public void Initialize() { Game.InitializeAssetDatabase(); defaultEngine = new AudioEngine(); using (var monoStream = AssetManager.FileProvider.OpenStream("EffectBip", VirtualFileMode.Open, VirtualFileAccess.Read)) { monoSoundEffect = SoundEffect.Load(defaultEngine, monoStream); } using (var stereoStream = AssetManager.FileProvider.OpenStream("EffectStereo", VirtualFileMode.Open, VirtualFileAccess.Read)) { stereoSoundEffect = SoundEffect.Load(defaultEngine, stereoStream); } using (var contStream = AssetManager.FileProvider.OpenStream("EffectToneA", VirtualFileMode.Open, VirtualFileAccess.Read)) { continousMonoSoundEffect = SoundEffect.Load(defaultEngine, contStream); } using (var contStream = AssetManager.FileProvider.OpenStream("EffectToneAE", VirtualFileMode.Open, VirtualFileAccess.Read)) { continousStereoSoundEffect = SoundEffect.Load(defaultEngine, contStream); } using (var monoStream = AssetManager.FileProvider.OpenStream("Effect44100Hz", VirtualFileMode.Open, VirtualFileAccess.Read)) { laugherMono = SoundEffect.Load(defaultEngine, monoStream); } monoInstance = monoSoundEffect.CreateInstance(); stereoInstance = stereoSoundEffect.CreateInstance(); }
public void Init() { SparkleSparkEffect = mod.GetSound("Sounds/Custom/SparkleSpark"); SparkleSparkInstance = SparkleSparkEffect?.CreateInstance(); SparkleSparkInstance.IsLooped = true; }
public override void Start() { base.Start(); triggeredEvent = (Trigger != null) ? new EventReceiver <bool>(Trigger.TriggerEvent) : null; sfxInstance = SoundEffect?.CreateInstance(); sfxInstance?.Stop(); }
public void Play(bool loop = false) { if (stopFlag == true) { return; } var instance = Audio?.CreateInstance(); instance.IsLooped = loop; instances.Add(instance); }
public static void loadSoundEffect(Sounds soundKey) { SoundEffect newSound = null; try { newSound = Game1.INSTANCE.Content.Load <SoundEffect>(soundNames[soundKey]); } catch { Console.WriteLine(soundKey + " Not Found"); } allSoundsList.Add(soundKey, newSound?.CreateInstance()); allOriginalSounds.Add(soundKey, newSound); }
/// <summary> /// Initializes the sounds the Stand would use. /// Sounds are checked for in the JoJoStands Sounds directory. /// This method checks in Sounds/BattleCries/ for the sound. /// </summary> public void InitializeSounds() { if (JoJoStands.SoundsLoaded) { if (beginningSoundInstance == null) { SoundEffect sound = JoJoStands.JoJoStandsSounds.GetSound("Sounds/BattleCries/" + punchSoundName + "_Beginning"); if (sound != null) { beginningSoundInstance = sound.CreateInstance(); beginningSoundInstance.Volume = MyPlayer.soundVolume; } } if (punchingSoundInstance == null) { SoundEffect sound = JoJoStands.JoJoStandsSounds.GetSound("Sounds/BattleCries/" + punchSoundName); punchingSoundInstance = sound.CreateInstance(); punchingSoundInstance.Volume = MyPlayer.soundVolume; } } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { Content.RootDirectory = "Content"; InfoCard.texture = Content.Load <Texture2D>("blank"); transitionScreen = Content.Load <Texture2D>("blank"); transitionText = Content.Load <SpriteFont>("Times New Roman"); info.txt = Content.Load <SpriteFont>("Times New Roman"); mBar.txt = Content.Load <SpriteFont>("Times New Roman"); //loadMan.loadContent(this.Content); loadMan.load(this.Content, ModelManager.player); loadMan.load(this.Content, ModelManager.artificial); gui.LoadContent(this.Content); healthChecker.clink = Content.Load <SoundEffect>("coins.wav"); mBar.horn = Content.Load <SoundEffect>("horn.wav"); player = Content.Load <SoundEffect>("back.wav"); SoundEffectInstance instance = player.CreateInstance(); instance.IsLooped = true; instance.Play(); // TODO: use this.Content to load your game content here }
public void getaudio() { Deployment.Current.Dispatcher.BeginInvoke(() => { textBlock1.Text += "Entering thread"; }); newstream.IncomingRTPPacketBuffer.InitialPacketQueueMinimumSize = 4; newstream.IncomingRTPPacketBuffer.PacketSizeShiftMax = 10; int nMsTook = 0; byte[] data = newstream.WaitNextPacketSample(true, 10000, out nMsTook); Deployment.Current.Dispatcher.BeginInvoke(() => { textBlock1.Text += nMsTook; foreach (byte b in data) { textBlock1.Text += (char)b; } SoundEffect test = new SoundEffect(data, Microphone.Default.SampleRate, Microsoft.Xna.Framework.Audio.AudioChannels.Mono); SoundEffectInstance sm = test.CreateInstance(); sm.Play(); textBlock1.Text += "Exiting"; }); }
//************************************************************************* public static void PlaySound(string soundFileName) { SoundEffect retVal = GetSound(soundFileName); if ((curSoundEffect != null) && (curSoundEffect.IsDisposed)) { curSoundEffect.CreateInstance(); } if (retVal != null) { if (true) //soundFileName == "Content/Embrace The Martian" || soundFileName == "Content/The Arrival") { retVal.Play(.5f, 0f, 0f); } else { retVal.Play(.7f, 0f, 0f); } } curSoundEffect = retVal; }
//Loads all the textures, fonts and sounds protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); //Load font normalFont = Content.Load <SpriteFont>("font\\normal_font"); //Load and play music music = Content.Load <SoundEffect>("sound\\clean_soul"); musicInstance = music.CreateInstance(); musicInstance.IsLooped = true; if (currentSettings.PlayMusic) { musicInstance.Play(); } //Load textures Managers.CreatureManager.LoadContent(this.Content, GraphicsDevice); Managers.FoodManager.LoadContent(this.Content); Managers.PoisonManager.LoadContent(this.Content); }
public AmbiencePlayer(Ambience amb) { if (amb.Loop) { byte[] data = new XAFile(FSO.Content.Content.Get().GetPath(amb.Path)).DecompressedData; var stream = new MemoryStream(data); sfx = SoundEffect.FromStream(stream); stream.Close(); inst = sfx.CreateInstance(); inst.IsLooped = true; inst.Play(); fscMode = false; } else { fsc = HITVM.Get().PlayFSC(FSO.Content.Content.Get().GetPath(amb.Path)); fsc.SetVolume(0.33f); //may need tweaking fscMode = true; } }
protected override void LoadContent() { spritebatch = new SpriteBatch(GraphicsDevice); spriteFont = content.Load <SpriteFont>(@"Fonts/Menu/MenuFont"); menuComponents = new MenuItemComponents(spriteFont, menuItems); soundEffect = content.Load <SoundEffect>(@"Music/DarkusRisingIntro"); //Position of the Menu Items Vector2 menuPosition = new Vector2( (Game.Window.ClientBounds.Width) - 582, (Game.Window.ClientBounds.Height) - 512); menuComponents.SetPosition(menuPosition); background = new Background(content.Load <Texture2D>(@"Backgrounds/bkg_title")); //TODO: Change Background soundEffectInstance = soundEffect.CreateInstance(); soundEffectInstance.IsLooped = true; soundEffectInstance.Volume = 0.0005f; soundEffectInstance.Pitch = 0.5f; soundEffectInstance.Play(); base.LoadContent(); }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); Ship = Content.Load <Texture2D>("blueships1"); Background = Content.Load <Texture2D>("background"); Shot = Content.Load <Texture2D>("shot"); Font = Content.Load <SpriteFont>("defaultFont"); shootingSound = Content.Load <SoundEffect>("laser-cannon-chopped"); soundFxInstance = shootingSound.CreateInstance(); soundFxInstance.Volume = .3f; mainTheme = Content.Load <Song>("battleThemeA"); MediaPlayer.Volume = .2f; MediaPlayer.Play(mainTheme); ShotOffset = new Vector2(Ship.Width / 2, Ship.Height / 2); ShotOffset += new Vector2(60, -24f); }
public void LoadAllAudio(ContentManager content) { soundEffect.Add(content.Load <SoundEffect>("Audio\\Attack Hit Sound")); soundEffect.Add(content.Load <SoundEffect>("Audio\\Discovery Jingle")); soundEffect.Add(content.Load <SoundEffect>("Audio\\Dying")); soundEffect.Add(content.Load <SoundEffect>("Audio\\Item Jingle")); soundEffect.Add(content.Load <SoundEffect>("Audio\\Pick Up Bow")); soundEffect.Add(content.Load <SoundEffect>("Audio\\Pick Up Item")); soundEffect.Add(content.Load <SoundEffect>("Audio\\Pick Up Rupee")); soundEffect.Add(content.Load <SoundEffect>("Audio\\Secret Jingle")); soundEffect.Add(content.Load <SoundEffect>("Audio\\Text Drawing")); soundEffect.Add(content.Load <SoundEffect>("Audio\\Triforce Pickup")); soundEffect.Add(content.Load <SoundEffect>("Audio\\Unlock Door")); soundEffect.Add(content.Load <SoundEffect>("Audio\\Wallmaster Sound")); soundEffect.Add(content.Load <SoundEffect>("Audio\\Bomb")); soundEffect.Add(content.Load <SoundEffect>("Audio\\Bow")); titleBGM = content.Load <SoundEffect>("Audio\\Title BGM"); dungeonBGM = content.Load <SoundEffect>("Audio\\Underworld BGM"); SEInstanceDungeonBGM = dungeonBGM.CreateInstance(); }
public Mine(Texture2D spriteTexture, Vector2 position) : base(spriteTexture, position, 0.2f) { // set sourcerectangle SourceRectangle = new Rectangle(0, 0, 16, 16); Frames.Add(new Rectangle(0, 0, 16, 16)); Frames.Add(new Rectangle(16, 0, 16, 16)); Delay = 500; Loop = true; Origin = new Vector2(16, 16); explosionSoundEffect = AudioHandler.Instance.LoadSoundEffect(AudioHandler.TypeOfSound.Explosion); explosionSoundEffectInstance = explosionSoundEffect.CreateInstance(); explosionSoundEffectInstance.Volume = 0.4f; CollisionHandler.Instance.register(this); }
/// <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(graphics.GraphicsDevice); // load sprite font font1 = Content.Load <SpriteFont>("fonts\\Arial20"); gameoverfont = Content.Load <SpriteFont>("fonts\\Arial100"); ballBounceSound = Content.Load <SoundEffect>("sounds\\ballbounce"); themeSound = Content.Load <SoundEffect>("sounds\\soundtheme"); crowdSound = Content.Load <SoundEffect>("sounds\\crowd"); soundThemeInstance = themeSound.CreateInstance(); soundThemeInstance.IsLooped = true; soundThemeInstance.Volume = GameConstants.MUSIC_VOL; background = Content.Load <Texture2D>("image\\bground"); backgroundborder = Content.Load <Texture2D>("image\\bgborder"); backgroundsky = Content.Load <Texture2D>("image\\sky"); mainFrame = new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); }
/// <summary> /// Update subprogram for GameScreen /// </summary> /// <param name="gameTime">Provides a snapshot of timing values</param> public void Update(GameTime gameTime) { // Updating player and world Player.Update(gameTime, Camera.Position); World.Update(gameTime); // Updating the offset of the camera and moving camera if appropraite cameraOffset = Player.Center.ToVector2() - Camera.Center; if (Math.Abs(cameraOffset.X) > SharedData.SCREEN_WIDTH / 6) { Camera.Position += (cameraOffset.X > 0 ? 1 : -1) * new Vector2(Math.Abs(cameraOffset.X) - SharedData.SCREEN_WIDTH / 6, 0); } if (Math.Abs(cameraOffset.Y) > SharedData.SCREEN_HEIGHT / 6) { Camera.Position += (cameraOffset.Y > 0 ? 1 : -1) * new Vector2(0, Math.Abs(cameraOffset.Y) - SharedData.SCREEN_HEIGHT / 6); } // Showing/unshowing statistics as desired if (KeyboardHelper.NewKeyStroke(SettingsScreen.Instance.Statistics)) { showStatistics = !showStatistics; } // Updating logic for minimap camera miniMapCamera.Position = -World.WorldBoundsRect.Location.ToVector2() / Chunk.SIZE + adjustmentVector; miniMapCamera.Origin = miniMapCamera.Position - World.WorldBoundsRect.Location.ToVector2() / Chunk.SIZE * miniMapCamera.OrthographicSize / 2.0f; // Switchint back to main menu if player dies or player goes back to screen if (Player.Health <= 0) { Player = null; World = null; deathSoundEffect.CreateInstance().Play(); Main.CurrentScreen = ScreenMode.MainMenu; } else if (KeyboardHelper.NewKeyStroke(SettingsScreen.Instance.Pause)) { Main.CurrentScreen = ScreenMode.MainMenu; } }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); mScoreFont = Content.Load <SpriteFont>("scoreFont"); mTextboxFont = Content.Load <SpriteFont>("textboxFont"); mDescriptionFont = Content.Load <SpriteFont>("detailFont"); mDescription2Font = Content.Load <SpriteFont>("detailFont2"); mMusicMenu = Content.Load <SoundEffect>("Music_Menu"); mMusicGameplay = Content.Load <SoundEffect>("Music_Gameplay"); mExplosion = Content.Load <SoundEffect>("Explosion77"); mShootSound = Content.Load <SoundEffect>("Laser_Shoot14"); mHitSound = Content.Load <SoundEffect>("Hit_Hurt33"); mBulletSpamSound = Content.Load <SoundEffect>("BulletSpam"); mDualWieldSound = Content.Load <SoundEffect>("DualWield"); mMissileFlurrySound = Content.Load <SoundEffect>("MissileFlurry"); mOverchargeEnginesSound = Content.Load <SoundEffect>("OverchargeEngines"); mQuickFixSound = Content.Load <SoundEffect>("QuickFix"); mQuickTurnSound = Content.Load <SoundEffect>("QuickTurn"); mSatelliteSound = Content.Load <SoundEffect>("Satellite"); mSiegeModeSound = Content.Load <SoundEffect>("SiegeMode"); mTankShieldSound = Content.Load <SoundEffect>("TankShield"); mWarpDriveSound = Content.Load <SoundEffect>("WarpDrive"); mWaveBlastSound = Content.Load <SoundEffect>("WaveBlast"); mPickUpSound = Content.Load <SoundEffect>("PickUpSound"); mBombBeepSlow = Content.Load <SoundEffect>("BombBeepSlow"); mBombBeepFast = Content.Load <SoundEffect>("BombBeepFast"); mMineSound = Content.Load <SoundEffect>("Mine"); mAntiBulletSound = Content.Load <SoundEffect>("Antibullets"); mTighterTurns = Content.Load <SoundEffect>("TighterTurns"); mMusicMenu_Instance = mMusicMenu.CreateInstance(); mMusicMenu_Instance.IsLooped = true; mMusicGameplay_Instance = mMusicGameplay.CreateInstance(); mMusicGameplay_Instance.IsLooped = true; aaDisplay.LoadAssets(); }
protected void DeleteLines() { linesClearedSimultaneously = 0; for (int i = 0; i < 40; i++) { if (board[0, i] != null && board[1, i] != null && board[2, i] != null && board[3, i] != null && board[4, i] != null && board[5, i] != null && board[6, i] != null && board[7, i] != null && board[8, i] != null && board[9, i] != null) { for (int j = 0; j < 10; j++) { board[j, i] = null; } for (int k = i; k > 0; k--) { for (int j = 0; j < 10; j++) { board[j, k] = board[j, k - 1]; } } linesClearedSimultaneously++; linesCleared++; } } if (linesClearedSimultaneously == 1) { singleCleared++; AddScore("single"); LineclearSFX.CreateInstance().Play(); } if (linesClearedSimultaneously == 2) { doublesCleared++; AddScore("double"); LineclearSFX.CreateInstance().Play(); } if (linesClearedSimultaneously == 3) { tripleCleared++; AddScore("triple"); LineclearSFX.CreateInstance().Play(); } if (linesClearedSimultaneously == 4) { tetrisCleared++; AddScore("tetris"); TetrisSFX.CreateInstance().Play(); } }
public void PlaySound(string _soundName, Vector3 _position, Vector3 _forward, Vector3 _up, Vector3 _velocity, float _randomVolumeRange = 0.0f, float _randomPitchRange = 0.0f) { SoundEffect soundEffect = Mgr <CatProject> .Singleton.contentManger.Load <SoundEffect> (_soundName); // get from limit if (!GetSoundFromLimit(_soundName)) { return; } SoundEffectInstance soundEffectInstance = soundEffect.CreateInstance(); soundEffectInstance.Pitch = _randomPitchRange * 2.0f * ((float)m_random.NextDouble() - 0.5f); soundEffectInstance.Volume = 1.0f - _randomVolumeRange * (float)m_random.NextDouble(); AudioEmitter audioEmitter = new AudioEmitter(); AudioListener audioListener = new AudioListener(); audioListener.Position = Mgr <Camera> .Singleton.CameraPosition; audioListener.Forward = Mgr <Camera> .Singleton.Forward; audioListener.Up = Mgr <Camera> .Singleton.Up; audioListener.Velocity = Mgr <Camera> .Singleton.Velocity; audioEmitter.DopplerScale = 10.0f; audioEmitter.Position = _position; audioEmitter.Forward = _forward; audioEmitter.Up = _up; audioEmitter.Velocity = _velocity; soundEffectInstance.Apply3D(audioListener, audioEmitter); SoundEffectPack soundEffectPack = new SoundEffectPack(_soundName, soundEffectInstance, audioEmitter, audioListener); m_soundBank.Add(soundEffectPack); soundEffectInstance.Play(); }
private void LoadMusicFiles() { DirectoryInfo songFolder = new DirectoryInfo(MUSIC_FOLDER_NAME); foreach (FileInfo file in songFolder.GetFiles()) { string name = Path.GetFileNameWithoutExtension(file.Name); SoundEffect effect = null; using (Stream waveFileStream = File.OpenRead(file.FullName)) { switch (file.Extension) { case ".wav": effect = SoundEffect.FromStream(waveFileStream); break; case ".mp3": using (Mp3FileReader reader = new Mp3FileReader(waveFileStream)) using (WaveStream pcmStream = WaveFormatConversionStream.CreatePcmStream(reader)) { string tempPath = Path.Combine(songFolder.FullName, $"{name}.wav"); WaveFileWriter.CreateWaveFile(tempPath, pcmStream); using (Stream tempStream = File.OpenRead(tempPath)) effect = SoundEffect.FromStream(tempStream); File.Delete(tempPath); } break; default: CommunityMod.ModMonitor.Log($"Unsupported file extension {file.Extension}.", LogLevel.Warn); break; } } SoundEffectInstance instance = effect.CreateInstance(); this._songs.Add(name, instance); } }
internal SoundEmitter(SoundEffect sound, bool looped, float pitch, float volumeFactor, bool paused, Vector3?position) { this.SM = ServiceHelper.Get <ISoundManager>(); this.EngineState = ServiceHelper.Get <IEngineStateManager>(); this.CameraManager = ServiceHelper.Get <IDefaultCameraManager>(); ILevelManager levelManager = ServiceHelper.Get <ILevelManager>(); this.VolumeLevel = this.SM.GetVolumeLevelFor(sound.Name); this.VolumeMaster = this.EngineState.DotLoading ? 0.0f : 1f; this.FadeDistance = 10f; this.AxisMask = Vector3.One; this.VolumeFactor = volumeFactor; this.position = position; if (SoundManager.NoMoreSounds) { return; } try { this.Cue = sound.CreateInstance(levelManager.LowPass); this.Pitch = pitch; this.Cue.IsLooped = looped; if (!paused) { this.Cue.Volume = volumeFactor * this.VolumeLevel; this.Cue.Play(); this.Update(); } else { this.Cue.Volume = 0.0f; this.Cue.Play(); this.Cue.Pause(); } } catch (InstancePlayLimitException ex) { Logger.Log("SoundEmitter", LogSeverity.Warning, "Couldn't create sound instance (too many instances)"); } }
public override void LoadContent(GraphicsDevice gd, ContentManager cm) { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(gd); //testing for text display // http://www.newgrounds.com/audio/listen/568885 victorySound = cm.Load <SoundEffect>("victory.wav"); // http://www.newgrounds.com/audio/listen/135985 failureSound = cm.Load <SoundEffect>("police.wav");//failure.wav"); gameSound = cm.Load <SoundEffect>("ambience.wav"); mainMusic = gameSound.CreateInstance(); mainMusic.IsLooped = true; //mainMusic // TODO: use this.Content to load your game content here //.LoadContent(GraphicsDevice, Content); displayController.LoadContent(cm); npcController.LoadContent(cm); obstacleController.LoadContent(cm); playerController.LoadContent(cm); itemController.LoadContent(cm); bgTexture = cm.Load <Texture2D>("bg.png"); //Initialization for basicEffect basicEffect = new BasicEffect(gd); basicEffect.VertexColorEnabled = true; basicEffect.LightingEnabled = false; //displayController.addDisplay(10, 100, "Hello world 1"); //_fontRenderer = new FontRenderer(fontFile, <Texture2D>("player.png")); }
protected override void Update(GameTime gameTime) { Time.Update(gameTime); InputManager.Update(); transforms[0].Rotate(Vector3.UnitY, Time.ElapsedGameTime); if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } Ray ray = camera.ScreenPointToWorldRay(InputManager.GetMousePosition()); foreach (Collider collider in colliders) { if (collider.Intersects(ray) != null) { effect.Parameters["DiffuseColor"].SetValue(Color.Red.ToVector3()); (model.Meshes[0].Effects[0] as BasicEffect).DiffuseColor = Color.Blue.ToVector3(); if (InputManager.IsMousePressed(0)) { { SoundEffectInstance instance = gunSound.CreateInstance(); instance.IsLooped = false; instance.Volume = 0.4f; instance.Pitch = 0.99f; instance.Play(); } } } else { effect.Parameters["DiffuseColor"].SetValue(Color.Blue.ToVector3()); (model.Meshes[0].Effects[0] as BasicEffect).DiffuseColor = Color.Red.ToVector3(); } } base.Update(gameTime); }
public static void PlaySoundInstance(string name, float pitch = 0) { if (_sounds.ContainsKey(name)) { if (_sounds[name] != null) { int lastInstance = _lastInstance[name]; lastInstance++; lastInstance %= SoundEffectInstances; _soundInstances[name][lastInstance].Stop(true); _soundInstances[name][lastInstance].Pitch = pitch; _soundInstances[name][lastInstance].Play(); _lastInstance[name] = lastInstance; } } else { try { SoundEffect eff = _content.Load <SoundEffect>(name); _sounds.Add(name, eff); SoundEffectInstance[] instances = new SoundEffectInstance[SoundEffectInstances]; for (int x = 0; x < SoundEffectInstances; x++) { instances[x] = eff.CreateInstance(); } _soundInstances.Add(name, instances); _lastInstance.Add(name, 0); if (_sounds[name] != null) { _sounds[name].Play(1, pitch, 0); } } catch (ContentLoadException cle) { _sounds.Add(name, null); } } }
public static SoundEffectInstance PlaySound(string name, float volume = 1.0f, float pitch = 0.0f) { if (!HasAudioDevice) { return(null); } // TODO: Remove this block once the SoundManager is initialized in a better location. if (Content == null) { return(null); } SoundEffect effect = null; if (!EffectLibrary.ContainsKey(name)) { effect = Content.Load <SoundEffect>(AssetManager.ResolveContentPath(name)); EffectLibrary[name] = effect; } else { effect = EffectLibrary[name]; if (effect.IsDisposed) { effect = Content.Load <SoundEffect>(AssetManager.ResolveContentPath(name)); EffectLibrary[name] = effect; } } SFXMixer.Levels levels = Mixer.GetOrCreateLevels(name); SoundEffectInstance instance = effect.CreateInstance(); instance.Volume = GameSettings.Default.MasterVolume * GameSettings.Default.SoundEffectVolume * volume * levels.Volume; instance.Pitch = pitch; instance.Play(); instance.Volume = GameSettings.Default.MasterVolume * GameSettings.Default.SoundEffectVolume * volume * levels.Volume; instance.Pitch = pitch; ActiveSounds2D.Add(instance); return(instance); }
public override void Update(GameTime gameTime) { if (firstRun) { SoundEffect sonido = Game1.TheGame.Sounds[Game1.Sonidos.Disparo]; sonido.CreateInstance(); sonido.Play(); firstRun = false; } #region coordenadas Rectangle = new Rectangle(Rectangle.X + Speed, Rectangle.Y, Rectangle.Width, Rectangle.Height); if (Rectangle.X > Game1.TheGame.GraphicsDevice.Viewport.Width || Rectangle.X < 0) { Game1.TheGame.Actualizaciones.Add(this); } #endregion foreach (var item in Game1.TheGame.sprites) { Zombie zom = item as Zombie; if (zom != null /*item is Zombie*/) { if (zom.Rectangle.Intersects(Rectangle)) { zom.Health -= Energy; xena.Score += 10; Game1.TheGame.Actualizaciones.Add(this); break; } } } }
/// <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); IsMouseVisible = true; Font1 = Content.Load <SpriteFont>("Impact"); //drawBG1 = new Rectangle((int)0, (int)0, Grass1.Width/4, Grass1.Height/4); drawBG1 = new Rectangle((int)0, (int)0, (int)screenWidth * 4, (int)screenHeight * 4); drawBG2 = new Rectangle((int)Grass1.Width / 4, (int)0, Grass1.Width / 4, Grass1.Height / 4); winloseRect = new Rectangle((int)screenWidth / 2, (int)screenHeight / 2, (int)winScreen.Width, (int)winScreen.Height); updateFlock(); musicBGinst = musicBG.CreateInstance(); musicBGinst.IsLooped = true; musicBGinst.Play(); chitterInst = chitter.CreateInstance(); chitterInst.Play(); // TODO: use this.Content to load your game content here }
public override void Play(bool loop = false) { if (null == effect) { return; } if (loop) { // If looping, then get an instance of this sound effect so that it can be // stopped. sfxInstance = effect.CreateInstance(); sfxInstance.IsLooped = true; } if (sfxInstance != null) { sfxInstance.Play(); } else { effect.Play(); } }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); shipSprite = Content.Load <Texture2D>("ship_new"); asteroidSprite = Content.Load <Texture2D>("asteroid_new"); spaceSprite = Content.Load <Texture2D>("bakground_space"); lifeIcon = Content.Load <Texture2D>("heart-icon"); collisionSound = Content.Load <SoundEffect>("collisionSound"); loseSound = Content.Load <SoundEffect>("loseSound"); backgroundMusic = Content.Load <SoundEffect>("background"); soundEffectInstance = backgroundMusic.CreateInstance(); soundEffectInstance.IsLooped = true; soundEffectInstance.Play(); gameFont = Content.Load <SpriteFont>("spaceFont"); timeFont = Content.Load <SpriteFont>("timerFont"); }
protected override void LoadContent() { base.LoadContent(); spriteBatch = new SpriteBatch(GraphicsDevice); //sprite = content.Load<Texture2D>("warrior1"); spriteSheet = content.Load <Texture2D>(@"Player\adventurerSheet"); //spriteSheet = content.Load<Texture2D>("warriorsprites"); spriteSheet_powerUp = content.Load <Texture2D>(@"Player\adventurerSheet_powerup2"); //spriteSheet_powerUpLava = content.Load<Texture2D>("lava_Shield"); font = content.Load <SpriteFont>("font"); spriteSheet_death = content.Load <Texture2D>(@"Player\adventurerSheet_Death"); landSound = content.Load <SoundEffect>(@"Sound\landNoise"); landInstance = landSound.CreateInstance(); landInstance.Volume = 0.05f; //for healthBar if wanted /* * p1HealthBar = content.Load<Texture2D>("healthbar"); */ }
public LoopedSample(string Filename) { se = Cache.SE(Filename); sei = se.CreateInstance(); sei.Volume = Sample.DefaultVolume; }