public void playSound(string dir) { //reproducir un sonido sound.dispose(); sound.loadSound(dir); sound.play(); }
public override void LoadValues() { _ChargeSound.dispose(); _ChargeSound = Game.Current.GetSound("CannonCharge.wav", 0); _Base.Rotation = _BaseRotationSaved; RotationTarget = _RotationTargetSaved; _IsRotationTarget = _IsRotationTargetSaved; base.LoadValues(); OnScaleChanged(); _Load = null; _Smoke.Stop(); }
public void playSound(TgcStaticSound sound, string dir, bool loop) { //reproducir un sonido sound.dispose(); sound.loadSound(dir, PLAYER_VOLUME); sound.play(loop); }
public void Dispose() { Tribuna.dispose(); Musica.dispose(); Aplausos.dispose(); GameOver.dispose(); }
public void Dispose() { Entities.Remove(this); mesh.Dispose(); agarrarEfecto.dispose(); DisposeEntity(); }
public static void Dispose() { Start.Dispose(); Instruccion.Dispose(); Exit.Dispose(); GameOver.Dispose(); GameOverSubtitle.Dispose(); YouWin.Dispose(); YouWinSubtitle.Dispose(); Logo.Dispose(); OverlayInv.Dispose(); OverlayCraft.Dispose(); HealthBar.Dispose(); OxygenBar.Dispose(); sonido.dispose(); foreach (var ins in instrucciones) { ins.Dispose(); } foreach (var item in InventoryItems) { item.Dispose(); } foreach (var item in CraftingItems) { item.Dispose(); } }
public override void dispose() { meshAuxiliarParaSonido.dispose(); walkSound.dispose(); runSound.dispose(); breathSound.dispose(); hitSound.dispose(); }
public void dispose() { respiro.dispose(); respiroPersecucion.dispose(); monstruo.dispose(); fondoSonido.dispose(); respiracionCadaTanto.dispose(); }
public void Dispose() { Tribuna.dispose(); Musica.dispose(); Aplausos.dispose(); GameOver.dispose(); Aceleracion.dispose(); Frenada.dispose(); Choque.dispose(); }
/// <summary> /// Cargar un nuevo WAV si hubo una variacion /// </summary> private void loadSound(string filePath) { if (currentFile == null || currentFile != filePath) { currentFile = filePath; //Borrar sonido anterior if (sound != null) { sound.dispose(); sound = null; } //Cargar sonido sound = new TgcStaticSound(); sound.loadSound(currentFile, DirectSound.DsDevice); currentSoundText.Text = "Playing: " + new FileInfo(currentFile).Name; } }
public void PlaySound(string fileName) { if (currentSoundFile == null || currentSoundFile != fileName) { currentSoundFile = Game.Default.MediaDirectory + Game.Default.FXDirectory + fileName; //Borrar sonido anterior if (sound != null) { sound.dispose(); sound = null; } //Cargar sonido sound = new TgcStaticSound(); sound.loadSound(currentSoundFile, device); sound.play(); } }
public void Dispose() { if (_WinSign.Texture != null) { _WinSign.Texture.dispose(); } _WinSound.dispose(); _Sound.dispose(); foreach (var item in _Items) { item.Dispose(); } }
public void Dispose() { rifle.dispose(); sound_Zoom.dispose(); scope_stencil.dispose(); camera.Dispose(); sound_Disparo.dispose(); sound_DryFire.dispose(); sound_Hit.dispose(); sound_Die.dispose(); mira.dispose(); tvidas.dispose(); tammo.dispose(); }
/// <summary> /// Se llama cuando termina la ejecución del ejemplo. /// Hacer Dispose() de todos los objetos creados. /// Es muy importante liberar los recursos, sobretodo los gráficos ya que quedan bloqueados en el device de video. /// </summary> public override void Dispose() { disposing = true; shark.Dispose(); efectoDesaparecer.Dispose(); sonidoUnderwater.dispose(); Player.Dispose(); oceano.Dispose(); heightmap.Dispose(); foreach (var pez in peces) { pez.Dispose(); } foreach (var coral in corales) { coral.Dispose(); } foreach (var metal in metales) { metal.Dispose(); } foreach (var piedra in piedras) { piedra.Dispose(); } nave.Dispose(); interiorNave.Dispose(); mesaNave.Dispose(); sogaInterior.Dispose(); lamparaNave.Dispose(); sillaInterior.Dispose(); timonInterior.Dispose(); Particulas.Dispose(); Oceano.Dispose(); Hud.Dispose(); maskTexture.dispose(); perlinTexture.dispose(); arma.Dispose(); effect.Dispose(); renderTarget.Dispose(); fullScreenQuad.Dispose(); depthStencil.Dispose(); coralesBrillantes.Dispose(); FBVerticalBloom.Dispose(); FBHorizontalBool.Dispose(); }
private void loadSound(string filePath) { if (currentFile == null || currentFile != filePath) { currentFile = filePath; //Borrar sonido anterior if (sound != null) { sound.dispose(); sound = null; } //Cargar sonido sound = new TgcStaticSound(); sound.loadSound(currentFile); } }
private void cargarSonido(string filePath) { filePath = MediaDir + filePath; if (currentFile == null || currentFile != filePath) { currentFile = filePath; //Borrar sonido anterior if (sound != null) { sound.dispose(); sound = null; } //Cargar sonido sound = new TgcStaticSound(); sound.loadSound(currentFile, DirectSound.DsDevice); } }
public void close() { specialKillText.dispose(); scoreText.dispose(); captureText.dispose(); normalScope.dispose(); zoomedScope.dispose(); ambient.dispose(); HudFront.dispose(); cross.dispose(); healthSprite.dispose(); hudWeapon.dispose(); scoreSprite.dispose(); mapBaseSprite.dispose(); playerPointerSprite.dispose(); highScoreSprite.dispose(); sound.dispose(); launcherTexture.dispose(); sniperTexture.dispose(); }
public void dispose() { modeloPuerta.dispose(); soundPuerta.dispose(); }
protected override void DisposeEntity() { sound.dispose(); soundWin.dispose(); }
public void Dispose() { mesh.Dispose(); colision.dispose(); walking.dispose(); }
public void dispose() { SonidoCaminar.dispose(); }
public void dispose() { removeFloatingVegetation(); label.dispose(); sound.dispose(); }
public static void Stop(TgcStaticSound sound) { sound.dispose(); SoundsPlaying.Remove(sound); }
/// <summary> /// Liberar recursos /// </summary> public static void Dispose() { Mp3Player.closeFile(); RuidoAmbienteOceano.dispose(); RuidoAmbienteSubmarino.dispose(); }
public void dispose() { bBrush.Dispose(); sound.dispose(); text.Dispose(); }
public void dispose() { sound.dispose(); area.dispose(); }
/// <summary> /// Método que se llama cuando termina la ejecución del ejemplo. /// Hacer dispose() de todos los objetos creados. /// </summary> public override void Dispose() { piso.dispose(); personaje.Dispose(); terreno.dispose(); skyBox.dispose(); foreach (var elemento in elementos) { elemento.destruir(); } informativo.Dispose(); estadoJuego.Dispose(); oveja.destruir(); gallo.destruir(); mochila.Dispose(); cajon.Dispose(); mochilaReglon1.Dispose(); cajonReglon1.Dispose(); alimentacion.Dispose(); salud.Dispose(); hidratacion.Dispose(); cansancio.Dispose(); mensajeObjetivo1.Dispose(); objetivosIcono.Dispose(); alimentacionIcono.Dispose(); saludIcono.Dispose(); hidratacionIcono.Dispose(); cansancioIcono.Dispose(); ayudaReglon1.Dispose(); ayuda.Dispose(); ayudaReglon2.Dispose(); dia.GetSol().Mesh.dispose(); temperaturaDia.Dispose(); horaDia.Dispose(); temperaturaDiaIcono.Dispose(); horaDiaIcono.Dispose(); temperaturaPersonaje.Dispose(); temperaturaPersonajeIcono.Dispose(); estadoDiaSolIcono.Dispose(); estadoDiaLunaIcono.Dispose(); miniMapa.Dispose(); referenciaMiniMapa.Dispose(); linea.Dispose(); efectoLluvia.Dispose(); screenQuadVB.Dispose(); renderTarget2D.Dispose(); depthStencil.Dispose(); if (pOldStencil != null) { pOldStencil.Dispose(); } if (pOldRT != null) { pOldRT.Dispose(); } estadoDiaLluviaIcono.Dispose(); sonidoGolpe.dispose(); sonidoGolpePatada.dispose(); sonidoLluvia.dispose(); sonidoGrillos.dispose(); sonidoGrillos2.dispose(); }
public void Dispose() { sonido.dispose(); }