public void Update(SoundLogic soundLogic, GameTime gameTime) { float[] values = new float[ListEffectProperty.Count]; for (int i = 0; i < ListEffectProperty.Count; i++) { values[i] = ListEffectProperty[i].Curve.Evaluate((float)Context.Time.TotalMilliseconds); } soundLogic.Update(this, values, gameTime); }
public void Update(SoundLogic soundLogic, GameTime gameTime) { foreach (ChannelEffect channelEffect in ListEffect) { channelEffect.Update(soundLogic, gameTime); } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { if (Mini) { Control window = Control.FromHandle(this.Window.Handle); window.Location = new System.Drawing.Point(1950, 350); window.Location = new System.Drawing.Point(1950, 350); } base.Initialize(); Context.GameEngine = this; //VisualStyle.OpenVisualStyle("LightGray"); VisualStyle.OpenVisualStyle("AlmostDarkGrayBlue"); Render = new RenderLogic(this); Render.InitRender(); UI = new UILogic(this); Sound = new SoundLogic(this); GamePlay = new GamePlayLogic(this); Controller = new ControllerLogic(this); }