public void Play() { if (complexSound) { foreach (XactClip clip in soundClips) { clip.Play(); } } else { if (wave.Playing) { wave.Stop(); } wave.Play(); } }
public void Play(Cue player) { bool paused = Paused; _player = player; GSGE.Debug.assert(_player != null); for (int i = 0; i < _tracks.Length; i++) { // pick some new randomness if (!paused) { _tracks[i].Reroll(); } Sound _sound = GetSound(i); if (_sound != null) { // ensure we dont exceed our audio category limit mData.category.AddPlaying(this); _sound.Play(); Update(); if (!paused) { player.mData.instances.Add(_sound); } } else { GSGE.Debug.logMessage("missing sound, probably streaming"); } //throw new NotImplementedException(); } }
public static Sound CreateAndPlay(string url, float volume, bool looping) { Sound sound = new Sound(url, volume, looping); sound.Play(); return sound; }
public void Play() { _sound.Play(); _paused = false; }
void Play(Sound sound) { sound.Play(); _sounds.Add(sound); if (!_soundReferences.ContainsKey(sound.Name)) { _soundReferences.Add(sound.Name, sound); if (!_soundQueues.ContainsKey(sound.Name)) _soundQueues.Add(sound.Name, new Queue<Sound>()); } else _soundQueues[sound.Name].Enqueue(sound); }