public Ship(Game game, Vector2 PosicaoInicial, Texture2D texture, SoundEffect SoundShip) : base(game, PosicaoInicial, texture) { _game = game; ShipSound = SoundShip; ShipSound.Play(); SpriteX = 0; SpriteY = 0; PosicaoX = (int)PosicaoInicial.X; PosicaoY = (int)PosicaoInicial.Y; Vida = 100; accelReading = new Vector3(); accelSensor = new Accelerometer(); accelSensor.ReadingChanged += new EventHandler<AccelerometerReadingEventArgs>(AccelerometerReadingChanged); try { accelSensor.Start(); accelActive = true; } catch (AccelerometerFailedException e) { accelActive = false; } catch (UnauthorizedAccessException e) { accelActive = false; } }
/// <summary> /// Creates a new explosion /// </summary> /// <param name="position">The position of the explosion within the game world</param> /// <param name="content">A ContentManager to load resources with</param> public Explosion2(uint id, Vector2 position, ContentManager content, float scale) : base(id) { this.position = position; Scale = scale; this.spriteSheet = content.Load<Texture2D>("Spritesheets/explosion"); explosionSound = content.Load<SoundEffect>("SFX/Blast"); explosionSound.Play(); for (int i = 0; i < 12; i++) { spriteBounds[0] = new Rectangle(134 * i, 0, 134, 134); } spriteBounds[0] = new Rectangle(0, 0, 134, 134); spriteBounds[1] = new Rectangle(134, 0, 134, 134); spriteBounds[2] = new Rectangle(268, 0, 134, 134); spriteBounds[3] = new Rectangle(402, 0, 134, 134); spriteBounds[4] = new Rectangle(536, 0, 134, 134); spriteBounds[5] = new Rectangle(670, 0, 134, 134); spriteBounds[6] = new Rectangle(804, 0, 134, 134); spriteBounds[7] = new Rectangle(938, 0, 134, 134); spriteBounds[8] = new Rectangle(1072, 0, 134, 134); spriteBounds[9] = new Rectangle(1206, 0, 134, 134); spriteBounds[10] = new Rectangle(1340, 0, 134, 134); spriteBounds[11] = new Rectangle(1474, 0, 134, 134); this.explosionState = 0; this.explosionTimer = 0; }
private void PlayRecordedAudio() { SoundEffect se = new SoundEffect(audio.ToArray(), mic.SampleRate, AudioChannels.Stereo); se.Play(1.0f, -1.0f, 0.0f); btnRecord.IsEnabled = true; }
public static void playSound(string soundName, float volume) { effect = m_Content.Load<SoundEffect>(soundName); if (m_EffectInstance == null) { m_EffectInstance = effect.CreateInstance(); effect.Play(volume, 0, 0); } else { effect.Play(volume,0,0); } m_EffectInstance = null; }
private void listenAgainHold(object sender, System.Windows.Input.GestureEventArgs e) { Thread.Sleep(1500); Microphone mic = Microphone.Default; SoundEffect soundEffect = new SoundEffect(myMicrophone.streamMicrophone.ToArray(), mic.SampleRate, AudioChannels.Mono); myMicrophone.streamMicrophone.Seek(0, System.IO.SeekOrigin.Begin); soundEffect.Play(1.0f, 0.0f, 0.0f); }
public void Initialize(Animation anim, int timeOflife, SoundEffect sound) { this.EffectAnimation = anim; this.TimeOfLiving = timeOflife; VisualEffectSound = sound; Alive = true; if (VisualEffectSound != null) VisualEffectSound.Play(); }
/// <summary> /// Plays specified sound at specified place. It automaticly sets the volume. /// </summary> /// <param name="sound">The specified sound</param> /// <param name="position">The specified position</param> public void PlaySound(SoundEffect sound, PositionInTown position) { if (game.Player.Position.Quarter == position.Quarter) { float quarterDiagonalLength = (new Vector2(position.Quarter.BitmapSize.Width, position.Quarter.BitmapSize.Height) * TownQuarter.SquareWidth).Length(); sound.Play(1f- (position.MinimalDistanceTo(game.Player.Position) / quarterDiagonalLength), 0f, 0f); } }
/// <summary> /// Plays a given song as the background music. /// </summary> /// <param name="song">The song to play.</param> public void Play(SoundEffect sound, float volume) { if (IsMuted) return; volume = Math.Min(volume, MaxVolume); sound.Play(volume, 0.0f, 0.0f); }
public void playEffect(String soundname, ContentManager content, bool sound) { if (sound == true) { effect = content.Load<SoundEffect>(soundname); effect.Play(); } }
public void Collect(Rectangle loc, Level level, SoundEffect pearSound) { if (loc.Intersects (location) && !collected) { level.numCollected++; pearSound.Play (); collected = true; } }
public Explosion(Rectangle box) : base (Globals.Content.Load<Texture2D>("Textures/explosion.png"), box) { time = 200; ExplosionList.Add(this); sound = Globals.Content.Load<SoundEffect>("Sounds/explosion.wav"); sound.Play(); }
/// <summary> /// Constructs a new explosion object /// </summary> /// <param name="spriteStrip">the sprite strip for the explosion</param> /// <param name="x">the x location of the center of the explosion</param> /// <param name="y">the y location of the center of the explosion</param> public Explosion(Texture2D spriteStrip, int x, int y, SoundEffect explosion) { // initialize animation to start at frame 0 currentFrame = 0; Initialize(spriteStrip); Play(x, y); explosion.Play(); }
//TODO: play on gsm output device public void Play(byte[] packetData) { lock (SyncObj) { _soundEffect = new SoundEffect(packetData, _microphone.SampleRate, AudioChannels.Mono); _soundEffect.Play(); //_soundEffect.Dispose(); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here soundEffect = Content.Load<SoundEffect>("Audio/start"); soundEffect.Play(); }
/// <summary> /// Constructs a new explosion object /// </summary> /// <param name="spriteStrip">the sprite strip for the explosion</param> /// <param name="x">the x location of the center of the explosion</param> /// <param name="y">the y location of the center of the explosion</param> public Explosion(Texture2D spriteStrip, int x, int y, SoundEffect explosionSound) { // initialize animation to start at frame 0 currentFrame = 0; Initialize(spriteStrip); Play(x, y); explosionSound.Play();//Without this the explosion sound effect will never start }
public void handleCollision(Vector2 collisionVect, SoundEffect playSound) { if (collisionCD <= 0) { mVelocity = collisionVect; collisionCD = 60; playSound.Play(); mEffect.init(); } }
/// <summary> /// /// </summary> /// <param name="s"></param> /// <param name="cat"> Set to null to bypass auto volume settings.</param> /// <param name="loop"></param> /// <param name="volume"></param> /// <param name="pitch"></param> /// <param name="pan"></param> internal static void PlaySound(SoundEffect s, SoundCategory cat, bool loop = false, float volume = 1, float pitch = 0, float pan = 0) { if (s == null || s.IsDisposed) return; if (cat == SoundCategory.Music) volume = Manager.GameSettings.MusicVolume; if (cat == SoundCategory.SFX) volume = Manager.GameSettings.SFXVolume; s.Play(volume, pitch, pan); if (loop && !looping.ContainsKey(s)) looping.Add(s, new SFXData(volume, pitch, pan)); }
/// <summary> /// Handles the initlization of the SplashObject /// </summary> public Splash(GraphicsDevice GraphicsDevice, ContentManager Content) { testAlarm = new Alarm(5.55f); testMusic = Content.Load<SoundEffect>("faucetmusic"); testInstance = testMusic.CreateInstance(); testInstance.IsLooped = false; testMusic.Play(0.1f, 0.0f, 0.0f); faucetLogo = Content.Load<Texture2D>("FaucetLogoS_SpriteSheet_strip22.png"); animationObject = new Animation(new Vector2(60, 41), 0f, 1f, 0f, false); animationObject.Load(GraphicsDevice, Content, "FaucetLogoS_SpriteSheet_strip22.png", 22, 8); }
public override void LoadContent() { base.LoadContent(); font = content.Load<SpriteFont>("Fonts/Test"); logo = content.Load<SoundEffect>("Music/Logo"); // SoundEffectInstance sound = logo.CreateInstance(); duration = logo.Duration.TotalSeconds; logo.Play(); image = content.Load<Texture2D>(path); Image.LoadContent(); }
// TyDo: Create a new projectile that deals less damage than an arrow, but for now just make it the fireball // Attack the target (not homing). Create a new object projectile sent in the direction of target // The new attack code public override void Attack(GameObject target, ContentManager content, ProjectileManager projMan) { this.soundEffect = content.Load<SoundEffect>("fireball.wav"); soundEffect.Play(); Vector2 corrected = Vector2.Add(position, new Vector2(16, 16)); Projectile projectile = new Iceball(corrected, 0, target, 1, 0); Vector2 direction = MovementManager.getNormalizedVector(projectile.position, target.position); projectile.setDestination(direction, target.position); projectile.LoadContent(content); projMan.proj.Add(projectile); this.animateState = "attack"; this.animateTime = 0; }
public Level1Screen(Game game, SpriteBatch sB) : base(game, sB) { spriteFont1 = Game.Content.Load<SpriteFont>("Fonts/SF1"); isActive = true; isCompleted = false; isintroComplete = false; istutorialComplete = false; ismovingComplete = false; isPlayerLaunched = false; screenRectangle = new Rectangle(0, 0, Game1.screenWidth,Game1.screenHeight); // set up level content iTitle = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/InfinitelyV2")); iTitle.targetPosition = new Vector2(650, 150); iTitle.position = -10f*iTitle.targetPosition; iiTitle = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/ImprobableV2")); iiTitle.position = GenerateRandomPositionOutside(); iiTitle.rotation = 0f; iiTitle.targetPosition = new Vector2(450, 350); iiTitle.targetRotation = 20f * (float)Math.PI; iiiTitle = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/IncertitudeV1")); iiiTitle.targetPosition = new Vector2(600, 500); iiiTitle.position = -iiiTitle.targetPosition; iiiTitle.initialShake = 1f; Game.Components.Add(iTitle); Game.Components.Add(iiTitle); Game.Components.Add(iiiTitle); mainPlayer = GameFlowManager.player1; mainPlayer.isControllable = false; mainPlayer.isMoveable = false; mainPlayer.activeTextureID = 1; timeCount = 0; wall_smack = Game.Content.Load<SoundEffect>("SoundEffects/smack-1"); toilet_flush = Game.Content.Load<SoundEffect>("SoundEffects/toilet-flush-2"); SoundEffect.MasterVolume = 0.08f; toilet_flush.Play(); toj = Game.Content.Load<Texture2D>("Sprites/TOJstamp"); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); map = Content.Load<Texture2D>("BallGame"); Entity player = new Player(Content.Load<Texture2D>("John front")); Entity monster = new Monster(Content.Load<Texture2D>("Monster2")); GameTickController.addEntity(player); GameTickController.addEntity(monster); Fireball.FireballImg = Content.Load<Texture2D>("fireball"); backgroundMusic = Content.Load<SoundEffect>("Paradise Town"); backgroundMusic.Play(); }
public override void Initialize() { base.Initialize(); font = Game.Content.Load<SpriteFont>("PixelFont" + Game.DefaultFontSize); countSound = Game.Content.Load<SoundEffect>("count"); startSound = Game.Content.Load<SoundEffect>("start"); // TextLabel label = new TextLabel(Game) { Font = font, Text = "", Color = Color.Black, }; components.Add(label); // setup countdown animation Action<int> updateCount = count => { label.Text = count.ToString(); countSound.Play(0.5f, 0, 0); }; animProvider.CreateChain() .Wait(1000) .Then(() => label.Text = "READY") .Wait(2000) .Then(() => updateCount(3)) .Blink(label, 200, 5) .Then(() => updateCount(2)) .Blink(label, 200, 5) .Then(() => updateCount(1)) .Blink(label, 200, 5) .Then(() => { label.Text = "START!"; startSound.Play(0.5f, 0, 0); }) .Blink(label, 200, 5) .Then(() => { if (Started != null) { Started(this, EventArgs.Empty); } Game.SceneManager.Pop(); }); }
public override void LoadContent() { base.LoadContent(); XmlManager<Player> playerLoader = new XmlManager<Player>(); XmlManager<Map> mapLoader = new XmlManager<Map>(); texturebg = content.Load<Texture2D>("Images/paper"); font = content.Load<SpriteFont>("Fonts/Test"); player = playerLoader.Load("Load/Game/Player.xml"); map = mapLoader.Load("Load/Game/Maps/Map_Two.xml"); map.LoadContent(); player.LoadContent(); music = content.Load<SoundEffect>("Music/sad"); paper = content.Load<SoundEffect>("Music/paper"); music.Play(); player.Image.Position = new Vector2(320, 240); }
//counts and returns how many pills in the list intersect with the given position //also removes all the pills that intersect with the given position and plays the nom sound if pills are eaten public int countIntersections(Rectangle position, SoundEffect nom) { int intersections = 0; for (int i = 0; i < list.Count; i++) { if (position.Intersects(list[i].getPosition())) { intersections++; list.RemoveAt(i); nom.Play(); } } return intersections; }
private void onPlay(object sender, RoutedEventArgs e) { Button playButton = e.OriginalSource as Button; if (playButton != null) { MemoryStream ms = new MemoryStream(); string fileName = playButton.Tag.ToString(); // 从独立存储区中读取文件 try { using (IsolatedStorageFile iso = IsolatedStorageFile.GetUserStoreForApplication()) { // 如果文件不存在,跳出 if (!iso.FileExists("Radio\\"+fileName)) { return; } // 打开文件流 using (IsolatedStorageFileStream stream = iso.OpenFile("Radio\\" +fileName, FileMode.Open, FileAccess.Read)) { byte[] buffer = new byte[2048]; int n = 0; // 读入到内存流 while ((n = stream.Read(buffer, 0, buffer.Length)) > 0) { ms.Write(buffer, 0, n); } } } } catch { // 如果未能正确读取文件,就不往下执行 return; } // 如果文件长度为0,就不用播放了 if (ms.Length == 0L) { ms.Dispose(); return; } // 播放声音 SoundEffect mySound = new SoundEffect(ms.ToArray(), Microphone.Default.SampleRate, AudioChannels.Mono); mySound.Play(); ms.Dispose(); } }
public BotExplosion(int damage, int radius, float speed, Vector3 pos, ContentManager content) { this.damage = 0; this.radius = radius; this.speed = speed; position = pos; size = 0.15f; model = content.Load<Model>(@"models/sphere"); texture = content.Load<Texture2D>(@"textures/explosiontexture"); radiusSound = content.Load<SoundEffect>(@"audio/sfx/misslewhoosh"); impactSound = content.Load<SoundEffect>(@"audio/sfx/MissleExplosion"); impactSound.Play(0.1f, 1, 0); radiusSound.Play(0.5f, 1, 0); sphere = new BoundingSphere(position, 0.125f); hitPlayerOnce = false; timer = 0; lifetimer = 500; }
public static void VibrationSound() { //consider writing the bit that makes the text flash Microsoft.Xna.Framework.Audio.SoundEffect sound = SoundEffect.FromStream(TitleContainer.OpenStream("Assets/sound.wav")); AppSettings settings = new AppSettings(); if (settings.ToggleSwitchVibration) { Microsoft.Devices.VibrateController testVibrateController = Microsoft.Devices.VibrateController.Default; testVibrateController.Start(TimeSpan.FromSeconds(3)); } if (settings.ToggleSwitchSound) { FrameworkDispatcher.Update(); sound.Play(); } }
public ExplosionView(Viewport port, Vector2 startPosition, SoundEffect blast) { this.size = 0.08f; this.spawnTime = 0.1f; blast.Play(); camera = new Camera(port); this.startPosition = camera.getClickModelCoords(startPosition); splitterParticles = new Splitter[MAX_SPLITTER_PARTICLES]; for (int i = 0; i < MAX_SPLITTER_PARTICLES; i++) { splitterParticles[i] = new Splitter(i, camera, size, this.startPosition); splitterParticles[i].spawn(); } explosion = new Explosion(camera, size, this.startPosition, NUM_OF_FRAMES); }
/// <summary> /// Creates a new explosion /// </summary> /// <param name="position">The position of the explosion within the game world</param> /// <param name="content">A ContentManager to load resources with</param> public Explosion(uint id, Vector2 position, ContentManager content) : base(id) { this.position = position; this.spriteSheet = content.Load<Texture2D>("Spritesheets/tyrian.shp.01D8A7"); explosionSound = content.Load<SoundEffect>("SFX/Blast"); explosionSound.Play(); for (int i = 0; i < 4; i++) { for (int j = 0; j < 11; j++) { spriteBounds[i, j] = new Rectangle((120 - j * 12), (126 + i * 14), 12, 14); } } this.explosionState = ExplosionState.Stage1; this.explosionTimer = 0; }
private void MainPage_ManipulationCompleted(object sender, ManipulationCompletedEventArgs e) { String file = "sounds/down.wav"; while (TouchPanel.IsGestureAvailable) { GestureSample gesture = TouchPanel.ReadGesture(); if (gesture.GestureType == GestureType.Tap) { //Do something stream = TitleContainer.OpenStream(file); effect = SoundEffect.FromStream(stream); FrameworkDispatcher.Update(); _shakeDetect_ShakeEvent(sender, e); effect.Play(); } } }