コード例 #1
0
        static void Main(string[] args)
        {
            string soundToPlay = "Airhorn.wav";
            string currentDir  = Environment.CurrentDirectory;

            if (args.Length < 1)
            {
                Console.WriteLine("Please specify which sound to play.");
            }
            else
            {
                soundToPlay = args[0];
            }

            Console.WriteLine("Playing {0}", soundToPlay);

            //Get the list of installed sound devices.
            IrrKlang.ISoundDeviceList sdl = new IrrKlang.ISoundDeviceList(IrrKlang.SoundDeviceListType.PlaybackDevice);
            // start the sound engine
            int AudioDevice = 0;

            if (args.Length > 1)
            {
                int j;
                if (Int32.TryParse(args[1], out j))
                {
                    AudioDevice = j;
                }
                else
                {
                    Console.WriteLine("String could not be parsed.");
                }
            }
            ISoundEngine engine = new ISoundEngine(IrrKlang.SoundOutputDriver.AutoDetect,
                                                   IrrKlang.SoundEngineOptionFlag.DefaultOptions,
                                                   sdl.getDeviceID(AudioDevice));

            engine.Play2D("" + currentDir + "\\" + soundToPlay);

            do
            {
                //don't close me yet
            }while (engine.IsCurrentlyPlaying("" + currentDir + "\\" + soundToPlay));
        }
コード例 #2
0
 public void Update(GameTime gameTime)
 {
     if ((int)map.Player.me.X >= minx && (int)map.Player.me.X <= maxx && (int)map.Player.me.Y >= miny && (int)map.Player.me.Y <= maxy)
     {
         onRoom = true;
         if (engine.IsCurrentlyPlaying("sounds/rooms/" + sound + ".mp3") == true)
         {
             return;
         }
         else
         {
             engine.Play2D("sounds/rooms/" + sound + ".mp3", true);
         }
     }
     else
     {
         onRoom = false;
         engine.RemoveAllSoundSources();
     }
 }