예제 #1
0
        /// <summary>
        /// Initializes a new EntityComposer class.
        /// </summary>
        public EntityComposer()
        {
            Projectiles = new List<Projectile>();
            Enemies = new List<Enemy>();
            Explosions = new List<Explosion>();
            Input = SGL.QueryComponents<InputManager>();
            _scoreIndicators = new List<ScoreIndicator>();
            Score = 0;
            _random = new GameRandom();

            var contentManager = SGL.QueryComponents<ContentManager>();

            var playerTexture = contentManager.Load<Texture2D>("shipAnimation.png");
            _projectileTexture = contentManager.Load<Texture2D>("laser.png");
            _enemyTexture = contentManager.Load<Texture2D>("mineAnimation.png");
            _explosionTexture = contentManager.Load<Texture2D>("explosion.png");
            EnableHPBars = true;

            _laserFire = new SoundEffect(SGL.QueryResource<Sound>("laserFire.wav"),
                AudioManager.Instance.SoundEffectGroups[0]);
            _explosion = new SoundEffect(SGL.QueryResource<Sound>("explosion.wav"),
                AudioManager.Instance.SoundEffectGroups[0]);

            AudioManager.Instance.SoundEffectGroups[0].MasterVolume = 0.05f;

            Player = new Player(playerTexture);
        }
예제 #2
0
	public void PlaySound(SoundEffect sound)
	{
		AudioClip clip = null;

		switch (sound)
		{
			case SoundEffect.TaskComplete:
				clip = Resources.Load("task_complete") as AudioClip;
				break;
		}

		if (clip == null)
		{
			return;
		}

		var source = effectSources[0];
		
		for (int i = 0; i < effectSources.Length && source.isPlaying; i++)
		{
			source = effectSources[i];
		}
		if (source.isPlaying && source.time < 0.15f)
		{
			return;
		}
		
		source.Stop();
		source.pitch = Random.Range(0.95f, 1.05f);
		source.clip = clip;
		source.volume = sfxVolume;
		source.Play();

	}
        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();
        }
예제 #4
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      /// <summary>
      /// Plays the given sound by name.
      /// </summary>
      /// <param name="soundName">The name of the sound to play.</param>
      /// <returns>True upon error, false otherwise.</returns>
      public static Status PlaySound(SoundEffect soundName)
      {
         // Look up the sound by its key.
         SoundPlayer player;
         if (s_soundLookup.TryGetValue(soundName, out player) == false)
         {
            s_log.WarnFormat("No sound loaded for key {0}", soundName);
            return Status.Success;
         }

         if (player == null)
         {
            s_log.ErrorFormat("No SoundPlayer for key {0}", soundName);
            return Status.NoResult;
         }

         try
         {
            player.Play();
            return Status.Success;
         }
         catch (Exception e)
         {
            s_log.ErrorFormat("Failed to play sound file {0}: {1}", player.SoundLocation, e.Message);
            return Status.Failure;
         }
      }
예제 #5
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 public NsfEffect(SoundEffect fx, int track, byte priority, bool loop)
 {
     this.track = track - 1;
     sfx = fx;
     this.priority = priority;
     this.loop = loop;
     playing = false;
 }
예제 #6
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 void Awake()
 {
     // Register the singleton
     if (Instance != null)
     {
         Debug.LogError("Multiple instances of SoundEffect!");
     }
     Instance = this;
 }
예제 #7
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    public void PlaySound(SoundEffect sound)
    {
        var clip = GetClip(sound);
        if (clip && audioPlayer)
        {
            audioPlayer.PlayOneShot(clip);
        }

    }
	//The int returned matches the array number in the player sound effect Game Object.
	public int SoundEffectToArrayInt (SoundEffect effect) {
		if (effect == SoundEffect.MenuNavigation) {
			return 1;
		} else if (effect == SoundEffect.MenuConfirm) {
			return 2;
		} else if (effect == SoundEffect.MenuUnable) {
			return 3;
		}
		return 0;
	}
예제 #9
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        protected override async Task LoadContent()
        {
            await base.LoadContent();

            music = Asset.Load<SoundMusic>("MusicFishLampMp3");
            effect = Asset.Load<SoundEffect>("EffectBip");
            music.IsLooped = true;
            effect.IsLooped = true;
            music.Play();
            effect.Play();
        }
예제 #10
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    TimeSpan timelimit; //De tijdlimiet van hoe lang een blokje stil mag blijven staan

    #endregion Fields

    #region Constructors

    public TetrisBlock(Texture2D sprite, ContentManager Content)
    {
        this.sprite = sprite;
        blockForm = new Color[4, 4];
        currentBlockForm = new Color[4, 4];
        for (int i = 0; i < 4; i++)
            for (int j = 0; j < 4; j++)
                blockForm[i, j] = Color.White;
        timelimit = TimeSpan.FromSeconds(0.9);
        fullrow = Content.Load<SoundEffect>("FullRow");
        blockFormPosition = new Vector2(5 * TetrisGrid.cellwidth, 0);   //Startpositie van het blokje
    }
	public void InitComponent(SoundEffect sndEffect)
	{
		sound = sndEffect;
		
		Id = sndEffect.id;
		audioSourceBuffer = new List<AudioSource>(sound.maxAudioSources);
		
		// Create and setup corresponding AudioSource buffers list for this sound.
		for(int i = 0; i < sound.maxAudioSources; i++) {
			audioSourceBuffer.Add( CreateAudioSource(sound) );
		}
	}
예제 #12
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        protected override Task LoadContent()
        {
            effect48kHz = Asset.Load<SoundEffect>("Effect48000Hz");
            effect11kHz = Asset.Load<SoundEffect>("Effect11025Hz");
            effect22kHz = Asset.Load<SoundEffect>("Effect22050Hz");
            effect11kHzStereo = Asset.Load<SoundEffect>("Effect11025HzStereo");
            effect22kHzStereo = Asset.Load<SoundEffect>("Effect22050HzStereo");

            effectA = Asset.Load<SoundEffect>("EffectToneA");
            musicA = Asset.Load<SoundMusic>("MusicToneA");

            return Task.FromResult(true);
        }
예제 #13
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 public void Play(SoundEffect effect, bool loop)
 {
     if (effect == SoundEffect.Walk)
     {
         if (!runSource.isPlaying)
         {
             runSource.loop = loop;
             runSource.Play();
         }
     }
     else if (effect == SoundEffect.Attack)
     {
         if (!attackSource.isPlaying)
         {
             attackSource.loop = loop;
             attackSource.Play();
         }
     }
     else if (effect == SoundEffect.BotAttack)
     {
         if (!botAttackSource.isPlaying)
         {
             botAttackSource.loop = loop;
             botAttackSource.Play();
         }
     }
     else if (effect == SoundEffect.PickUp)
     {
         if (!pickUpSource.isPlaying)
         {
             pickUpSource.loop = loop;
             pickUpSource.Play();
         }
     }
     else if (effect == SoundEffect.Potion)
     {
         if (!potionSource.isPlaying)
         {
             potionSource.loop = loop;
             potionSource.Play();
         }
     }
     else if (effect == SoundEffect.PowerUp)
     {
         if (!powerUpSource.isPlaying)
         {
             powerUpSource.loop = loop;
             powerUpSource.Play();
         }
     }
 }
	protected AudioSource CreateAudioSource(SoundEffect sndEffect)
	{
		AudioSource audioSrc = gameObject.AddComponent<AudioSource>();
		
		audioSrc.loop = sndEffect.loop;
		audioSrc.priority = sndEffect.priority;
		audioSrc.volume = sndEffect.volume;
		audioSrc.pitch = sndEffect.pitch;
		audioSrc.playOnAwake = false;
		
		audioSrc.clip = sndEffect.audioClip;
		
		return audioSrc;
	}
예제 #15
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        public IAsset Load(string name, string path, Dictionary<string, string> parameters, ContentManager contenu)
        {
            string bank = parameters[@"bank"];

            Microsoft.Xna.Framework.Audio.SoundEffect sound = contenu.Load<Microsoft.Xna.Framework.Audio.SoundEffect>(path);
            sound.Name = name;

            SoundEffect soundEffect = new SoundEffect();
            soundEffect.Sound = sound;

            Audio.AudioController.SetSfx(bank, soundEffect);

            return soundEffect;
        }
        public void Initialize()
        {
            Game.InitializeAssetDatabase();

            engine = new AudioEngine();

            using (var stream = AssetManager.FileProvider.OpenStream("EffectBip", VirtualFileMode.Open, VirtualFileAccess.Read))
            {
                oneSound = SoundEffect.Load(engine, stream);
            }
            oneSound.IsLooped = true;

            sayuriPart = SoundMusic.Load(engine, AssetManager.FileProvider.OpenStream("MusicFishLampMp3", VirtualFileMode.Open, VirtualFileAccess.Read));
            sayuriPart.IsLooped = true;
        }
예제 #17
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    public override void Begin()
    {
        // Tätä aliohjelmaa kutsumalla peli lataa kaikki PajaPeliin tehdyt sisällöt levyltä.
        LataaSisallotTiedostoista();

        Mouse.IsCursorVisible = true;
        
        // Nollaa valinnat
        ValittuPelaajaHahmo = null;
        ValittuKartta = null;
        ValittuTausta = null;
        ValittuMusiikki = null; 

        Apuri.NaytaAlkuValikko();
    }
예제 #18
0
파일: Program.cs 프로젝트: andi2/ld32-1
        static void Main(string[] args)
        {
            Background = Color.Black;
            Static = new Color(52, 73, 94);
            Foreground = new Color(253, 227, 167);

            Engine.Initialize<SfmlRenderer, IrrKlangModule.IrrKlangAudioModule>();

            Engine.EventHost.RegisterEvent<KeyDownEvent>((int)Keyboard.Key.Escape, 0, (ev) =>
                {
                    while (Engine.SceneHost.CurrentScene != null)
                        Engine.SceneHost.Pop();
                });

            Engine.EventHost.RegisterEvent<InitializeEvent>(0, (ev) =>
            {
                Engine.DesiredResolution = new Vector2(640f, 480f);

                Container = Engine.ResourceHost.LoadDictionary("main", "Resources");
                Font12 = LoadFont("Fonts/merriweather_12.fnt");
                Font16 = LoadFont("Fonts/merriweather_16.fnt");
                Logo = LoadTexture("logo.png");
                Player = LoadTexture("player.png");
                Portal = LoadTexture("portal.png");
                Hint1 = LoadTexture("hint1.png");
                Hint2 = LoadTexture("hint2.png");
                Hint3 = LoadTexture("hint3.png");
                EndScreen = LoadTexture("endscreen.png");

                Music = LoadSound("music.wav");
                EnemyHit = LoadSound("ehit.wav");
                Cut = LoadSound("cut.wav");
                Ground = LoadSound("ground.wav");

                Music.Loop();

                Image image = new Image(1, 1);
                image.SetColor(0, 0, Color.White);
                Pixel = Engine.Renderer.TextureFromImage(image);

                var scene = Engine.SceneHost.CreateGlobal<MainScene>();
                Engine.SceneHost.Push(scene);
            });

            Engine.StartGame("cut", WindowStyle.Default);
        }
    protected void ToistaTehoste(Tapahtuma tapahtuma)
    {
        if (Tehosteet.ContainsKey(tapahtuma))
        {
            bool liikkumisAaniLoppunut = liikkumisTehoste == null || !liikkumisTehoste.IsPlaying;
            if (tapahtuma != Tapahtuma.Liikkuu || liikkumisAaniLoppunut)
            {
                SoundEffect tehoste = RandomGen.SelectOne<SoundEffect>(Tehosteet[tapahtuma]);
                tehoste.Play(0.25, 0.0, 0.0);

                if (tapahtuma == Tapahtuma.Liikkuu)
                {
                    // Pistetään muistiin, että toistetaan liikkumisääntä
                    liikkumisTehoste = tehoste;
                }
            }
        }
    }
예제 #20
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 public void Play(SoundEffect type, float volume = 1.0F)
 {
     //_soundEffect?.Dispose();
     switch (type)
     {
         case SoundEffect.Move:
             _wfr = new WaveFileReader(Properties.Resources.Move);
             break;
         case SoundEffect.Confirm:
             _wfr = new WaveFileReader(Properties.Resources.Confirm);
             break;
         case SoundEffect.Cancel:
             _wfr = new WaveFileReader(Properties.Resources.Cance);
             break;
         case SoundEffect.Eliminate:
             _wfr = new WaveFileReader(Properties.Resources.Eliminate);
             break;
         case SoundEffect.EnemyAttack:
             _wfr = new WaveFileReader(Properties.Resources.EnemyAttack);
             break;
         case SoundEffect.Fail:
             _wfr = new WaveFileReader(Properties.Resources.Fail);
             break;
         case SoundEffect.GetItem:
             _wfr = new WaveFileReader(Properties.Resources.GetItem);
             break;
         case SoundEffect.OpenDoor:
             _wfr = new WaveFileReader(Properties.Resources.OpenDoor);
             break;
         case SoundEffect.PlayerAttack:
             _wfr = new WaveFileReader(Properties.Resources.PlayerAttack);
             break;
         case SoundEffect.Select:
             _wfr = new WaveFileReader(Properties.Resources.Select);
             break;
         default:
             throw new Exception("Not expected audioType.");
     }
     WaveChannel32 wc = new WaveChannel32(_wfr) { PadWithZeroes = false };
     _soundEffect = new DirectSoundOut();
     _soundEffect.Init(wc);
     _soundEffect.Volume = volume;
     _soundEffect.Play();
 }
예제 #21
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      /// <summary>
      /// Adds or replaces a sound by name and file path.
      /// </summary>
      /// <param name="soundName">The name of the sound to load.</param>
      /// <param name="filePath">The path of the sound file.</param>
      /// <returns>True upon error, false otherwise.</returns>
      public static Status SetSound(SoundEffect soundName, string filePath)
      {
         // If the path is bad, 
         if (String.IsNullOrEmpty(filePath) == true || File.Exists(filePath) == false)
         {
            s_log.ErrorFormat("Bad path provided: {0}", filePath);
            return Status.Failure;
         }

         // Make the SoundPlayer and save the sound name as the Tag.
         SoundPlayer player = new SoundPlayer(filePath);
         player.Tag = soundName;

         // Start loading the file.
         s_log.DebugFormat("Starting load of sound {0}.", player.SoundLocation);
         player.LoadCompleted += SoundLoadComplete;
         player.LoadAsync();

         return Status.Success;
      }
예제 #22
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    private AudioClip GetClip(SoundEffect effect)
    {
        switch (effect)
        {
            case SoundEffect.DeepOneWalk:
                return deepOneWalk;
            case SoundEffect.StrandedWalk:
                return strandedWalk;
            case SoundEffect.TurnChange:
                return turnChange;
            case SoundEffect.DeepOneVictoryWarning:
                return deepOneVictoryWarning;
        }

        if (effect != SoundEffect.Undefined)
        {
            Debug.LogError("No clip for " + effect);
        }
        
        return null;
    }
예제 #23
0
파일: GameState.cs 프로젝트: Lunaface/Pong
 public GameState(GraphicsDeviceManager graphics, ContentManager Content)
 {
     this.Singleplayer = Content.Load<Texture2D>("PongStartScreenSingle");
     this.Multiplayer = Content.Load<Texture2D>("PongStartScreenMultiplayer");
     this.Exit = Content.Load<Texture2D>("PongStartScreenExit");
     RoodWint = Content.Load<Texture2D>("Red wins de goeie");
     BlauwWint = Content.Load<Texture2D>("Blue wins de goeie");
     Screen currentScreen = Screen.StartScreen;
     SelectionStart currentSelection = SelectionStart.Singleplayer;
     currentKeyBoardState = Keyboard.GetState();
     PlayingBall = new Ball(Content, graphics, -250, 250);
     SpelerRood = new Paddle(Content, graphics, 0, 0, 1); // Inladen van Rood.
     SpelerRood.Position.Y = (graphics.GraphicsDevice.Viewport.Height / 2) - (SpelerRood.rodeSpeler.Height / 2); // ylocatie speler rood
     SpelerRood.xloc = (int)SpelerRood.Position.X;
     SpelerRood.yloc = (int)SpelerRood.Position.Y;
     SpelerBlauw = new Paddle(Content, graphics, 0, 0, 1); // Inladen van Blauw.
     SpelerBlauw.Position.Y = (graphics.GraphicsDevice.Viewport.Height / 2) - (SpelerBlauw.blauweSpeler.Height / 2); // y locatie speler blauw
     SpelerBlauw.yloc = (int)SpelerBlauw.Position.Y;
     SpelerBlauw.Position.X = graphics.GraphicsDevice.Viewport.Width - (SpelerBlauw.blauweSpeler.Width); // x locatie speler blauw
     SpelerBlauw.xloc = (int)SpelerBlauw.Position.X;
     livesBlue = 3;
     livesRed = 3;
     PaddleHit = Content.Load<SoundEffect>("Plop(2)");
 }
예제 #24
0
파일: GameWorld.cs 프로젝트: Eejin/Tetris
    public GameWorld(int width, int height, ContentManager Content)
    {
        screenWidth = width;
        screenHeight = height;
        random = new Random();
        gameState = GameState.Playing;

        gridTexture = Content.Load<Texture2D>("gridBlock2");
        blockTexture = Content.Load<Texture2D>("block");
        blockEdgeTexture = Content.Load<Texture2D>("blockBackground");
        gridBorder = Content.Load<Texture2D>("Border");

        bufferBorder = Content.Load<Texture2D>("BufferBorder");
        background = Content.Load<Texture2D>("background");
        segoeui = Content.Load<SpriteFont>("segoeui");
        segoeuiLarge = Content.Load<SpriteFont>("segoeuiLarge");
        theme = Content.Load<Song>("themeSong");

        MediaPlayer.IsRepeating = true;
        MediaPlayer.Volume = 0.07f;
        MediaPlayer.Play(theme);
        blockPlaced = Content.Load<SoundEffect>("blockPlaced");
        blockPlaced2 = Content.Load<SoundEffect>("blockPlaceSound2");
        blockPlaced3 = Content.Load<SoundEffect>("blockPlaceSound3");
        blockPlaced4 = Content.Load<SoundEffect>("blockPlaceSound4");

        rowCleared = Content.Load<SoundEffect>("rowCleared");

        grid = new TetrisGrid(gridTexture, blockTexture, blockEdgeTexture, segoeui);

        //Timer for moving the blocks down one unit a second
        Timer aTimer = new System.Timers.Timer(500);
        aTimer.Elapsed += OnTimedEvent;
        aTimer.AutoReset = true;
        aTimer.Enabled = true;
    }
예제 #25
0
 /// <summary>
 /// Checks if current sound is tagged with provided tag
 /// </summary>
 /// <returns></returns>
 public static bool HasTag(this SoundEffect sound, SoundEffectTag tag)
 {
     return(sound.GetAttribute <TagsAttribute>()?.Tags?.Contains(tag) ?? false);
 }
예제 #26
0
 // Play a single clip through the sound effects source.
 public void Play(SoundEffect soundEffect)
 {
     effectsSource.PlayOneShot(SoundClip(soundEffect));
 }
예제 #27
0
 public SoundManager()
 {
     shoot     = null;
     explosion = null;
     mediaFon  = null;
 }
예제 #28
0
 public BasicWeapon(Mob owner, RangedStats ranged, MeleeStats melee, Texture2D pTexture, Texture2D mTexture, SoundEffect soundEffect)
     : base(owner, ranged, melee, pTexture, mTexture, soundEffect)
 {
 }
예제 #29
0
    public void PlaySound(string assetName)
    {
        SoundEffect snd = contentManager.Load <SoundEffect>(assetName);

        snd.Play();
    }
예제 #30
0
 public static void LoadContent(ContentManager Content)
 {
     AngelIslandAct2Song = Content.Load<Song>("Angel Island  Act2");
     Act2Signe = Content.Load<Texture2D>("Act2Signe");
     FireAnim = Content.Load<Texture2D>("FireAnim");
     Pente2 = Content.Load<Texture2D>("Pente2");
     Obs4 = Content.Load<Texture2D>("Obs4");
     BackComplete2 = Content.Load<Texture2D>("BackComplete2");
     BackAct2Front = Content.Load<Texture2D>("Act2Front");
     BackAct2 = Content.Load<Texture2D>("Act2Back");
     TailLife = Content.Load<Texture2D>("TailLife");
     ItemLifeTail = Content.Load<Texture2D>("ItemLifeTail");
     TailFlag = Content.Load<Texture2D>("TailGoalSign");
     TailText = Content.Load<Texture2D>("TailText");
     SonicPause = Content.Load<Texture2D>("SonicPause");
     DeadTail = Content.Load<Texture2D>("DeadTail");
     TailHurt = Content.Load<Texture2D>("TailHurt");
     TailAttack1 = Content.Load<Texture2D>("TailAttack");
     TailCourse = Content.Load<Texture2D>("TailCourse");
     TailMiCourse = Content.Load<Texture2D>("TailMiCourse");
     TailJumpForward = Content.Load<Texture2D>("TailJumpForward");
     SpiningTail = Content.Load<Texture2D>("TailSpining");
     TailBoule = Content.Load<Texture2D>("TailBoule");
     CrouchTail = Content.Load<Texture2D>("CrouchTail");
     TailJump = Content.Load<Texture2D>("TailJump");
     TailWalking = Content.Load<Texture2D>("TailWalking");
     TailWaiting = Content.Load<Texture2D>("TailWaiting");
     LevelComplete = Content.Load<Song>("Level Complete");
     SonicText = Content.Load<Texture2D>("SonicText");
     PassedText = Content.Load<Texture2D>("PassedText");
     Act1Text = Content.Load<Texture2D>("Act1Text");
     MinorBoss = Content.Load<Song>("Minor bosses");
     DeadSonic = Content.Load<Texture2D>("DeadSonic");
     TremplinBas = Content.Load<Texture2D>("RedBongB");
     TremplinBasAnim = Content.Load<Texture2D>("RedBongBAnim");
     Arriere3 = Content.Load<Texture2D>("Arriere3");
     TremplinH2 = Content.Load<Texture2D>("redBongH2");
     TremplinHAnim2 = Content.Load<Texture2D>("redBongHAnim2");
     TremplinH = Content.Load<Texture2D>("redBongH");
     TremplinHAnim = Content.Load<Texture2D>("redBongHAnim");
     BossGoalSign = Content.Load<Texture2D>("BossGoalSign");
     SonicFlag = Content.Load<Texture2D>("SonicGoalSign");
     Flag = Content.Load<Texture2D>("FlagAnim");
     MiniBossKill = Content.Load<SoundEffect>("Destruction MiniBoss");
     MiniBossDes = Content.Load<Texture2D>("miniBossDes");
     Hurt = Content.Load<SoundEffect>("Hurt");
     FireBullet = Content.Load<SoundEffect>("FireBulletwav");
     TouchBoss = Content.Load<SoundEffect>("TouchBoss");
     MB1FireBullet = Content.Load<Texture2D>("FireBullet");
     MB1feuAnim = Content.Load<Texture2D>("MB1FeuAnim");
     MiniBoss1Touch = Content.Load<Texture2D>("MiniBoss1Touch");
     MiniBoss1 = Content.Load<Texture2D>("MiniBoss1");
     CheckPoint = Content.Load<SoundEffect>("CheckPoint");
     Pente1A = Content.Load<Texture2D>("Pente1A");
     Pente1 = Content.Load<Texture2D>("Pente1");
     loop = Content.Load<Texture2D>("loop");
     PerteBouclier = Content.Load<SoundEffect>("Perte Bouclier");
     BulleAnim = Content.Load<Texture2D>("BulleAnim");
     BulleJumpAnim = Content.Load<Texture2D>("bulleJumpAnim");
     BubbleShieldAnim = Content.Load<Texture2D>("BulleShieldAnim");
     LifeUp = Content.Load<SoundEffect>("LifeUp");
     ItemDestroy = Content.Load<Texture2D>("itemDestroy");
     ItemLife = Content.Load<Texture2D>("itemLife");
     ItemRing = Content.Load<Texture2D>("itemRing");
     ItemBulleBlanche = Content.Load<Texture2D>("itemBulleBlanche");
     ItemTele = Content.Load<Texture2D>("itemTele");
     NoixCoco = Content.Load<Texture2D>("NoixCoco");
     NoixArmed = Content.Load<Texture2D>("NoixArmed");
     MainSingeArticu = Content.Load<Texture2D>("MainBrasArticuler");
     BouleBrasArti = Content.Load<Texture2D>("BouleBras");
     BrasSinge = Content.Load<Texture2D>("BrasSinge");
     TeteSinge = Content.Load<Texture2D>("TeteSinge");
     EnnemiItem = Content.Load<SoundEffect>("EnnemiItem");
     Poulet = Content.Load<Texture2D>("PoulelAnim");
     Oiseau = Content.Load<Texture2D>("OiseauAnim");
     Ecureuil = Content.Load<Texture2D>("EcureuilAnim");
     KillEnnemie = Content.Load<Texture2D>("killBadnickAnim");
     RhinoReturn1 = Content.Load<Texture2D>("RhinobotReturn1");
     RhinoReturn2 = Content.Load<Texture2D>("RhinobotReturn2");
     RhinobotMove = Content.Load<Texture2D>("RhinobotMove");
     CheckNonPasser = Content.Load<Texture2D>("checkpointNonPasser");
     CheckPasser = Content.Load<Texture2D>("checkpointPasser");
     SonicLife = Content.Load<Texture2D>("SonicLife");
     SonicHurt = Content.Load<Texture2D>("sonicHurt");
     LostRing = Content.Load<SoundEffect>("LostRing");
     PicVerticale = Content.Load<Texture2D>("PicVerticale");
     RingTexte = Content.Load<Texture2D>("RingText");
     Ring0 = Content.Load<Texture2D>("Ring0");
     Ring1 = Content.Load<Texture2D>("Ring1");
     Ring2 = Content.Load<Texture2D>("Ring2");
     Ring3 = Content.Load<Texture2D>("Ring3");
     Ring4 = Content.Load<Texture2D>("Ring4");
     Ring5 = Content.Load<Texture2D>("Ring5");
     Ring6 = Content.Load<Texture2D>("Ring6");
     Ring7 = Content.Load<Texture2D>("Ring7");
     Ring8 = Content.Load<Texture2D>("Ring8");
     Ring9 = Content.Load<Texture2D>("Ring9");
     CatchRing = Content.Load<SoundEffect>("CatchRing");
     RingCatch = Content.Load<Texture2D>("ringcatch");
     RingAnim = Content.Load<Texture2D>("ringAnim");
     Ecorce2 = Content.Load<Texture2D>("ecorceComplexe2");
     Ecorce = Content.Load<Texture2D>("ecorceComplexe");
     Spring = Content.Load<SoundEffect>("Spring");
     ArbreCoconut = Content.Load<Texture2D>("arbre");
     Feuillage1 = Content.Load<Texture2D>("feuillage1");
     Feuillage2 = Content.Load<Texture2D>("feuillage2");
     tremplinrougeAnim = Content.Load<Texture2D>("RedBongAnim");
     TremplinRouge = Content.Load<Texture2D>("RedBong");
     Jump = Content.Load<SoundEffect>("Jump");
     Spin = Content.Load<SoundEffect>("Spin");
     Spin2 = Content.Load<SoundEffect>("Spin2");
     SonicCourse = Content.Load<Texture2D>("SonicCourse");
     SonicMiCourse = Content.Load<Texture2D>("SonicMiCourse");
     EcritureInformative = Content.Load<SpriteFont>("Info");
     Obs3 = Content.Load<Texture2D>("Obs3");
     DustSpin = Content.Load<Texture2D>("DustSpin");
     Attack1 = Content.Load<Texture2D>("attack1");
     Obstacle2 = Content.Load<Texture2D>("obstacle2");
     Obstacle1 = Content.Load<Texture2D>("obstacle1");
     SonicWalking = Content.Load<Texture2D>("SonicWalking");
     SonicJump = Content.Load<Texture2D>("SonicJump");
     SpiningSonic = Content.Load<Texture2D>("SpiningSonic");
     CrouchSonic = Content.Load<Texture2D>("CrouchSonic");
     SonicWaiting = Content.Load<Texture2D>("SonicWaiting");
     NormalSonic = Content.Load<Texture2D>("normalSonic");
     CompleteBack = Content.Load<Texture2D>("CompleteAngelIslandBack");
     AngelIslandAct1Song = Content.Load<Song>("Angel Island  Act1");
     MainMenuSong = Content.Load<Song>("MainMenu");
     FlecheSelect = Content.Load<Texture2D>("flecheSelect");
     TailPresent = Content.Load<Texture2D>("TailPresent");
     SonicPresent = Content.Load<Texture2D>("sonicPresent");
     Test = Content.Load<Texture2D>("Test");
     CadreCarre = Content.Load<Texture2D>("cadreCarre");
     Stage1 = Content.Load<Texture2D>("Stage1");
     CadreNormal = Content.Load<Texture2D>("cadreNormal");
     CadreNoSave = Content.Load<Texture2D>("cadreNoSave");
     CadreAnim = Content.Load<Texture2D>("cadreAnim");
     NewGame = Content.Load<Texture2D>("NewGame");
     MainMenuBack = Content.Load<Texture2D>("MainMenuBack2");
     PlayerIntro = Content.Load<Texture2D>("playerIntro");
     CompetIntro = Content.Load<Texture2D>("CompetIntro");
     MainSonic = Content.Load<Texture2D>("MainSonic");
     ClinOeil = Content.Load<Texture2D>("ClinOeil");
     CopyRight = Content.Load<Texture2D>("Copyright");
     SonicEmbleme = Content.Load<Texture2D>("sonic3embleme");
     SegaSong = Content.Load<Song>("sega");
     IntroSong = Content.Load<Song>("SonicIntroRepeat");
     LogoPart1 = Content.Load<Texture2D>("LogoPart1");
     LogoPart2 = Content.Load<Texture2D>("LogoPart2");
     LogoPart3 = Content.Load<Texture2D>("LogoPart3");
     LogoPart4 = Content.Load<Texture2D>("LogoPart4");
     LogoPart5 = Content.Load<Texture2D>("LogoPart5");
     SegaLogo = Content.Load<Texture2D>("segalogow");
     BackIntro = Content.Load<Texture2D>("backintro");
     TailAirplane = Content.Load<Texture2D>("TailAirplane");
 }
예제 #31
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 private static void LoadSound()
 {
     menu_select = Content.Load <SoundEffect>(@"sound\sfx\menu_select");
     yes1        = Content.Load <SoundEffect>(@"sound\yessir\yes1");
     moving_out  = Content.Load <SoundEffect>(@"sound\speech\moving_out");
 }
예제 #32
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        /// <summary>
        /// Retrieves the list of tags that are valid for this sound's replacement. If the sound has no ReplacableByTags attribute specified, returns all tags.
        /// </summary>
        /// <returns></returns>
        public static SoundEffectTag[] ReplacableByTags(this SoundEffect sound)
        {
            var tags = sound.GetAttribute <ReplacableByTagsAttribute>()?.Tags?.ToArray();

            return(tags ?? Enum.GetValues(typeof(SoundEffectTag)).Cast <SoundEffectTag>().ToArray());
        }
예제 #33
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            var settings = GlobalSettings.Default;

            if (FSOEnvironment.DPIScaleFactor != 1 || FSOEnvironment.SoftwareDepth)
            {
                settings.GraphicsWidth  = GraphicsDevice.Viewport.Width / FSOEnvironment.DPIScaleFactor;
                settings.GraphicsHeight = GraphicsDevice.Viewport.Height / FSOEnvironment.DPIScaleFactor;
            }

            FSO.LotView.WorldConfig.Current = new FSO.LotView.WorldConfig()
            {
                AdvancedLighting = settings.Lighting,
                SmoothZoom       = settings.SmoothZoom,
                SurroundingLots  = settings.SurroundingLotMode,
                AA = settings.AntiAlias
            };

            OperatingSystem os  = Environment.OSVersion;
            PlatformID      pid = os.Platform;

            GameFacade.Linux = (pid == PlatformID.MacOSX || pid == PlatformID.Unix);

            FSO.Content.Content.TS1Hybrid         = GlobalSettings.Default.TS1HybridEnable;
            FSO.Content.Content.TS1HybridBasePath = GlobalSettings.Default.TS1HybridPath;
            //FSO.Content.Content.Init(GlobalSettings.Default.StartupPath, GraphicsDevice);
            base.Initialize();

            GameFacade.GameThread = Thread.CurrentThread;

            SceneMgr = new _3DLayer();
            SceneMgr.Initialize(GraphicsDevice);

            GameFacade.Scenes                = SceneMgr;
            GameFacade.GraphicsDevice        = GraphicsDevice;
            GameFacade.GraphicsDeviceManager = Graphics;
            GameFacade.Cursor                = new CursorManager(GraphicsDevice);
            if (!GameFacade.Linux)
            {
                GameFacade.Cursor.Init(GlobalSettings.Default.StartupPath);
            }

            /** Init any computed values **/
            GameFacade.Init();

            //init audio now
            HITVM.Init();
            var hit = HITVM.Get();

            hit.SetMasterVolume(HITVolumeGroup.FX, GlobalSettings.Default.FXVolume / 10f);
            hit.SetMasterVolume(HITVolumeGroup.MUSIC, GlobalSettings.Default.MusicVolume / 10f);
            hit.SetMasterVolume(HITVolumeGroup.VOX, GlobalSettings.Default.VoxVolume / 10f);
            hit.SetMasterVolume(HITVolumeGroup.AMBIENCE, GlobalSettings.Default.AmbienceVolume / 10f);

            GameFacade.Strings = new ContentStrings();

            GraphicsDevice.RasterizerState = new RasterizerState()
            {
                CullMode = CullMode.None
            };

            try
            {
                var audioTest = new SoundEffect(new byte[2], 44100, AudioChannels.Mono); //initialises XAudio.
                audioTest.CreateInstance().Play();
            }
            catch (Exception e)
            {
                //MessageBox.Show("Failed to initialize audio: \r\n\r\n" + e.StackTrace);
            }

            this.IsFixedTimeStep = true;

            WorldContent.Init(this.Services, Content.RootDirectory);
            base.Screen.Layers.Add(SceneMgr);
            base.Screen.Layers.Add(uiLayer);
            GameFacade.LastUpdateState = base.Screen.State;

            if (!GlobalSettings.Default.Windowed && !GameFacade.GraphicsDeviceManager.IsFullScreen)
            {
                GameFacade.GraphicsDeviceManager.ToggleFullScreen();
            }
        }
예제 #34
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 void Start()
 {
     smoothFollow = GameObject.Find("Main Camera").GetComponent<SmoothFollow>();
     soundEffect = GameObject.Find("SoundController").GetComponent<SoundEffect>();
     SpawnPlayer();
 }
예제 #35
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        /// <summary>
        /// Processes a sound that has finished playing.
        /// </summary>
        /// <param name="sound">
        /// The sound.
        /// </param>
        private void ProcessFinishedSound(int sound)
        {
            if (this.musicEffect.Sound == sound)
            {
                if (!this.LoopSound(this.musicEffect))
                {
                    this.musicEffect = null;
                }

                return;
            }

            if (this.soundEffects != null)
            {
                var soundEffect = this.soundEffects.Front;
                if (sound == soundEffect.Sound)
                {
                    if (!this.LoopSound(soundEffect) || this.soundEffects.Tail != null)
                    {
                        this.soundEffects = this.soundEffects.Tail;
                    }

                    this.PlayNextSound();
                }
            }
        }
예제 #36
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 public void LoadContent(ContentManager Content)
 {
     shoot     = Content.Load <SoundEffect>("Shoot");
     explosion = Content.Load <SoundEffect>("Explosion");
 }
예제 #37
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 /// <summary>
 /// <para>Checks if current soundeffect has ReplacableInMessage Attribute</para>
 ///
 /// </summary>
 public static bool IsReplacableInMessage(this SoundEffect sound)
 {
     return(sound.GetAttribute <ReplacableInMessageAttribute>() != null);
 }
예제 #38
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 public void LoadContent()
 {
     BlockHitSound = Helper.LoadSoundEffect("BlockExplode");
     BlockEatSound = Helper.LoadSoundEffect("BlockEat");
 }
예제 #39
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        public static void PlaySoundEffect(string name, float volume = 1, float pitch = 0, float pan = 0)
        {
            SoundEffect soundEffect = ContentHelper.GetSoundEffect("Audio/Sound Effects/" + name);

            soundEffect.Play(volume, pitch, pan);
        }
예제 #40
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 protected override void LoadContent()
 {
     base.LoadContent();
     m_BarrierHitSoundEffect = this.Game.Content.Load <SoundEffect>("Sounds/BarrierHit");
 }
예제 #41
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파일: Coin.cs 프로젝트: kallotec/Bonsai
 public void Load(IContentLoader loader)
 {
     base.Props.Texture = loader.Load <Texture2D>(ContentPaths.SPRITE_COIN);
     sfxCollect         = loader.Load <SoundEffect>(ContentPaths.SFX_COIN_COLLECT);
 }
예제 #42
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 public void SoundEffectFromStream_Unsupported_Formats(string filename)
 {
     using (var stream = File.OpenRead(filename))
         Assert.Throws <ArgumentException>(() => SoundEffect.FromStream(stream));
 }
예제 #43
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 public sound(theGame reference, String name)
 {
     this.reference = reference;
     soundEffect    = reference.Content.Load <SoundEffect>(name);
 }
예제 #44
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파일: Npc.cs 프로젝트: LostInsight/JxqyHD
 protected override void PlaySoundEffect(SoundEffect soundEffect)
 {
     SoundManager.Play3DSoundOnece(soundEffect,
                                   PositionInWorld - Globals.ListenerPosition);
 }
예제 #45
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 void Awake()
 {
     FireSound = DadaAudio.GetSoundEffect(FireSound);
 }
예제 #46
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 /// <summary>
 /// Loads the sound into the dictionary and in turn the memory.
 /// </summary>
 /// <param name="key"></param>
 /// <param name="sound"></param>
 public static void LoadSound(string key, SoundEffect sound)
 {
     _sounds[key] = sound;
 }
예제 #47
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 public override void Initialize()
 {
     base.Initialize();
     this.sBlink = this.CMProvider.Global.Load <SoundEffect>("Sounds/Gomez/Blink");
 }
예제 #48
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        public T Load <T>(string assetName)
        {
            string originalAssetName = assetName;
            object result            = null;

            if (this.graphicsDeviceService == null)
            {
                this.graphicsDeviceService = serviceProvider.GetService(typeof(IGraphicsDeviceService)) as IGraphicsDeviceService;
                if (this.graphicsDeviceService == null)
                {
                    throw new InvalidOperationException("No Graphics Device Service");
                }
            }

            assetName = Path.Combine(_rootDirectory, assetName.Replace('\\', Path.DirectorySeparatorChar));

            // Get the real file name
            if ((typeof(T) == typeof(Texture2D)))
            {
                assetName = Texture2DReader.Normalize(assetName);
            }
            else if ((typeof(T) == typeof(SpriteFont)))
            {
                assetName = SpriteFontReader.Normalize(assetName);
            }
            else if ((typeof(T) == typeof(Effect)))
            {
                assetName = Effect.Normalize(assetName);
            }
            else if ((typeof(T) == typeof(Song)))
            {
                assetName = SongReader.Normalize(assetName);
            }
            else if ((typeof(T) == typeof(SoundEffect)))
            {
                assetName = SoundEffectReader.Normalize(assetName);
            }
            else if ((typeof(T) == typeof(Video)))
            {
                assetName = Video.Normalize(assetName);
            }
            else
            {
                throw new NotSupportedException("Format not supported");
            }

            if (string.IsNullOrEmpty(assetName))
            {
                throw new ContentLoadException("Could not load " + originalAssetName + " asset!");
            }

            if (Path.GetExtension(assetName).ToUpper() != ".XNB")
            {
                if ((typeof(T) == typeof(Texture2D)))
                {
                    //Basically the same as Texture2D.FromFile but loading from the assets instead of a filePath
                    Stream assetStream = Game.contextInstance.Assets.Open(assetName);
                    Bitmap image       = BitmapFactory.DecodeStream(assetStream);
                    //Bitmap image = BitmapFactory.DecodeFileDescriptor(Game.contextInstance.Assets.OpenFd(assetName).FileDescriptor);
                    ESImage theTexture;

                    if (GraphicsDevice.openGLESVersion == OpenTK.Graphics.GLContextVersion.Gles2_0)
                    {
                        theTexture = new ESImage(image, graphicsDeviceService.GraphicsDevice.PreferedFilterGL20);
                    }
                    else
                    {
                        theTexture = new ESImage(image, graphicsDeviceService.GraphicsDevice.PreferedFilterGL11);
                    }

                    result = new Texture2D(theTexture)
                    {
                        Name = Path.GetFileNameWithoutExtension(assetName)
                    };
                }
                if ((typeof(T) == typeof(SpriteFont)))
                {
                    //result = new SpriteFont(Texture2D.FromFile(graphicsDeviceService.GraphicsDevice,assetName), null, null, null, 0, 0.0f, null, null);
                    throw new NotImplementedException();
                }

                if ((typeof(T) == typeof(Song)))
                {
                    result = new Song(assetName);
                }
                if ((typeof(T) == typeof(SoundEffect)))
                {
                    result = new SoundEffect(assetName);
                }
                if ((typeof(T) == typeof(Video)))
                {
                    result = new Video(assetName);
                }
            }
            else
            {
                // Load a XNB file
                //Loads from Assets directory + /assetName
                Stream assetStream = Game.contextInstance.Assets.Open(assetName);

                ContentReader            reader      = new ContentReader(this, assetStream, this.graphicsDeviceService.GraphicsDevice);
                ContentTypeReaderManager typeManager = new ContentTypeReaderManager(reader);
                reader.TypeReaders = typeManager.LoadAssetReaders(reader);
                foreach (ContentTypeReader r in reader.TypeReaders)
                {
                    r.Initialize(typeManager);
                }
                // we need to read a byte here for things to work out, not sure why
                reader.ReadByte();

                // Get the 1-based index of the typereader we should use to start decoding with
                int index = reader.ReadByte();
                ContentTypeReader contentReader = reader.TypeReaders[index - 1];
                result = reader.ReadObject <T>(contentReader);

                reader.Close();
                assetStream.Close();
            }

            if (result == null)
            {
                throw new ContentLoadException("Could not load " + originalAssetName + " asset!");
            }

            return((T)result);
        }
예제 #49
0
 private void CustomiseSetttings_Load(object sender, EventArgs e)
 {
     SoundEffect.Play(ESounds.windowslides);
 }
예제 #50
0
 private void StartGame_Click(object sender, EventArgs e)
 {
     SoundEffect.Play(ESounds.mousedown);
 }
예제 #51
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 public void LoadContent(ContentManager content)
 {
     player    = content.Load <Texture2D>("newPlayer");
     playerHit = content.Load <SoundEffect>("paddle_hit");
 }
예제 #52
0
 private void InvokeSoundEffect(SoundEffect packet)
 {
     packetListener.OnSoundEffect(packet);
 }
예제 #53
0
        /// <summary>
        /// Stops a sound that is playing.
        /// </summary>
        /// <param name="sound">
        /// The sound.
        /// </param>
        private void StopSound(ushort sound)
        {
            if (this.musicEffect.Sound == sound)
            {
                this.musicEffect = null;
                this.FrontEnd.StopSound(sound);
                return;
            }

            if (this.soundEffects != null && this.soundEffects.Front.Sound == sound)
            {
                this.FrontEnd.StopSound(this.soundEffects.Front.Sound);
                this.soundEffects = this.soundEffects.Tail;
                this.PlayNextSound();
            }
        }
예제 #54
0
 void Start()
 {
     ExplosionSound = DadaAudio.GetSoundEffect(ExplosionSound);
 }
예제 #55
0
 protected void Initialize(string filename)
 {
     sound = GameEnvironment.AssetManager.Content.Load<SoundEffect>("Music\\" + filename);
     iSound = sound.CreateInstance();
 }
예제 #56
0
        //Returns a reference to the soundeffect in the dictionary structure
        public SoundEffect GetSoundEffectByKey(string key)
        {
            SoundEffect sfx = SoundEffectDictionary[key];

            return(sfx);
        }
예제 #57
0
	private static void ShowLoadingScreen()
	{
		_Background = SwinGame.LoadBitmap(SwinGame.PathToResource("SplashBack.png", ResourceKind.BitmapResource));
		SwinGame.DrawBitmap(_Background, 0, 0);
		SwinGame.RefreshScreen();
		SwinGame.ProcessEvents();

		_Animation = SwinGame.LoadBitmap(SwinGame.PathToResource("SwinGameAni.jpg", ResourceKind.BitmapResource));
		_LoadingFont = SwinGame.LoadFont(SwinGame.PathToResource("arial.ttf", ResourceKind.FontResource), 12);
		_StartSound = Audio.LoadSoundEffect(SwinGame.PathToResource("SwinGameStart.ogg", ResourceKind.SoundResource));

		_LoaderFull = SwinGame.LoadBitmap(SwinGame.PathToResource("loader_full.png", ResourceKind.BitmapResource));
		_LoaderEmpty = SwinGame.LoadBitmap(SwinGame.PathToResource("loader_empty.png", ResourceKind.BitmapResource));

		PlaySwinGameIntro();
	}
예제 #58
0
 public void PlayOneShot(SoundEffect sound, float volumescale = 1)
 {
     soundEffectSource.PlayOneShot(SoundEffects[sound], volumescale);
 }
예제 #59
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 public Theme(string themeName)
 {
     intro = ContentManager.Load<SoundEffect>(themeName + "_intro");
     loop = ContentManager.Load<SoundEffect>(themeName + "_loop");
 }
예제 #60
0
 public override void Load()
 {
     _pickupSound = Layout.Content.Load <SoundEffect>("audio/pickup_key");
 }