public MyAirplane(Device d3d, System.Drawing.Font font, Microsoft.DirectX.DirectSound.Device dsound, Landscape l) { measure.Start(); d3dxfont = new Microsoft.DirectX.Direct3D.Font(d3d, font); myAirplane = new airplane(d3d); landscape = l; idevice = new InputDevice(); d3dDevice = d3d; gunshots = new ShootingClass(d3d, dsound); // didev=di; rotation = new Quaternion(); rotation = Quaternion.Identity; rotation.RotateYawPitchRoll((float)Math.PI, 0f, 0f); // the airplane starts with 20º angle (landed) // rotation.RotateYawPitchRoll(0, -0.34906585f, 0); m_matOrientation = new Matrix(); m_matOrientation.Translate(0, 0, 0); m_vPosition = new Vector3(1, 1, -10); prepos = m_vPosition; m_vVelocity = new Vector3(0, 0, 0); gravityVector = new Vector3(0, 0, 0); liftVector = new Vector3(0, 0, 0); trustVector = new Vector3(0, 0, 0); dragVector = new Vector3(0, 0, 0); speedVector = new Vector3(0, 0, 0); mass = weight / gravity; m_matView = new Matrix(); oldView = new Matrix(); }
public Sonidos(string mediaDir, Microsoft.DirectX.DirectSound.Device sonidoDevice) { MediaDir = mediaDir; SonidoDevice = sonidoDevice; // Sonidos Musica = new TgcStaticSound(); Musica.loadSound(MediaDir + "Musica\\Running90s.wav", -1800, SonidoDevice); Tribuna = new TgcStaticSound(); Tribuna.loadSound(MediaDir + "Musica\\Tribuna.wav", -400, SonidoDevice); Aplausos = new TgcStaticSound(); Aplausos.loadSound(MediaDir + "Musica\\Aplausos.wav", -100, SonidoDevice); GameOver = new TgcStaticSound(); GameOver.loadSound(MediaDir + "Musica\\GameOver.wav", -100, SonidoDevice); Aceleracion = new TgcStaticSound(); Aceleracion.loadSound(MediaDir + "Musica\\Motor2.wav", -1700, SonidoDevice); Frenada = new TgcStaticSound(); Frenada.loadSound(MediaDir + "Musica\\Frenada.wav", -2000, SonidoDevice); Choque = new TgcStaticSound(); Choque.loadSound(MediaDir + "Musica\\Choque1.wav", -2000, SonidoDevice); //Motor = new Tgc3dSound(MediaDir + "Musica\\Motor2.wav", Auto.Mayas[0].Position, SonidoDevice); //Motor.MinDistance = 80f; }
public Sonidos(string mediaDir, Microsoft.DirectX.DirectSound.Device sonidoDevice) { MediaDir = mediaDir; SonidoDevice = sonidoDevice; // Sonidos int volumen1 = -1800; // RANGO DEL 0 AL -10000 (Silenciado al -10000) var pathMusica = MediaDir + "Musica\\Running90s.wav"; Musica = new TgcStaticSound(); Musica.loadSound(pathMusica, volumen1, SonidoDevice); int volumen2 = -400; var pathTribuna = MediaDir + "Musica\\Tribuna.wav"; Tribuna = new TgcStaticSound(); Tribuna.loadSound(pathTribuna, volumen2, SonidoDevice); var pathAplausos = MediaDir + "Musica\\Aplausos.wav"; Aplausos = new TgcStaticSound(); Aplausos.loadSound(pathTribuna, -100, SonidoDevice); var pathGameOver = MediaDir + "Musica\\GameOver.wav"; GameOver = new TgcStaticSound(); GameOver.loadSound(pathGameOver, -100, SonidoDevice); }
public void Perseguir(float elapsedTime, string soundPath, Microsoft.DirectX.DirectSound.Device device) { Move(ObtenerMovimiento() * elapsedTime); if (PuedeDisparar()) { Disparar(naveAPerseguir.GetPosition(), soundPath, device); } }
void init() { Microsoft.DirectX.Direct3D.PresentParameters pps = new Microsoft.DirectX.Direct3D.PresentParameters(); pps.SwapEffect = Microsoft.DirectX.Direct3D.SwapEffect.Discard; pps.Windowed = true; pps.BackBufferCount = 1; pps.PresentationInterval = PresentInterval.One; pps.BackBufferFormat = Format.A8R8G8B8; if (GameWindow == null) { //pps.BackBufferWidth = GameControl.Width; //pps.BackBufferHeight = GameControl.Height; D3DDev = new Microsoft.DirectX.Direct3D.Device(0, Microsoft.DirectX.Direct3D.DeviceType.Hardware, GameControl, Microsoft.DirectX.Direct3D.CreateFlags.SoftwareVertexProcessing, pps); } else { //pps.BackBufferWidth = GameWindow.Width; //pps.BackBufferHeight = GameWindow.Height; D3DDev = new Microsoft.DirectX.Direct3D.Device(0, Microsoft.DirectX.Direct3D.DeviceType.Hardware, GameWindow, Microsoft.DirectX.Direct3D.CreateFlags.SoftwareVertexProcessing, pps); } D3DDev.VertexFormat = CustomVertex.PositionColoredTextured.Format; //D3DDev.ShowCursor(false); DSoundDev = new Microsoft.DirectX.DirectSound.Device(); if (GameWindow == null) { DSoundDev.SetCooperativeLevel(GameControl, Microsoft.DirectX.DirectSound.CooperativeLevel.Normal); } else { DSoundDev.SetCooperativeLevel(GameWindow, Microsoft.DirectX.DirectSound.CooperativeLevel.Normal); } DKeyboardDev = new Microsoft.DirectX.DirectInput.Device(Microsoft.DirectX.DirectInput.SystemGuid.Keyboard); DKeyboardDev.Acquire(); DMouseDev = new Microsoft.DirectX.DirectInput.Device(Microsoft.DirectX.DirectInput.SystemGuid.Mouse); DMouseDev.Acquire(); VertexBuffer = new VertexBuffer(typeof(CustomVertex.PositionColoredTextured), 6, D3DDev, Usage.None, CustomVertex.PositionColoredTextured.Format, Pool.Managed); D3DDev.SetStreamSource(0, VertexBuffer, 0); D3DDev.TextureState[0].AlphaOperation = TextureOperation.Modulate; Sprite = new Sprite(D3DDev); FontDescription fd = new FontDescription(); fd.FaceName = "新宋体"; fd.Height = -12; Font2D = new Microsoft.DirectX.Direct3D.Font(D3DDev, fd); Font3D = new System.Drawing.Font("新宋体", 12); }
private static void changeMode(string mode) { string strMode = ""; Microsoft.DirectX.DirectSound.Device dev = new Microsoft.DirectX.DirectSound.Device(Guid.Empty); Microsoft.DirectX.DirectSound.Speakers s = new Microsoft.DirectX.DirectSound.Speakers(); s.FivePointOne = false; s.GeometryMax = false; s.GeometryMin = false; s.GeometryNarrow = false; s.GeometryWide = false; s.Headphone = false; s.Mono = false; s.Quad = false; s.SevenPointOne = false; s.Stereo = false; s.Surround = false; switch (mode) { case "hp": s.Headphone = true; strMode = "Headphones"; break; case "1": strMode = "Monophonic speaker (1.0)"; s.Mono = true; break; case "2": strMode = "Desktop stereo speakers (2.0)"; s.Stereo = true; break; case "4": strMode = "Quadraphonic speakers (4.0)"; s.Quad = true; break; case "5": strMode = "Surround sound speakers (5.0)"; s.Surround = true; break; case "5.1": strMode = "5.1 surround sound speakers"; s.FivePointOne = true; break; case "7.1": strMode = "7.1 speakers"; s.SevenPointOne = true; s.Mono = true; break; } dev.SpeakerConfig = s; dev.Dispose(); Console.WriteLine(strMode + " mode successfully set"); }
// TODO: Agregar un target con el mouse o algo para que dispare a cierta direccion no solo para adelante. public bool Disparar(TGCVector3 targetPosition, string soundPath, Microsoft.DirectX.DirectSound.Device device) { if (shotLimiter.ElapsedMilliseconds > cooldownDisparo) { if (minDistance != -1) { disparos.Add(new Disparo(position, targetPosition, shotSize, shotColor, soundPath, device, minDistance)); } else { this.disparos.Add(new Disparo(position, targetPosition, shotSize, shotColor, soundPath, device)); } shotLimiter.Restart(); return(true); } return(false); }
public SoundManager(Directorio directorio, Microsoft.DirectX.DirectSound.Device dsDevice) { Directorio = directorio; //Cargo archivo de sonido background mp3. mp3BackgroundPlayer.closeFile(); mp3BackgroundPlayer.FileName = directorio.SonidoFondo; mp3FruitPlayer.closeFile(); mp3FruitPlayer.FileName = directorio.SonidoFruta; //Cargo sonidos estaticos. SonidoSalto.loadSound(directorio.SonidoSalto, dsDevice); SonidoMoneda.loadSound(directorio.SonidoMoneda, dsDevice); SonidoDanio.loadSound(directorio.SonidoDanio, dsDevice); SonidoCaminar.loadSound(directorio.SonidoCaminar, dsDevice); //mp3SaltosPlayer.closeFile(); //mp3SaltosPlayer.FileName = directorio.SonidoSalto; }
/// <summary> /// Creates a new JSong. /// </summary> /// <param name="filePath">The filepath for the JSong.</param> public JSong(string filePath, Microsoft.DirectX.DirectSound.Device audioDevice) { Microsoft.DirectX.DirectSound.BufferDescription desc = new Microsoft.DirectX.DirectSound.BufferDescription(); if (JfxCompatible) { desc.ControlEffects = true; desc.ControlFrequency = true; desc.ControlPan = true; desc.ControlVolume = true; desc.Control3D = true; } else { desc.ControlEffects = false; desc.ControlVolume = true; desc.Control3D = true; } music = new Microsoft.DirectX.DirectSound.SecondaryBuffer(desc, audioDevice); music.Volume = properties.Volume; CurrentState = MediaStates.Playing; }
public Disparo(TGCVector3 startPosition, TGCVector3 targetPosition, TGCVector3 size, Color color, string soundPath, Microsoft.DirectX.DirectSound.Device device, float minDistance) : this(startPosition, targetPosition, size, color, soundPath, device) { sonido.MinDistance = minDistance; }
public void setSoundBotiquin(string path, Microsoft.DirectX.DirectSound.Device device) { soundBotiquin = new TgcStaticSound(); soundBotiquin.loadSound(path, device); }
public AutoManejable(List <TgcMesh> mayas, TGCVector3 posicionInicial, float direccionInicialEnGrados, FisicaMundo fisica, string pathHumo, string mediaDir, Microsoft.DirectX.DirectSound.Device sonido) : base(mayas, posicionInicial, direccionInicialEnGrados, fisica, pathHumo, mediaDir, sonido) { Direccion = 1; //Cuerpo Rigido Auto FriccionAuto = 0.1f; var tamañoAuto = new TGCVector3(25, AlturaCuerpoRigido, 80); CuerpoRigidoAuto = BulletRigidBodyFactory.Instance.CreateBox(tamañoAuto, 100, PosicionInicial, 0, 0, 0, FriccionAuto, true); CuerpoRigidoAuto.Restitution = 0.3f; //CuerpoRigidoAuto.RollingFriction = 1000000; Fisica.dynamicsWorld.AddRigidBody(CuerpoRigidoAuto); }
public PoliciasIA(List <TgcMesh> mayas, FisicaMundo fisica, string pathHumo, AutoManejable[] enemigos, string mediaDir, Microsoft.DirectX.DirectSound.Device sonido) { Policia01 = new AutoIA(mayas, new TGCVector3(-1000, 0, 0), 270, fisica, pathHumo, enemigos, mediaDir, sonido); Policia02 = new AutoIA(mayas, new TGCVector3(0, 0, 0), 270, fisica, pathHumo, enemigos, mediaDir, sonido); Policia03 = new AutoIA(mayas, new TGCVector3(1000, 0, 0), 270, fisica, pathHumo, enemigos, mediaDir, sonido); Policia04 = new AutoIA(mayas, new TGCVector3(2000, 0, 0), 270, fisica, pathHumo, enemigos, mediaDir, sonido); Policia05 = new AutoIA(mayas, new TGCVector3(3000, 0, 0), 270, fisica, pathHumo, enemigos, mediaDir, sonido); Policia06 = new AutoIA(mayas, new TGCVector3(-1000, 0, 300), 270, fisica, pathHumo, enemigos, mediaDir, sonido); Policia07 = new AutoIA(mayas, new TGCVector3(0, 0, 300), 270, fisica, pathHumo, enemigos, mediaDir, sonido); Policia08 = new AutoIA(mayas, new TGCVector3(1000, 0, 300), 270, fisica, pathHumo, enemigos, mediaDir, sonido); Policia09 = new AutoIA(mayas, new TGCVector3(2000, 0, 300), 270, fisica, pathHumo, enemigos, mediaDir, sonido); Policia10 = new AutoIA(mayas, new TGCVector3(3000, 0, 300), 270, fisica, pathHumo, enemigos, mediaDir, sonido); Todos = new List <AutoIA> { Policia01, Policia02, Policia03, Policia04, Policia05, Policia06, Policia07, Policia08, Policia09, Policia10 }; }
public ObjectSound() { ImplementUserControl(); Microsoft.DirectX.DirectSound.Device device = new Microsoft.DirectX.DirectSound.Device(); }
public bool Disparar(string soundPath, Microsoft.DirectX.DirectSound.Device device) { return(ArmaPrincipal.Disparar(this.MovementVector - new TGCVector3(0f, 0f, 1f), soundPath, device)); }
public override void Init() { var d3dDevice = D3DDevice.Instance.Device; deviceMusica = DirectSound.DsDevice; this.FixedTickEnable = false; GameModel.instancia = this; musicaMenu = new Sonido("SonidoPruebaTGC(Mono).wav", true); musicaFondoOutdoor = new Sonido("nocturno, continuo.wav", -3000, true); estatica = new Sonido("Radio Static-SoundBible.com-629277574.wav", -2500, true); agarrarPagina = new Sonido("Page_Turn-Mark_DiAngelo-1304638748.wav", -300, false); humanHeartbeat = new Sonido("human-heartbeat-daniel_simon.wav", -1000, false); respiracion = new Sonido("Breathing Vent-SoundBible.com-18702822.wav", -600, false); //CreateFullScreenQuad(); CreateRenderTarget(); personaje = new Personaje(); menu.instanciarMenu(); nota.instanciarNotas(0); vidaUtilVela.instanciarVelas(0); velita.instanciarVelita(); vidaUtilLinterna.instanciarLinternas(0); linternita.instanciarLinternita(); InstanciarSonidosRandoms(); InstanciarSonidosOutDoorRandoms(); InstanciasSonidosInDoorRandoms(); escenario.InstanciarEstructuras(); monster = new Monster(); monster.InstanciarMonster(monstruoActual); CrearObjetosEnEscenario(); //iluminables.Add(monster.ghost); //iluminables.AddRange(escenario.tgcScene.Meshes); TgcMesh mesh1 = escenario.tgcScene.Meshes.Find(mesh => mesh.Name.Equals("linterna_1")); TgcMesh mesh2 = escenario.tgcScene.Meshes.Find(mesh => mesh.Name.Equals("linterna_2")); var linterna = new Linterna(mesh1, mesh2, this); objetosInteractuables.Add(linterna); Camera = personaje; quads = new List <FullscreenQuad>(); //ShadersDir effectPosProcesado = TGCShaders.Instance.LoadEffect(ShadersDir + "PostProcesado.fx"); effectPosProcesado.Technique = "PostProcessDefault"; var unQuad = new FullscreenQuad(effectPosProcesado); unQuad.loEstoyUsando = true; this.quads.Add(unQuad); sombras = new Sombras(this); sombras.InstanciarSombras(); this.renderizado = sombras; monsterBlur = new MonsterBlur(escenario, this); monsterBlur.instanciarMonsterBlur(ShadersDir, monster, MediaDir); }
public void setSound(string path, Microsoft.DirectX.DirectSound.Device device) { soundPuerta = new TgcStaticSound(); soundPuerta.loadSound(path, device); }
public Disparo(TGCVector3 startPosition, TGCVector3 targetPosition, TGCVector3 size, Color color, string soundPath, Microsoft.DirectX.DirectSound.Device device) { vida = Stopwatch.StartNew(); ShouldDie = false; modelo = TGCBox.fromSize(size, color); modelo.AutoTransform = true; modelo.Position = startPosition; MovementDirection = TGCVector3.Normalize(targetPosition - startPosition); modelo.Rotation = new TGCVector3(ObtenerRotacionX(new TGCVector3(0, 0, 1), MovementDirection), ObtenerRotacionY(new TGCVector3(0, 0, 1), MovementDirection), 0); this.OOB = TgcBoundingOrientedBox.computeFromAABB(modelo.BoundingBox); //this.OOB.move(this.MovementDirection); this.OOB.rotate(modelo.Rotation); this.sonido = new Tgc3dSound(soundPath, modelo.Position, device); sonido.Position = modelo.Position; sonido.MinDistance = 50f; sonido.play(); //modelo.BoundingBox.transform(TGCMatrix.RotationYawPitchRoll(modelo.Rotation.Y,modelo.Rotation.X,0)); }
public bool Disparar(TGCVector3 target, string soundPath, Microsoft.DirectX.DirectSound.Device device) { return(ArmaPrincipal.Disparar(target, soundPath, device)); }