { Cue cue = this.soundBank.GetCue(cueName); if ((cue != null) && (cue.IsPlaying)) { cue.Pause(); } }
public void Pause() { if (cue.IsPaused) { return; } cue.Pause(); }
private void ControlSound(String fxName, String state) { Song soundEffect = null; Cue soundEffectCue = null; if (strArry != null) { //String check = ""; //int index = -1; for (int i = 0; i < strArry.Length; i++) { if (strArry[i].Contains(fxName)) { if (fxName.Equals("invasion") || fxName.Equals("roughThemeSmall")) { //index = j; soundEffect = soundArray.ElementAt <Song>(i); if (state.Equals(EventList.PlaySound)) { MediaPlayer.Play(soundEffect); } else if (state.Equals(EventList.PauseSound)) // && soundEffect.IsPlaying) { MediaPlayer.Pause(); } else if (state.Equals(EventList.StopSound)) // && soundEffect.IsPlaying) { MediaPlayer.Stop(); } } else { soundEffectCue = soundBank.GetCue(strArry[i]); if (state.Equals(EventList.PlaySound)) { soundEffectCue.Play(); } else if (state.Equals(EventList.PauseSound) && soundEffectCue.IsPlaying) { soundEffectCue.Pause(); } else if (state.Equals(EventList.StopSound) && soundEffectCue.IsPlaying) { soundEffectCue.Stop(AudioStopOptions.AsAuthored); } } } } } }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } //Блок управления проигрыванием по нажатию клавиш //При нажатии клавиши A приостанавливаем проигрывание KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.A)) { musicCue.Pause(); } //При нажатии клавиши S продолжаем проигрывание музыки if (kbState.IsKeyDown(Keys.S)) { musicCue.Resume(); } //При нажатии клавиши D переходим на следующую песню if (kbState.IsKeyDown(Keys.D)) { countDPress++; if (countDPress == 1) //Для того, чтобы переключение происходило только 1 раз при нажатии { if (curSong < numberOfSongs) { curSong++; } else { curSong = 1; } musicCue.Stop(AudioStopOptions.Immediate); musicCue = soundBank.GetCue(curSong.ToString()); musicCue.Play(); } } if (kbState.IsKeyUp(Keys.D)) { countDPress = 0; } if (!isGameRun) { musicCue.Stop(AudioStopOptions.Immediate); } audioEngine.Update(); base.Update(gameTime); }
public override void PauseRoom() { foreach (var current in m_rainFG) { current.PauseAnimation(); } if (m_rainSFX != null) { m_rainSFX.Pause(); } }
public void Pause() { if (modMusic != null) { modMusic.Pause(); } else { cue.Pause(); } }
/// <summary> /// Pause Background Music /// </summary> public void PauseBgMusic() { if (!isInitialized) { MessageBox.Show("Audio System Not Initialized !", "Error !"); } if (bgMusic != null && bgMusic.IsPlaying) { bgMusic.Pause(); } }
/// <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 scoreField = new ScoreField(Content, GraphicsDevice, currentLevel); playerTank = new PlayerTank(Content, "playertank1"); enemyTankSprite1 = Content.Load <Texture2D>("enemytank1"); enemyTankSprite2 = Content.Load <Texture2D>("enemytank2"); bulletSprite = Content.Load <Texture2D>("bulletSprite"); levelData = Content.Load <LevelData[]>("levelData"); tilesSprite = Content.Load <Texture2D>("minitiles"); // load audio content audioEngine = new AudioEngine(@"Content\GameAudio.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Sound Bank.xsb"); cuePlayerMove = soundBank.GetCue("w6_playerMove"); cueEnemyMove = soundBank.GetCue("w13_enemyMove"); cueEnemyMove.Play(); cueEnemyMove.Pause(); menuScreen = new MenuScreen(Content); scoreScreen = new ScoreScreen(Content, currentLevel, soundBank); nextLevelScreen = new NextLevel(Content, GraphicsDevice, currentLevel); endGameScreen = new EndGameScreen(Content); scoreSprite = Content.Load <Texture2D>("scoreSprite"); gameOverDrawRectangle = new Rectangle( GameConstants.TILE_WIDTH * (GameConstants.FIELD_WIDTH_TILES / 2) - GameConstants.SMALL_TILE_WIDTH, GameConstants.FIELD_HEIGHT, GameConstants.TILE_WIDTH * 2, GameConstants.TILE_WIDTH); gameOverSourceRectangle = new Rectangle( 0, GameConstants.TILE_WIDTH + GameConstants.SMALL_TILE_WIDTH, GameConstants.TILE_WIDTH * 2, GameConstants.TILE_WIDTH); pauseDrawRectangle = new Rectangle( GameConstants.TILE_WIDTH * (GameConstants.FIELD_WIDTH_TILES / 2) - GameConstants.SMALL_TILE_WIDTH, GameConstants.GAME_OVER_Y_POSITION, GameConstants.TILE_WIDTH * 2, GameConstants.SMALL_TILE_WIDTH); pauseSourceRectangle = new Rectangle( 0, GameConstants.TILE_WIDTH, GameConstants.TILE_WIDTH * 2 + GameConstants.SMALL_TILE_WIDTH, GameConstants.SMALL_TILE_WIDTH); }
/// <summary> /// Allows the unit to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param>> public override void Update(GameTime gameTime) { KeyboardState keyboard = Keyboard.GetState(); musicCountdown -= gameTime.ElapsedGameTime.Milliseconds; if (musicCountdown <= 0) { if (keyboard.IsKeyDown(Keys.M)) { if (trackCue.IsPaused) { trackCue.Resume(); } else { trackCue.Pause(); } musicCountdown = musicDelay; } else { musicCountdown = 0; } } foreach (Event ev in events) { switch (ev.EventId) { case (int)MyEvent.C_ATTACK_BULLET_END: soundBank.PlayCue("shot"); break; case (int)MyEvent.G_NextLevel: levelCompleteCue.Play(); levelCompleteRunning = true; break; case (int)MyEvent.M_HIT: soundBank.PlayCue("monsterHit"); break; case (int)MyEvent.M_BITE: soundBank.PlayCue("Bite"); break; case (int)MyEvent.G_GameOver: soundBank.PlayCue("ScreamAndDie"); break; } } if (levelCompleteRunning && levelCompleteCue.IsStopped) { levelCompleteRunning = false; myGame.mediator.fireEvent(MyEvent.G_NextLevel_END_OF_MUSIC); } events.Clear(); base.Update(gameTime); }
public AudioManager(Game1 game) : base(game) { myGame = game; events = new List <Event>(); game.mediator.register(this, MyEvent.C_ATTACK_BULLET_END, MyEvent.M_BITE, MyEvent.G_GameOver); audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb"); trackCue = soundBank.GetCue("Cowboy"); trackCue.Play(); trackCue.Pause(); }
public override void PauseRoom() { foreach (var current in m_rainFG) { current.PauseAnimation(); } if (m_rainSFX != null) { m_rainSFX.Pause(); } m_enchantress.PauseAnimation(); m_blacksmith.PauseAnimation(); m_architect.PauseAnimation(); m_tollCollector.PauseAnimation(); base.PauseRoom(); }
public void Pause(Cue cue) { if (cue.IsPaused) { cue.Resume(); } else if (cue.IsPlaying) { cue.Pause(); } else { // If stopped, create a new cue. cue = soundBank.GetCue(cue.Name); cue.Play(); } }
private void resetGame() { currentWorld.Reset = false; //gameState = GameState.Start; gameView.gateMissed = new bool[4]; gameView.prevGates = new float[4]; gameLevelControllers = new LevelController[NUM_LEVELS]; for (int i = 0; i < NUM_LEVELS; i++) { gameLevelControllers[i] = new LevelController(); } // gameState = GameState.ChooseLevel; base.Initialize(); //base.Update(gameTime); menuCue = soundBank.GetCue("menu_music"); menuCue.Play(); menuCue.Pause(); }
protected void UpdateInput() { // Get the game pad state. GamePadState currentState = GamePad.GetState(PlayerIndex.One); if (currentState.IsConnected) { ship.Update(currentState); // Set some audio based on whether we're pressing a trigger. if (currentState.Triggers.Right > 0) { if (engineSound == null) { engineSound = soundBank.GetCue("engine_2"); engineSound.Play(); } else if (engineSound.IsPaused) { engineSound.Resume(); } } else { if (engineSound != null && engineSound.IsPlaying) { engineSound.Pause(); } } // In case you get lost, press B to warp back to the center. if (currentState.Buttons.B == ButtonState.Pressed) { ship.Position = Vector3.Zero; ship.Velocity = Vector3.Zero; ship.Rotation = 0.0f; ship.isActive = true; // Make a sound when we warp. soundBank.PlayCue("hyperspace_activate"); } } }
private Cue FixCue(SoundBank newSoundBank, Cue cue) { Cue fixedCue = null; if (cue != null) { fixedCue = newSoundBank.GetCue(cue.Name); if (cue.IsPaused) { fixedCue.Play(); fixedCue.Pause(); } if (cue.IsPlaying) { fixedCue.Play(); } } return(fixedCue); }
public override void Update(GameTime gameTime) { KeyboardState keyboard = Keyboard.GetState(); musicCountdown -= gameTime.ElapsedGameTime.Milliseconds; if (musicCountdown <= 0) { if (keyboard.IsKeyDown(Keys.M)) { if (trackCue.IsPaused) { trackCue.Resume(); } else { trackCue.Pause(); } musicCountdown = musicDelay; } else { musicCountdown = 0; } } foreach (Event ev in events) { switch (ev.EventId) { case (int)MyEvent.C_ATTACK_BULLET_END: soundBank.PlayCue("shot"); break; case (int)MyEvent.M_BITE: soundBank.PlayCue("Bite"); break; case (int)MyEvent.G_GameOver: soundBank.PlayCue("ScreamAndDie"); break; } } events.Clear(); base.Update(gameTime); }
/// <summary> /// Handles the FadeIn/FadeOut states. /// </summary> private void FadeValue(float elaspedTime) { _FadeTimer += elaspedTime; float musicVolume = MathHelper.Clamp(_FadeTimer / _FadeDuration, 0f, 1f); switch (_FadeState) { case FadeStates.FadeIn: SetVariable(MUSIC_VOLUME_VARIABLE, musicVolume); if (_FadeTimer >= _FadeDuration) { _FadeState = FadeStates.None; } break; case FadeStates.FadeOutPause: SetVariable(MUSIC_VOLUME_VARIABLE, 1f - musicVolume); if (_FadeTimer >= _FadeDuration) { _FadeState = FadeStates.None; Cue.Pause(); _IsPausing = false; } break; case FadeStates.FadeOutStop: SetVariable(MUSIC_VOLUME_VARIABLE, 1f - musicVolume); if (_FadeTimer >= _FadeDuration) { Cue.Stop(AudioStopOptions.AsAuthored); _FadeState = FadeStates.None; _IsStopped = true; } break; default: break; } }
/// <summary> /// Pauses the sound /// </summary> public void Pause() { sound.Pause(); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { GamePadState newpadState = GamePad.GetState(PlayerIndex.One); KeyboardState keyboardState = Keyboard.GetState(); //setting the getstate to keyboardstate previousMouseState = Mouse.GetState(); //setting the getstate to the previousMousestate mouseState = Mouse.GetState(); //setting the getstate to the mousestate mouseX = mouseState.X; //setting the mouse X position mouseY = mouseState.Y; //setting the mouse Y position // if (keyboardState.IsKeyDown(Keys.Enter) || (mouseState.LeftButton == ButtonState.Pressed && previousMouseState.LeftButton == ButtonState.Pressed || (GamePad.GetState(PlayerIndex.One).Buttons.Start == ButtonState.Pressed))) // { if (game == 1) { //play if (Keyboard.GetState().IsKeyDown(Keys.Enter) || (GamePad.GetState(PlayerIndex.One).Buttons.Start == ButtonState.Pressed)) { Sonya.playerPosition = new Vector2(100f, 400f); SubZero.playerPosition = new Vector2(1050f, 400f); selection.Play(1f, .1f, .5f); timer = 99; SonyaHealth = 550; SubZHealth = 550; SonyaGreenBar.update(SonyaHealth); SubZGreenBar.update(SonyaHealth); Sonya.playerAnimation.playerPos = new Vector2(100f, 400f); SubZero.playerAnimation.playerPos = new Vector2(1050f, 400f); Sonya.looping = true; SubZero.looping = true; Sonya.playerAnimation.flipHorizontal = false; SubZero.playerAnimation.flipHorizontal = true; endMenuTimer = 100; drawBars = true; gameEnded = false; Sonya.gameEnded = false; SubZero.gameEnded = false; Sonya.playerAnimation.currentFrame = Vector2.Zero; SubZero.playerAnimation.currentFrame = Vector2.Zero; game = 2; } } if (game == 2) { //return if ((GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed)) { selection.Play(1f, .1f, .5f); game = 3; } } if (game == 4) { //play if ((GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed)) { selection.Play(1f, .1f, .5f); game = 3; } } if (game == 5) { //play if (Keyboard.GetState().IsKeyDown(Keys.Enter) || (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed)) { selection.Play(1f, .1f, .5f); player1 = 0; player2 = 0; SonyaHealth = 550; SubZHealth = 550; musicCue.Resume(); game = 1; } //quit if ((GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)) { selection.Play(1f, .1f, .5f); this.Exit(); } } // } if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); } // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } if (game == 3) { Sonya.Update(gameTime); SubZero.Update(gameTime); if (Sonya.playerAnimation.playerPos.X > SubZero.playerAnimation.playerPos.X && Sonya.currentState == (int)Sprite.Idle) { Sonya.playerAnimation.flipHorizontal = true; } if (Sonya.playerAnimation.playerPos.X < SubZero.playerAnimation.playerPos.X && Sonya.currentState == (int)Sprite.Idle) { Sonya.playerAnimation.flipHorizontal = false; } if (SubZero.playerAnimation.playerPos.X < Sonya.playerAnimation.playerPos.X && SubZero.currentState == (int)Sprite.Idle) { SubZero.playerAnimation.flipHorizontal = false; } if (SubZero.playerAnimation.playerPos.X > Sonya.playerAnimation.playerPos.X && SubZero.currentState == (int)Sprite.Idle) { SubZero.playerAnimation.flipHorizontal = true; } // clock start and update if (clock.isRunning == false) { //count 10 seconds down clock.start(timer); } else { clock.checkTime(gameTime); } } //keyboard controls //if (game == 3 || game == 4) //{ // if (keyboardState.IsKeyDown(Keys.P)) // { // game = 4; // } // if (keyboardState.IsKeyDown(Keys.R)) // { // game = 3; // } //} if (game == 3) { if ((GamePad.GetState(PlayerIndex.One).Buttons.Start == ButtonState.Pressed)) { game = 4; } } // Test if Sonya Gets Attacked // SonyaHealthEffect = collision.TestCollision(Sonya.sonyaHitBox.playerHB, SubZero.subZAttackHB.playerHB, Sonya.currentState, SubZero.currentState); if (SonyaHealthEffect > 10) { Sonya.beenHit = true; } if (SonyaHealthEffect != 0 && SonyaHealth != 0) { if (Sonya.playerPosition.X > SubZero.playerPosition.X) { Sonya.playerAnimation.playerPos.X += pushBack; Sonya.playerPosition.X += pushBack;//Sonya.playerAnimation.playerPos; if (Sonya.playerPosition.X >= graphics.PreferredBackBufferWidth - 135) { Sonya.playerAnimation.playerPos.X = graphics.PreferredBackBufferWidth - 135; Sonya.playerPosition.X = graphics.PreferredBackBufferWidth - 135; } } else { Sonya.playerAnimation.playerPos.X -= pushBack; Sonya.playerPosition.X -= pushBack;//Sonya.playerAnimation.playerPos; if (Sonya.playerPosition.X <= 0) { Sonya.playerAnimation.playerPos.X = 0; Sonya.playerPosition.X = 0; } } if (game == 3) { S_hurt.Play(1f, .1f, .5f); } SonyaHealth -= SonyaHealthEffect; SonyaGreenBar.update(SonyaHealth); } // Test is Sub Gets Attacked // SubZeroHealthEffect = collision.TestCollision(SubZero.subZeroHitBox.playerHB, Sonya.sonyaAttackHB.playerHB, SubZero.currentState, Sonya.currentState); if (SubZeroHealthEffect > 10) { SubZero.beenHit = true; } if (SubZeroHealthEffect != 0 && SubZHealth != 0) { if (Sonya.playerPosition.X > SubZero.playerPosition.X) { SubZero.playerAnimation.playerPos.X -= pushBack; SubZero.playerPosition.X -= pushBack; if (SubZero.playerPosition.X <= 0) { SubZero.playerAnimation.playerPos.X = 0; SubZero.playerPosition.X = 0; } } else { SubZero.playerAnimation.playerPos.X += pushBack; SubZero.playerPosition.X += pushBack; if (SubZero.playerPosition.X >= graphics.PreferredBackBufferWidth - 140) { SubZero.playerAnimation.playerPos.X = graphics.PreferredBackBufferWidth - 140; SubZero.playerPosition.X = graphics.PreferredBackBufferWidth - 140; } } if (game == 3) { SZ_hurt.Play(1f, .1f, .5f); } SubZHealth -= SubZeroHealthEffect; SubZGreenBar.update(SubZHealth); } if (game == 3) { //clock runs out if (clock.isFinished) { Sonya.gameEnded = true; SubZero.gameEnded = true; if (SonyaHealth > SubZHealth) { player1 = 1; Sonya.winGame = true; SubZero.winGame = false; } if (SubZHealth > SonyaHealth) { player2 = 1; Sonya.winGame = false; SubZero.winGame = true; } musicCue.Pause(); game = 5; } if (SonyaHealth <= 0 || SubZHealth <= 0) { Sonya.gameEnded = true; SubZero.gameEnded = true; if (SonyaHealth <= 0) { player2 = 1; Sonya.winGame = false; SubZero.winGame = true; } if (SubZHealth <= 0) { player1 = 1; Sonya.winGame = true; SubZero.winGame = false; } musicCue.Pause(); clock.reset(); timer = 0; drawBars = false; endMenuTimer -= (int)gameTime.ElapsedGameTime.TotalMilliseconds / 15; if (endMenuTimer <= 0) { game = 5; } } } base.Update(gameTime); }
public void PauseCurrentCue() { currentCue.Pause(); }