Esempio n. 1
0
        /// <summary>
        /// Garbage collection.
        /// </summary>
        protected override void Dispose(bool disposing)
        {
            try
            {
                if (disposing)
                {
                    if (_MusicCue1 != null)
                    {
                        _MusicCue1.Dispose();
                        _MusicCue1 = null;
                    }

                    if (_MusicCue2 != null)
                    {
                        _MusicCue2.Dispose();
                        _MusicCue2 = null;
                    }

                    if (_SoundBank != null)
                    {
                        _SoundBank.Dispose();
                        _SoundBank = null;
                    }
                    if (_WaveBank != null)
                    {
                        _WaveBank.Dispose();
                        _WaveBank = null;
                    }
                    if (_AudioEngine != null)
                    {
                        _AudioEngine.Dispose();
                        _AudioEngine = null;
                    }
                }
            }
            finally
            {
                base.Dispose(disposing);
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Updates the AudioManager.
        /// </summary>
        public override void Update(GameTime gameTime)
        {
            _AudioEngine.Update();

            if (_MusicCue1 != null)
            {
                _MusicCue1.Update(gameTime);
                //if musicCue1 is stopped, do this.
                if (_MusicCue1.IsStopped)
                {
                    if (_AudioTransitionState == AudioTransitionStates.FadeOutFadeIn)
                        _MusicCue2.Play();

                    _MusicCue1.Dispose();
                    _MusicCue1 = null;
                }
                //If musicCue2 is paused, play this one
                else if (!_MusicCue1.IsPlaying && _MusicCue2.IsPaused)
                {
                    if (_AudioTransitionState == AudioTransitionStates.FadeOutFadeIn)
                        _MusicCue1.Play();
                }
            }

            if (_MusicCue2 != null)
            {
                _MusicCue2.Update(gameTime);
                //if musicCue2 is stopped, do this.
                if (_MusicCue2.IsStopped)
                {
                    if (_AudioTransitionState == AudioTransitionStates.FadeOutFadeIn)
                        _MusicCue1.Play();

                    _MusicCue2.Dispose();
                    _MusicCue2 = null;
                }
                //If musicCue1 is paused, play this one.
                else if (!_MusicCue2.IsPlaying && !_MusicCue2.IsStopped && _MusicCue1.IsPaused)
                {
                    if (_AudioTransitionState == AudioTransitionStates.FadeOutFadeIn)
                        _MusicCue2.Play();
                }
            }

            base.Update(gameTime);
        }