void CustomInitialize() { TestSoundEffectPlayAndPause(); // Set some initial values this.CircleInstance.XVelocity = 1; this.AxisAlignedRectangleInstance.XVelocity = 1; this.SpriteInstance.XVelocity = 1; #if !IOS // See above on why this doesn't work this.PausingEntityInstance.PlaySound(); #endif this.PauseThisScreen(); // This used to be checked in CustomActivity but the sound // could actually finish playing before Activity gets called. // Bringing the test here means there's less code to run and it's // way less likely that the sound will finish playing. // Actually, it could be stopped too, so let's allow that: // I had to increase the sleep time as sometimes the sound effect doesn't get enough time to stop const int timeToSleep = 152; #if WINDOWS_8 new System.Threading.ManualResetEvent(false).WaitOne(timeToSleep); #else System.Threading.Thread.Sleep(timeToSleep); #endif #if !ANDROID && !IOS if (PausingEntityInstance.IsSoundPaused == false || PausingEntityInstance.IsSoundStopped) { throw new Exception("Pausing an entity doesn't pause its sounds. The sleep time may need to be increased if this is hit..."); } #endif float interpolationTime = .5f; this.InterpolateToState(VariableState.Before, VariableState.After, interpolationTime, FlatRedBall.Glue.StateInterpolation.InterpolationType.Exponential, FlatRedBall.Glue.StateInterpolation.Easing.Out); InterpolationEntityInstance.InterpolateToState( InterpolationEntity.VariableState.Small, InterpolationEntity.VariableState.Big, interpolationTime, FlatRedBall.Glue.StateInterpolation.InterpolationType.Exponential, FlatRedBall.Glue.StateInterpolation.Easing.Out); if (CircleInstance.XVelocity != 0) { throw new Exception("Circle XVelocity needs to be 0."); } if (AxisAlignedRectangleInstance.XVelocity != 0) { throw new Exception("AxisAlignedRectangleInstance XVelocity needs to be 0."); } if (SpriteInstance.XVelocity != 0) { throw new Exception("SpriteInstance XVelocity needs to be 0."); } }
void CustomInitialize() { // Let's make sure simply pausing and playing sounds works #if !IOS // I could not get this to play. I posted about it here: // http://community.monogame.net/t/error-while-playing-soundeffect/1605 SoundEffectInstanceFile.Play(); #endif #if !ANDROID && !IOS if (SoundEffectInstanceFile.State != Microsoft.Xna.Framework.Audio.SoundState.Playing) { throw new Exception("Playing a sound doesn't put it in the Playing state"); } #endif SoundEffectInstanceFile.Pause(); #if !ANDROID && !IOS if (SoundEffectInstanceFile.State != Microsoft.Xna.Framework.Audio.SoundState.Paused) { throw new Exception("Pausing a sound doesn't put it in the Paused state"); } #endif #if !IOS SoundEffectInstanceFile.Play(); #endif #if !IOS && !ANDROID // This fails on iOS MonoGame - not a FRB failure. if (SoundEffectInstanceFile.State != Microsoft.Xna.Framework.Audio.SoundState.Playing) { throw new Exception("Playing a sound doesn't put it in the Playing state"); } #endif // Turns out that on XNA 4 PC the // state doesn't immediately get set // to stopped when calling stop. We just // have to deal with that I guess //SoundEffectInstanceFile.Stop(true); //if (SoundEffectInstanceFile.State != Microsoft.Xna.Framework.Audio.SoundState.Stopped) //{ // throw new Exception("Stopping a sound doesn't put it in the Stopped state"); //} // Set some initial values this.CircleInstance.XVelocity = 1; this.AxisAlignedRectangleInstance.XVelocity = 1; this.SpriteInstance.XVelocity = 1; #if !IOS // See above on why this doesn't work this.PausingEntityInstance.PlaySound(); #endif this.PauseThisScreen(); // This used to be checked in CustomActivity but the sound // could actually finish playing before Activity gets called. // Bringing the test here means there's less code to run and it's // way less likely that the sound will finish playing. // Actually, it could be stopped too, so let's allow that: // I had to increase the sleep time as sometimes the sound effect doesn't get enough time to stop const int timeToSleep = 96; #if WINDOWS_8 new System.Threading.ManualResetEvent(false).WaitOne(timeToSleep); #else System.Threading.Thread.Sleep(timeToSleep); #endif #if !ANDROID && !IOS if (PausingEntityInstance.IsSoundPaused == false || PausingEntityInstance.IsSoundStopped) { throw new Exception("Pausing an entity doesn't pause its sounds. The sleep time may need to be increased if this is hit..."); } #endif float interpolationTime = .5f; this.InterpolateToState(VariableState.Before, VariableState.After, interpolationTime, FlatRedBall.Glue.StateInterpolation.InterpolationType.Exponential, FlatRedBall.Glue.StateInterpolation.Easing.Out); InterpolationEntityInstance.InterpolateToState( InterpolationEntity.VariableState.Small, InterpolationEntity.VariableState.Big, interpolationTime, FlatRedBall.Glue.StateInterpolation.InterpolationType.Exponential, FlatRedBall.Glue.StateInterpolation.Easing.Out); if (CircleInstance.XVelocity != 0) { throw new Exception("Circle XVelocity needs to be 0."); } if (AxisAlignedRectangleInstance.XVelocity != 0) { throw new Exception("AxisAlignedRectangleInstance XVelocity needs to be 0."); } if (SpriteInstance.XVelocity != 0) { throw new Exception("SpriteInstance XVelocity needs to be 0."); } }