protected override void LoadContent() { base.LoadContent(); m_Pixels = new Color[m_Texture.Width * m_Texture.Height]; m_OriginalPixels = new Color[m_Texture.Width * m_Texture.Height]; m_Texture.GetData <Color>(m_Pixels); m_Texture.GetData <Color>(m_OriginalPixels); SoundManager.AddSoundEffect(k_BarrierHitSoundAsset); }
/// <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); SoundManager.AddSoundEffect("button01", Game1.Self.Content.Load <SoundEffect>("Sfx/Button01")); SoundManager.AddSoundEffect("button02", Game1.Self.Content.Load <SoundEffect>("Sfx/Button02")); SoundManager.AddSoundEffect("button03", Game1.Self.Content.Load <SoundEffect>("Sfx/Button03")); SoundManager.AddMusic("GameplaySong1", Game1.Self.Content.Load <Song>("Songs/Irregular Rhythm")); SoundManager.AddMusic("GameplaySong2", Game1.Self.Content.Load <Song>("Songs/Heart Chord")); SoundManager.AddMusic("title_song", Game1.Self.Content.Load <Song>("Songs/Memories")); SoundManager.AddMusic("GameOverSong", Game1.Self.Content.Load <Song>("Songs/Caution Flow")); SceneManager.setScene(new Core.Scenes.Intro(), true); }
protected override void LoadContent() { base.LoadContent(); SoundManager.AddSoundEffect(k_LifeDiessetAsset); }
public void AddSoundEffect(string name, string newName = null) { SoundManager.AddSoundEffect(name, newName); }
protected override void LoadContent() { base.LoadContent(); SoundManager.AddSoundEffect(k_KillSoundAsset); }