public void Update(GameManager gameManager, Menu menu, Carte map) { if (nouveaujeu == false && gameManager.Etat == GameManager.etat.NouveauJeuIntro) { sonmanager.Stop(); sonmanager = sons[5].CreateInstance(); sonmanager.IsLooped = true; sonmanager.Play(); nouveaujeu = true; } if (jeu == false && gameManager.Etat == GameManager.etat.InGame) { jeu = true; } if (!menu.pauseactive) { if (menu.sound == Menu.Son.On && sonmanager.State == SoundState.Paused) { sonmanager.Play(); } if (menu.sound == Menu.Son.Off && sonmanager.State == SoundState.Playing) { sonmanager.Pause(); } } if(menu.pauseactive) { if (sonmanager.State == SoundState.Playing) sonmanager.Pause(); } }
public EndScreen(ADHDGame g, SpriteBatch spb, Ending e) : base(g, spb) { end = e; sb = spb; game = g; banjoEnd = game.Content.Load<Texture2D>("newspaper_death01"); space = game.Content.Load<Texture2D>("spaceBG"); explosion = game.Content.Load<SoundEffect>("Explosion").CreateInstance(); airlockEnd = game.Content.Load<Texture2D>("newspaper_death02"); blackhole = game.Content.Load<Texture2D>("newspaper_death03"); breaks = game.Content.Load<Texture2D>("newspaper_death04"); thrusters = game.Content.Load<Texture2D>("newspaper_death05"); tutorial = game.Content.Load<Texture2D>("tutorial"); inactive = game.Content.Load<Texture2D>("newspaper_death06"); dub = game.Content.Load<Texture2D>("newspaper_death07"); help = game.Content.Load<Texture2D>("newspaper_death08"); explosion.Play(); if (e != Ending.Banjo) { MediaPlayer.Play(game.Content.Load<Song>("SpaceRock_V1")); } }
public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); //TargetElapsedTime = TimeSpan.FromTicks(333333); TargetElapsedTime = TimeSpan.FromTicks(333); #if WINDOWS_PHONE graphics.IsFullScreen = true; InitializeLandscapeGraphics(); #endif screenFactory = new ScreenFactory(); Services.AddService(typeof(IScreenFactory), screenFactory); screenManager = new ScreenManager(this); Components.Add(screenManager); #if WINDOWS_PHONE // hook Microsoft.Phone.Shell.PhoneApplicationService.Current.Launching += new EventHandler<Microsoft.Phone.Shell.LaunchingEventArgs>(GameLaunching); Microsoft.Phone.Shell.PhoneApplicationService.Current.Activated += new EventHandler<Microsoft.Phone.Shell.ActivatedEventArgs>(GameActivated); Microsoft.Phone.Shell.PhoneApplicationService.Current.Deactivated += new EventHandler<Microsoft.Phone.Shell.DeactivatedEventArgs>(GameDeactivated); #else AddInitialScreens(); #endif gameMusic = Content.Load<SoundEffect>("sounds/GamePlayHalfBit"); gameMusicI = gameMusic.CreateInstance(); gameMusicI.IsLooped = true; gameMusicI.Play(); }
public ShipObj(MobileFortressClient game,Vector3 position, Quaternion orientation, ShipData data) : base(game,position,orientation,2) { Data = data; Data.ComposeHitbox(); Data.Hitbox.Position = position; Sector.Redria.Space.Add(Data.Hitbox); this.Entity = Data.Hitbox; //Thrusters = new SingleEntityLinearMotor(Entity, Position); //ControlSurfaces = new SingleEntityAngularMotor(Entity); //ControlSurfaces.Settings.Mode = MotorMode.Servomechanism; //ControlSurfaces.Settings.Servo.MaxCorrectiveVelocity = 2; //Thrusters.Settings.Mode = MotorMode.VelocityMotor; //Thrusters.Settings.VelocityMotor.Softness = 0.002f; //Sector.Redria.Space.Add(Thrusters); //Sector.Redria.Space.Add(ControlSurfaces); Entity.IsAffectedByGravity = false; engineNoise = Resources.Sounds.Engine.CreateInstance(); engineNoise.Apply3D(Camera.Audio, Audio); engineNoise.IsLooped = true; engineNoise.Play(); Entity.CollisionInformation.Tag = this; }
public Boat(EnemyType type, Vector2 position, Texture2D sheet, int scene) : base(type, position, sheet, scene) { spawnPosition = position; numFrames = 1; animTime = 50; isAnimating = true; animFrame = 0; Speed = 0.003f; frameSize = new Vector2(64,64); frameOffset = new Vector2(32, 20); hitRadius = 25; centerOffestLength = 0; fireRate = 50; fireCountdown = 50; HP = 20; Target = GameManager.Hero.Position + Helper.AngleToVector(GameManager.Hero.spriteRot, 400f); chopperSound = AudioController.effects["boat"].CreateInstance(); chopperSound.Volume = 0f; chopperSound.IsLooped = true; chopperSound.Play(); }
public void playBackground(byte theme) { if (currentBackground != null) currentBackground.Stop(); currentBackground = backgroundSounds[theme].CreateInstance(); currentBackground.IsLooped = true; currentBackground.Play(); }
public void Update(GameManager gameManager, Menu menu) { if (jeu && gameManager.Etat == GameManager.etat.InGame) { sonmanager.Stop(); sonmanager = sons[2].CreateInstance(); sonmanager.IsLooped = false; sonmanager.Play(); jeu = false; } if (gameManager.Etat == GameManager.etat.InGame && sonmanager.State == SoundState.Stopped) { piste++; if (piste == 1) { sonmanager.Stop(); sonmanager = sons[2].CreateInstance(); sonmanager.IsLooped = false; sonmanager.Play(); } else if (piste == 2) { sonmanager.Stop(); sonmanager = sons[3].CreateInstance(); sonmanager.IsLooped = false; sonmanager.Play(); } else if (piste == 3) { sonmanager.Stop(); sonmanager = sons[4].CreateInstance(); sonmanager.IsLooped = false; sonmanager.Play(); } else { piste = 0; } } if (!menu.pauseactive) { if (menu.sound == Menu.Son.On && sonmanager.State == SoundState.Paused) { sonmanager.Play(); } if (menu.sound == Menu.Son.Off && sonmanager.State == SoundState.Playing) { sonmanager.Pause(); } } if(menu.pauseactive) { if (sonmanager.State == SoundState.Playing) sonmanager.Pause(); } }
public TitleScreen(ADHDGame g, SpriteBatch spb) : base(g,spb) { RobotActions.Instance.energy = 20; paper = false; mouse = false; game = g; sb = spb; titleSequence = new List<Texture2D>(40); gs = new GameplayScreen(g, spb); titleAnim = new Animation(new Rectangle(0, 0, 1024, 768), 40, 30, true); introNews = g.Content.Load<Texture2D>("newspaper_intro"); space = g.Content.Load<Texture2D>("spaceBG"); int i; for (i = 0; i < 40; i++) { titleSequence.Add(g.Content.Load<Texture2D>("titlescreen\\titlescreen" + (i+1).ToString())); } snoring = g.Content.Load<SoundEffect>("Snoring").CreateInstance(); alarm = g.Content.Load<SoundEffect>("alarm_02").CreateInstance(); alarm.IsLooped = true; alarm.Volume = 0.2f; snoring.IsLooped = true; snoring.Play(); }
//Obtain how far collide with the object and move back to original position //For Player sprite public void SpriteCollision(ref Character name, SoundEffectInstance song6Inst, SoundEffectInstance song7Inst) { //Temporary Value for Object position Vector2 currentPos; //Difference between each objects edges Vector2 Diff = new Vector2(0, 0); //Obtain difference from Actionhandler Diff = CollisionCheck(name.SpriteID); //For X axis difference if (Math.Abs(Diff.X) > 0) { //Sounds for colliding into object song6Inst.Volume = 1.0f; song6Inst.Play(); currentPos = name.pos; currentPos.X -= Diff.X; name.pos = currentPos; } //For Y axis difference if (Math.Abs(Diff.Y) > 0) { //Sounds for colliding into object song7Inst.Volume = 1.0f; song7Inst.Play(); currentPos = name.pos; currentPos.Y -= Diff.Y; name.pos = currentPos; } }
public static Area City(Character player) { if (Sound != null) Sound.Stop(); Sound = ContentLoader.TownSong.CreateInstance(); Sound.IsLooped = true; Sound.Play(); Point levelrange = new Point(3, 8); var map = ContentLoader.City; Vector2 spawn = Vector2.One; if (player.PreviousArea != null) if (player.PreviousArea.Name == "Shop") { spawn = new Vector2(256, 192); } else if (player.PreviousArea.Name == "Route 1") { spawn = new Vector2(256, 416); } else { spawn = new Vector2(32, 96); } List<Monster> monsters = new List<Monster>(); List<Character> opponents = new List<Character>(); //Sound = ContentLoader.RouteSong; //Sound.IsLooped = true; //Sound.Play(); return new Area("City", levelrange, monsters, opponents, spawn, map); }
public Boss(EnemyType type, Vector2 position, Texture2D sheet, List<Point> path, bool loop, int pathnode, int scene) : base(type, position, sheet, path, loop, pathnode, scene) { numFrames = 2; animTime = 50; isAnimating = true; Speed = 0f; frameSize = new Vector2(128,128); frameOffset = new Vector2(64, 125); hitRadius = 30 * scale; centerOffestLength = 32 * scale; fireRate = 50; fireCountdown = 50; HP = 150; jeepSound = AudioController.effects["truck"].CreateInstance(); jeepSound.Volume = 0f; jeepSound.IsLooped = true; jeepSound.Play(); }
public void checkPaddleCollision(Rectangle paddle, SoundEffectInstance soundEngineInstance) { Rectangle ballLocation = new Rectangle((int)position.X, (int)position.Y, sprite.Width, sprite.Height); if (paddle.Intersects(ballLocation) && !inCollision) { inCollision = true; // La balle émet le son approprié soundEngineInstance.Volume = 0.75f; soundEngineInstance.Play(); //Collision avec le top de la palette if (ballLocation.Intersects(new Rectangle(paddle.X, paddle.Y, paddle.Width, 0))) { direction.Y *= -1; position.Y = paddle.Y - sprite.Height; float paddleCenter = paddle.X + (paddle.Width/2); float ballCenter = position.X + sprite.Width/2; direction.X = (ballCenter - paddleCenter) / (paddle.Width / 2); direction = Vector2.Normalize(direction); } } else if(!paddle.Intersects(ballLocation)) inCollision = false; }
public Menu(ContentManager Content, SpriteBatch spriteBatch) { menuTexture = new AnimatedSprite(Content.Load<Texture2D>("Graphics\\MainMenu"), 3, 2, animationSpeed); startButton = new Button(new Vector2(startButtonLX, startButtonLY), new Vector2(startButtonRX, startButtonRY), "", Vector2.Zero); controlsButton = new Button(new Vector2(controlsButtonLX, controlsButtonLY), new Vector2(controlsButtonRX, controlsButtonRY), "", Vector2.Zero); skipButton = new Button(new Vector2(skipButtonLX, skipButtonLY), new Vector2(skipButtonRX, skipButtonRY), "", Vector2.Zero); buttonList = new List<Button>() { startButton, skipButton, controlsButton }; buttonListHover = new List<bool>() { hoverFlag, hoverFlagSkip, hoverFlagControls }; pixel = new Texture2D(spriteBatch.GraphicsDevice, 1, 1, false, SurfaceFormat.Color); pixel.SetData(new[] { Color.White }); isInControllerMenu = false; controllerMenu = new ControllerMenu(Content, spriteBatch); selectedButton = 0; menuBgm = (Content.Load<SoundEffect>("Music\\Cylinder_Eight.wav")).CreateInstance(); windEffectInstance = (Content.Load<SoundEffect>("Music\\Wind.wav")).CreateInstance(); flagEffectInstance = (Content.Load<SoundEffect>("Music\\Flag.wav")).CreateInstance(); scrollClickEffectInstance = (Content.Load<SoundEffect>("Music\\Click.wav")).CreateInstance(); confirmClickEffectInstance = (Content.Load<SoundEffect>("Music\\Click2.wav")).CreateInstance(); menuBgm.IsLooped = true; menuBgm.Play(); windEffectInstance.IsLooped = true; windEffectInstance.Volume = windVolume; flagEffectInstance.IsLooped = true; flagEffectInstance.Volume = flagVolume; scrollClickEffectInstance.Volume = clickVolume; confirmClickEffectInstance.Volume = clickVolume; windEffectInstance.Play(); flagEffectInstance.Play(); }
public TitleScene() { m_TitleTexture = HeartAttack.theGameInstance.Content.Load<Texture2D>("title"); m_HeartcoreTexture = HeartAttack.theGameInstance.Content.Load<Texture2D>("heartcoreMode"); m_FlowTexture = HeartAttack.theGameInstance.Content.Load<Texture2D>("flowMode"); bgm = HeartAttack.theGameInstance.Content.Load<SoundEffect>("heartbackground").CreateInstance(); bgm.Play(); HeartAttack.theGameInstance.bugsKilled = 0; HeartAttack.theGameInstance.shotsFired = 0; int space = 20; m_FlowRectangle = new Rectangle( HeartAttack.theGameInstance.graphics.GraphicsDevice.Viewport.Width - m_FlowTexture.Width - space, HeartAttack.theGameInstance.graphics.GraphicsDevice.Viewport.Height - m_FlowTexture.Height - 2 * space - m_HeartcoreTexture.Height, m_FlowTexture.Width, m_FlowTexture.Height); m_HeartcoreRectangle = new Rectangle( HeartAttack.theGameInstance.graphics.GraphicsDevice.Viewport.Width - m_HeartcoreTexture.Width - space, HeartAttack.theGameInstance.graphics.GraphicsDevice.Viewport.Height - m_HeartcoreTexture.Height - space, m_HeartcoreTexture.Width, m_HeartcoreTexture.Height); }
public static void PlayTheme() { _themeIntance = _theme.CreateInstance(); _themeIntance.IsLooped = true; _themeIntance.Volume = .8f; _themeIntance.Play(); }
public void CreatePlane() { // Already created plane? if (plane != -1) { factory.Objects[plane].sprite.Location = new Vector2(-LengthAddedfromZoom - factory.Objects[plane].sprite.BoundingBoxRect.Width, -650); return; } plane = factory.Create((int)RaginRovers.GameObjectTypes.PLANE, Vector2.Zero, "plane_with_banner", Vector2.Zero, 0f, 0f, 0f); factory.Objects[plane].sprite.Location = new Vector2(-LengthAddedfromZoom - factory.Objects[plane].sprite.BoundingBoxRect.Width, -850); //moved plane up 100 pixels so won't collide with that one map factory.Objects[plane].sprite.Scale = 2; factory.Objects[plane].sprite.PhysicsBodyFixture = FixtureFactory.AttachRectangle(ConvertUnits.ToSimUnits(factory.Objects[plane].sprite.BoundingBoxRect.Width), ConvertUnits.ToSimUnits(factory.Objects[plane].sprite.BoundingBoxRect.Height), 1, ConvertUnits.ToSimUnits(new Vector2(0, 0)), factory.Objects[plane].sprite.PhysicsBody); factory.Objects[plane].sprite.PhysicsBodyFixture.OnCollision += new OnCollisionEventHandler(factory.Objects[plane].sprite.HandleCollision); factory.Objects[plane].saveable = false; soundBuzz = AudioManager.Instance.GetSoundEffectLooped("airplane"); soundBuzz.Volume = 0.2f; soundBuzz.Play(); isCreated = true; }
public void Play(string soundEffectName, bool isLooped,float volume) { soundEffect = gestionnaireDeSoundEffect.Find(soundEffectName); if (!(listeSound.Contains(soundEffectName))) { listeSound.Add(soundEffectName); soundEffectInstanceList.Add(soundEffect.CreateInstance()); } for(int i = 0; i < listeSound.Count;++i) { test = string.Compare(listeSound[i], soundEffectName) == 0; if (test) { index = i; break; } } test = false; soundEffectInstance = soundEffectInstanceList[index]; if (isLooped && !estRentré) { soundEffectInstance.IsLooped = true; estRentré = true; } soundEffectInstance.Volume = volume; if(!(soundEffectInstance.State == SoundState.Playing)) soundEffectInstance.Play(); }
public DisposableSoundEffect(SoundEffectInstance instance, float volume, List<DisposableSoundEffect> toDelete) { this.instance = instance; this.toDelete = toDelete; instance.IsLooped = false; instance.Volume = volume; instance.Play(); }
public static void Changement_son(int song) { sonmanager.Stop(); piste = song; sonmanager = sons[song].CreateInstance(); sonmanager.IsLooped = true; sonmanager.Play(); }
public void StartPlaying(String name) { if (_soundBank.ContainsKey(name)) { _effectInstance = _soundBank[name].CreateInstance(); _effectInstance.Play(); } }
public void PlaySound(SoundEffectEnum sound) { if (!Settings.Instance.MyAppSettings.GameSettings.IsSoundOn) return; m_soundEffectInstance = m_sounds[sound]; m_soundEffectInstance.Volume = Settings.Instance.MyAppSettings.GameSettings.SoundVolume; m_soundEffectInstance.Play(); }
public void playSilencer() { if (Silinst == null || Silinst.State == SoundState.Stopped) { Silinst = SilencerSound.CreateInstance(); Silinst.Play(); } }
public void playgun() { if (guninst == null || guninst.State == SoundState.Stopped) { guninst = gun.CreateInstance(); guninst.Play(); } }
public void playMagnum() { if (Maginst == null || Maginst.State == SoundState.Stopped) { Maginst = magnumSound.CreateInstance(); Maginst.Play(); } }
private static void StartBG(string aName, float aLevel) { SoundEffect bgm = FindAudioClip(aName); sBackgroundAudio = bgm.CreateInstance(); sBackgroundAudio.IsLooped = true; sBackgroundAudio.Volume = aLevel; sBackgroundAudio.Play(); }
public void playExtinguisher() { if (Extinst == null || Extinst.State == SoundState.Stopped) { Extinst = ExtinguisherSound.CreateInstance(); Extinst.Play(); } }
public override void Initialize() { if (player.IsLocal()) { intro = Game.Content.Load<SoundEffect>("audio/Intro" + Game1.localPlayer.ColorName()).CreateInstance(); intro.Play(); } }
public static void JouerBruitage(int nombre) { if (sonmanager != null && sonmanager.State != SoundState.Stopped) sonmanager.Stop(); sonmanager = sons[nombre].CreateInstance(); sonmanager.IsLooped = false; sonmanager.Play(); }
public void PlayVehicleFenceCollision() { if (_collisionInstance != null && _collisionInstance.State == SoundState.Playing) { return; } _collisionInstance = _collisions[Utility.RandomGenerator.Next(_collisions.Count)].CreateInstance(); _collisionInstance.Play(); }
public static void PlaySoundEffect(SoundEffect soundEffect) { if (Settings.IsSoundsOn) { soundEffectInstance = soundEffect.CreateInstance(); soundEffectInstance.Volume = 0.5f; soundEffectInstance.Play(); } }
public bool Play(float volume, float pitch, float pan) { #if DIRECTX if (MasterVolume > 0.0f) { if (_playingInstances == null) { // Allocate lists first time we need them. _playingInstances = new List <SoundEffectInstance>(); _availableInstances = new List <SoundEffectInstance>(); _toBeRecycledInstances = new List <SoundEffectInstance>(); } else { // Cleanup instances which have finished playing. foreach (var inst in _playingInstances) { if (inst.State == SoundState.Stopped) { _toBeRecycledInstances.Add(inst); } } } // Locate a SoundEffectInstance either one already // allocated and not in use or allocate a new one. SoundEffectInstance instance = null; if (_toBeRecycledInstances.Count > 0) { foreach (var inst in _toBeRecycledInstances) { _availableInstances.Add(inst); _playingInstances.Remove(inst); } _toBeRecycledInstances.Clear(); } if (_availableInstances.Count > 0) { instance = _availableInstances[0]; _playingInstances.Add(instance); _availableInstances.Remove(instance); } else { instance = CreateInstance(); _playingInstances.Add(instance); } instance.Volume = volume; instance.Pitch = pitch; instance.Pan = pan; instance.Play(); } // XNA documentation says this method returns false if the sound limit // has been reached. However, there is no limit on PC. return(true); #else if (MasterVolume > 0.0f) { if (_instance == null) { _instance = CreateInstance(); } _instance.Volume = volume; _instance.Pitch = pitch; _instance.Pan = pan; _instance.Play(); return(_instance.Sound.Playing); } return(false); #endif }
public void Play(float volume, AudioEngine engine) { _cueVolume = volume; var category = engine.Categories[_categoryID]; var curInstances = category.GetPlayingInstanceCount(); if (curInstances >= category.maxInstances) { var prevSound = category.GetOldestInstance(); if (prevSound != null) { prevSound.SetFade(0.0f, category.fadeOut); prevSound.Stop(AudioStopOptions.Immediate); SetFade(category.fadeIn, 0.0f); } } float finalVolume = _volume * _cueVolume * category._volume[0]; float finalPitch = _pitch + _cuePitch; float finalMix = _useReverb ? _cueReverbMix : 0.0f; if (_complexSound) { foreach (XactClip clip in _soundClips) { clip.UpdateState(finalVolume, finalPitch, finalMix, _cueFilterFrequency, _cueFilterQFactor); clip.Play(); } } else { if (_wave != null) { if (_streaming) { _wave.Dispose(); } else { _wave._isXAct = false; } _wave = null; } _wave = _soundBank.GetSoundEffectInstance(_waveBankIndex, _trackIndex, out _streaming); if (_wave == null) { // We couldn't create a sound effect instance, most likely // because we've reached the sound pool limits. return; } _wave.Pitch = finalPitch; _wave.Volume = finalVolume; _wave.PlatformSetReverbMix(finalMix); _wave.Play(); } }
private void Play(bool pickNewWav) { var trackCount = _tracks.Length; // Do we need to pick a new wav to play first? if (pickNewWav) { switch (_variation) { case VariationType.Ordered: _wavIndex = (_wavIndex + 1) % trackCount; break; case VariationType.OrderedFromRandom: _wavIndex = (_wavIndex + 1) % trackCount; break; case VariationType.Random: if (_weights == null || trackCount == 1) { _wavIndex = XactHelpers.Random.Next() % trackCount; } else { var sum = XactHelpers.Random.Next(_totalWeights); for (var i = 0; i < trackCount; i++) { sum -= _weights[i]; if (sum <= 0) { _wavIndex = i; break; } } } break; case VariationType.RandomNoImmediateRepeats: { if (_weights == null || trackCount == 1) { _wavIndex = XactHelpers.Random.Next() % trackCount; } else { var last = _wavIndex; var sum = XactHelpers.Random.Next(_totalWeights); for (var i = 0; i < trackCount; i++) { sum -= _weights[i]; if (sum <= 0) { _wavIndex = i; break; } } if (_wavIndex == last) { _wavIndex = (_wavIndex + 1) % trackCount; } } break; } case VariationType.Shuffle: // TODO: Need some sort of deck implementation. _wavIndex = XactHelpers.Random.Next() % trackCount; break; } ; } _wav = _soundBank.GetSoundEffectInstance(_waveBanks[_wavIndex], _tracks[_wavIndex]); if (_wav == null) { // We couldn't create a sound effect instance, most likely // because we've reached the sound pool limits. return; } // Do all the randoms before we play. if (_volumeVar.HasValue) { _trackVolume = _volumeVar.Value.X + ((float)XactHelpers.Random.NextDouble() * _volumeVar.Value.Y); } if (_pitchVar.HasValue) { _trackPitch = _pitchVar.Value.X + ((float)XactHelpers.Random.NextDouble() * _pitchVar.Value.Y); } if (_clip.FilterEnabled) { if (_filterVar.HasValue) { _trackFilterFrequency = _filterVar.Value.X + ((float)XactHelpers.Random.NextDouble() * _filterVar.Value.Y); _trackFilterQFactor = _filterVar.Value.Z + ((float)XactHelpers.Random.NextDouble() * _filterVar.Value.W); } else { _trackFilterFrequency = _clip.FilterFrequency; _trackFilterQFactor = _clip.FilterQ; } } // This is a shortcut for infinite looping of a single track. _wav.IsLooped = _loopCount == 255 && trackCount == 1; // Update all the wave states then play. UpdateState(); _wav.Play(); }