private const int MOVESPEED = 5; // The movement speed of the character #endregion Fields #region Constructors public Player(Texture2D texture, Rectangle form, SoundEffect sound, int health) { this.texture = texture; this.form = form; this.sound = sound; this.health = health; }
protected override void LoadContent() { this.font = content.Load<SpriteFont>("ConsoleFont"); this.placeHolder = content.Load<Texture2D>("Instructions"); this.spriteTexture = content.Load<Texture2D>("SpriteMarker"); this.roundMusic = content.Load<Song>("music_game"); this.waitMusic = content.Load<Song>("music_waiting_loop"); NewHigh = content.Load<SoundEffect>("new_highscore"); EndRound = content.Load<SoundEffect>("game_end"); timeInstructionsStayAround = 10; MediaPlayer.Play(roundMusic); MediaPlayer.Volume = .3f; MediaPlayer.IsRepeating = true; this.FirstRoundStartHasStarted = this.firstRoundOver = false; this.HasStartedRound = false; this.highScore = 0; if (!Lanko_And_Glub.utility.ShowInstructions) this.instructionsColor = new Color(0, 0, 0, 0); else this.instructionsColor = Color.White; this.scale = 0; this.fontScale = 1f; this.fontColor = timerColor = Color.White; base.LoadContent(); }
public Sound(string _name, SoundEffect _soundEffect, bool _focus) { soundEffect = _soundEffect; focus = _focus; name = _name; soundInstance = null; }
/// <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); //TODO: use this.Content to load your game content here monkey = Content.Load<Texture2D> ("monkey"); background = Content.Load <Texture2D> ("background"); logo = Content.Load<Texture2D> ("logo"); font = Content.Load<SpriteFont> ("font"); hit = Content.Load<SoundEffect> ("hit"); title = Content.Load<Song> ("title"); Microsoft.Xna.Framework.Media.MediaPlayer.IsRepeating = true; Microsoft.Xna.Framework.Media.MediaPlayer.Play (title); var viewport = graphics.GraphicsDevice.Viewport; var padding = (viewport.Width / 100); var gridWidth = (viewport.Width - (padding * 5)) / 4; var gridHeight = gridWidth; for (int y = padding; y < gridHeight*5; y+=gridHeight+padding) { for (int x = padding; x < viewport.Width-gridWidth; x+=gridWidth+padding) { grid.Add (new GridCell () { DisplayRectangle = new Rectangle (x, y, gridWidth, gridHeight) }); } } }
public SmallMarioJumpEffect() { backgroundSoundEffect = SoundEffect.FromStream(backgroundSoundFile); instance = backgroundSoundEffect.CreateInstance(); instance.Volume = 0.25f; instance.IsLooped = false; }
/// <summary> /// Creates a new instance of a LavaFighter enemy ship /// </summary> /// <param name="content">A ContentManager to load resources with</param> /// <param name="position">The position of the Dart ship in the game world</param> public LavaFighter(uint id, ContentManager content, Vector2 position) : base(id) { this.position = position; this.Score = 18; spritesheet = content.Load<Texture2D>("Spritesheets/newshe.shp.000000"); bulletFired = content.Load<SoundEffect>("SFX/gamalaser"); spriteBounds[(int)LavaFighterSteeringState.Left].X = 76; spriteBounds[(int)LavaFighterSteeringState.Left].Y = 197; spriteBounds[(int)LavaFighterSteeringState.Left].Width = 20; spriteBounds[(int)LavaFighterSteeringState.Left].Height = 28; spriteBounds[(int)LavaFighterSteeringState.Straight].X = 51; spriteBounds[(int)LavaFighterSteeringState.Straight].Y = 197; spriteBounds[(int)LavaFighterSteeringState.Straight].Width = 20; spriteBounds[(int)LavaFighterSteeringState.Straight].Height = 28; spriteBounds[(int)LavaFighterSteeringState.Right].X = 28; spriteBounds[(int)LavaFighterSteeringState.Right].Y = 197; spriteBounds[(int)LavaFighterSteeringState.Right].Width = 20; spriteBounds[(int)LavaFighterSteeringState.Right].Height = 28; steeringState = LavaFighterSteeringState.Straight; }
/// <summary> /// Constructor. /// </summary> public StateMainMenuCredits() : base() { mFxMenuSelect = GameObjectManager.pInstance.pContentManager.Load<SoundEffect>("Audio\\FX\\MenuSelect"); mSetStateMsg = new FiniteStateMachine.SetStateMessage(); }
public CapturePoint() { Immovable = true; this.AddCollisionGroup("capturePoint"); this.Collidable = true; LoadTexture(Controller.Content.Load<Texture2D>("images/CapturePoint"), 128, 96); AddAnimation("uncaptured", new int[2] { 0 ,0 }, 0); AddAnimation("captured", new int[2] { 1, 1 }, 0); this.BloodParticles = new ParticleEngine(Controller.Content.Load<ParticleEffect>("bloodParticle")); state.AddChild(this.BloodParticles); this.BloodParticles.Position = this.Position; this.BloodParticles.Start(); this.GlowTexture = Controller.Content.Load<Texture2D>("glow"); CreateTakingOverRectangle(); AddAnimation("p1uncaptured", new int[1] { 0 }, 0); AddAnimation("p1captured", new int[3] { 1, 2, 3 },0.5f); AddAnimation("p2uncaptured", new int[1] { 0 }, 0); AddAnimation("p2captured", new int[3] { 4, 5, 6 }, 0.5f); AddAnimation("p3uncaptured", new int[1] { 0 }, 0); AddAnimation("p3captured", new int[3] { 7, 8, 9 }, 0.5f); AddAnimation("p4uncaptured", new int[1] { 0 }, 0); AddAnimation("p4captured", new int[3] { 10, 11, 12 }, 0.5f); soundTakeOver = Controller.Content.Load<SoundEffect>("sounds/takeOver"); soundTaken = Controller.Content.Load<SoundEffect>("sounds/winCapture"); }
public static void Initialize(ContentManager content) { scream = content.Load<SoundEffect>("Assets/Sounds/deathScream"); collectSound = content.Load<SoundEffect>("Assets/Sounds/itemCollect"); checkpointHell = content.Load<SoundEffect>("Assets/Sounds/CheckpointHell"); checkpointCrystal = content.Load<SoundEffect>("Assets/Sounds/CheckpointCristall"); fireball = content.Load<SoundEffect>("Assets/Sounds/Fireball"); freezingIce = content.Load<SoundEffect>("Assets/Sounds/freezingIce"); whip = content.Load<SoundEffect>("Assets/Sounds/whip"); laser = content.Load<SoundEffect>("Assets/Sounds/laser"); SeraphinScream = content.Load<SoundEffect>("Assets/Sounds/SeraphinScream"); thunder = content.Load<SoundEffect>("Assets/Sounds/thunder"); spear = content.Load<SoundEffect>("Assets/Sounds/spear"); claws = content.Load<SoundEffect>("Assets/Sounds/claws"); mainMenu = content.Load<SoundEffect>("Assets/Sounds/mainMenu"); menu = mainMenu.CreateInstance(); menu.IsLooped = true; punch = content.Load<SoundEffect>("Assets/Sounds/punch"); waterSound = content.Load<SoundEffect>("Assets/Sounds/water"); water = waterSound.CreateInstance(); spawn = content.Load<SoundEffect>("Assets/Sounds/spawn"); minionsFraktus = content.Load<SoundEffect>("Assets/Sounds/minions"); goldCave = content.Load<SoundEffect>("Assets/Sounds/GoldCave"); cave = goldCave.CreateInstance(); //cave.IsLooped = true; //background crystal crystalBackground = content.Load<SoundEffect>("Assets/Sounds/crystalBackground"); crystalBG = crystalBackground.CreateInstance(); crystalBG.Volume = 0.25f; crystalBG.IsLooped = true; }
public cChampBtn(Texture2D newTexture, SoundEffect newSound, GraphicsDevice graphics) { texture = newTexture; sound = newSound; }
public View(GraphicsDeviceManager a_manager, ContentManager a_contentLoader) { //this is needed to draw sprites m_spriteBatch = new SpriteBatch(a_manager.GraphicsDevice); //Load content m_tileTexture = a_contentLoader.Load<Texture2D>("FinalTiles5"); m_playerTexture = a_contentLoader.Load<Texture2D>("WalkingSquare"); m_playerTextureLeft = a_contentLoader.Load<Texture2D>("player2left"); m_enemyTexture = a_contentLoader.Load<Texture2D>("Enemy2"); m_smokeTexture = a_contentLoader.Load<Texture2D>("smoke1"); m_backgroundTexture = a_contentLoader.Load<Texture2D>("LimboFinal"); m_jumpSound = a_contentLoader.Load<SoundEffect>("14"); m_pointSound = a_contentLoader.Load<SoundEffect>("7"); m_deathSound = a_contentLoader.Load<SoundEffect>("8"); m_textfont = a_contentLoader.Load<SpriteFont>("Font"); Moonchild =a_contentLoader.Load<Song>("3"); MediaPlayer.IsRepeating = true; MediaPlayer.Volume = 0.3f; SoundEffect.MasterVolume = 0.6f; if (!songstart) { MediaPlayer.Play(Moonchild); songstart = true; } }
public Gun(Texture2D[] inputTexture, SoundEffect inputZap) { // Gun's textures. textureHolding = inputTexture; gunTexture = inputTexture[0]; borderTexture = inputTexture[2]; // Munitions-in-flight. BULLETS = new List<Bullet>(); // Offset for animation rotation. rotationOffset = new Vector2(17.5F, 9); // Width and height of the gun's sprite. frameWidth = 35; frameHeight = 18; // Color, rotation, and effects. color = Color.White; rotation = 0; effects = SpriteEffects.None; // Where do you want the gun placed relative to the vector it is attached too? placementXOffset = 15; placementYOffset = 35; // Zap sound effect. zap = inputZap; animationFrame = new Rectangle(0, 0, frameWidth, frameHeight); mineSpawn = new Stopwatch(); }
//Constructor public Fireball(ContentManager content, Vector2 position, int direction, MouseState ms) { this.texture = content.Load<Texture2D>(@"pictures\Fireball"); sound = content.Load<SoundEffect>(@"music\shotgun"); Fireball.Sound.Play(0.5f, 0.0f, 0.0f); if (direction == 1) { this.position = position + new Vector2(80f, 60f); Vector2 speed = this.CalculateSpeed(this.position, ms); this.speed = new Vector2(this.maxSpeed * speed.X, this.maxSpeed * speed.Y); this.effect = SpriteEffects.None; } else { this.position = position + new Vector2(0f, 60f); Vector2 speed = this.CalculateSpeed(this.position, ms); this.speed = new Vector2(-this.maxSpeed * speed.X, -this.maxSpeed * speed.Y); this.effect = SpriteEffects.FlipHorizontally; } this.destinationRect = new Rectangle((int)this.position.X, (int)this.position.Y, 25, 24); this.sourceRect = new Rectangle(0, 0, 50, 48); }
public GameManager(Game game, int level) { mGame = game; mPlayer1 = new Character(game, new Pointf(400, 200), new Size(32, 32), new Velocity(), PlayerIndex.One); mPlayer2 = new Character(game, new Pointf(350, 200), new Size(32, 32), new Velocity(), PlayerIndex.Two); mBoss = null; mLevel = level; switch (level) { case 1: mMap = MapBuilder.BuildLevel1(mGame, new Size(game.Window.ClientBounds.Width, game.Window.ClientBounds.Height - Hud.HUD_HEIGHT), ref mPlayer1); mPlayer1.mPosition = new Pointf(MapHelper.GetPointForColumnAndLevel(0.5f, 1)); mPlayer2.mPosition = new Pointf(MapHelper.GetPointForColumnAndLevel(0.5f, 1)); mBackgroundSong = mGame.Content.Load<Song>("music/Electrolyte - New Mission"); break; case 2: mMap = MapBuilder.BuildSolo(mGame, new Size(game.Window.ClientBounds.Width, game.Window.ClientBounds.Height - Hud.HUD_HEIGHT), ref mPlayer1); mPlayer1.mPosition = new Pointf(MapHelper.GetPointForColumnAndLevel(0.5f, 1)); mPlayer2.mPosition = new Pointf(MapHelper.GetPointForColumnAndLevel(MapHelper.GetLastColumn()-1.5f, 1)); mBackgroundSong = mGame.Content.Load<Song>("music/Electrolyte - Plus vs Minus"); break; case 3: mMap = MapBuilder.BuildBossLevel(mGame, new Size(game.Window.ClientBounds.Width, game.Window.ClientBounds.Height - Hud.HUD_HEIGHT), ref mPlayer1); mBoss = new Character(game, new Pointf(350, MapHelper.GetPlatformYAtLevel(1.5f)), new Size(64, 64), new Velocity(), PlayerIndex.Three); mBackgroundSong = mGame.Content.Load<Song>("music/Electrolyte - Volt"); break; } mHud = new Hud(new Pointf(0, game.Window.ClientBounds.Height - Hud.HUD_HEIGHT), mGame, level); mIsPlayingSound = false; mGangnamSound = game.Content.Load<SoundEffect>("newgangnam"); mGangnamInstance = mGangnamSound.CreateInstance(); }
public Moto(ContentManager Content, GameWindow Window) : base(Content.Load<Texture2D>("moto")) { this.Window = Window; textura = Content.Load<Texture2D>("moto"); posicao = new Vector2(200, 300); ronco = Content.Load<SoundEffect>("Sounds/SoundEffects/sound_effect"); andando = new animacao(); andando.quadro_X = 67; andando.quadro_Y = 47; andando.qtd_quadros = 3; andando.quadros_seg = 3; andando.Y = 0; correndo = new animacao(); correndo.quadro_X = 67; correndo.quadro_Y = 47; correndo.qtd_quadros = 3; correndo.quadros_seg = 9; correndo.Y = 47; animacao_atual = correndo; }
public PinchAddNewInteraction(TapEditInteraction editInteraction, PullDownItem pullDownItem) { _editInteraction = editInteraction; _pullDownItem = pullDownItem; _popSound = SoundEffect.FromStream(Microsoft.Xna.Framework.TitleContainer.OpenStream("Sounds/pop.wav")); }
// Load Content public void LoadContent(ContentManager Content) { //Attacks attackSound = Content.Load<SoundEffect>(@"audio\attack"); smashAttackSound = Content.Load<SoundEffect>(@"audio\smashattack"); smashHitSound = Content.Load<SoundEffect>(@"audio\smashhit"); shockSound = Content.Load<SoundEffect>(@"audio\shock"); shockHitSound = Content.Load<SoundEffect>(@"audio\shockhit"); shockSmashHitSound = Content.Load<SoundEffect>(@"audio\shocksmashhit"); bulletSound = Content.Load<SoundEffect>(@"audio\bulletplus"); smashBulletSound = Content.Load<SoundEffect>(@"audio\smashbullet"); //Other jumpSound = Content.Load<SoundEffect>(@"audio\jump"); doubleJumpSound = Content.Load<SoundEffect>(@"audio\doublejump"); shieldSound = Content.Load<SoundEffect>(@"audio\shield"); shieldBreakSound = Content.Load<SoundEffect>(@"audio\shieldbreak"); pikaBreakSound = Content.Load<SoundEffect>(@"audio\pikabreak"); selectSound = Content.Load <SoundEffect>(@"audio\select"); backSelectSound = Content.Load<SoundEffect>(@"audio\menuback"); respawnSound = Content.Load<SoundEffect>(@"audio\ballopen"); deathCrySound = Content.Load<SoundEffect>(@"audio\deathCry"); deathExplosionSound = Content.Load<SoundEffect>(@"audio\homerun"); menuMusic = Content.Load<Song>(@"audio\menumusic"); battleMusic = Content.Load<Song>(@"audio\battleMusic"); themeMusic = Content.Load<Song>(@"audio\theme"); danceMusic = Content.Load<Song>(@"audio\Gangnam Style"); }
public XNASound(SoundEffect Sound) { sound = Sound; Volume = 1f; Pitch = 0f; Pan = 0f; }
public static void LoadContent(ContentManager aContent) { s_AngrySounds = new SoundEffect[] { aContent.Load<SoundEffect>("sound/Grumble_01"), aContent.Load<SoundEffect>("sound/Grumble_02"), aContent.Load<SoundEffect>("sound/Grumble_03"), aContent.Load<SoundEffect>("sound/Grumble_04"), aContent.Load<SoundEffect>("sound/Grumble_05"), aContent.Load<SoundEffect>("sound/Grumble_06"), aContent.Load<SoundEffect>("sound/Grumble_07"), aContent.Load<SoundEffect>("sound/Grumble_08"), }; s_ExplodeSounds = new SoundEffect[] { aContent.Load<SoundEffect>("sound/Burst_01"), aContent.Load<SoundEffect>("sound/Burst_02") }; s_NomSounds = new SoundEffect[] { aContent.Load<SoundEffect>("sound/Eat_01"), aContent.Load<SoundEffect>("sound/Eat_02"), aContent.Load<SoundEffect>("sound/Eat_03"), aContent.Load<SoundEffect>("sound/Eat_04"), aContent.Load<SoundEffect>("sound/Eat_05"), aContent.Load<SoundEffect>("sound/Eat_06") }; s_PickUpSound = aContent.Load<SoundEffect>("sound/Pickup"); }
public ProjectiveWeapon(Texture2D[] textureImages, Vector2 position, Point[] frameSizes, int collisionOffset, Point currentFrame, Point[] sheetSizes, Vector2 speed, SoundEffect collisionSound, float scale, int score) : base(textureImages, position, frameSizes, collisionOffset, currentFrame, sheetSizes, speed, collisionSound, scale, score) { }
/// <summary> /// Initializes all the audio content. /// </summary> /// <param name="Content">The ContentManager to use</param> public static void Initialize(ContentManager Content) { try { // Songs GameplayMusic = Content.Load<Song>("audio/GameplayMusic"); GameplayMusic2 = Content.Load<Song>("audio/GameplayMusic2"); GameplayMusic3 = Content.Load<Song>("audio/GameplayMusic3"); TitleMusic = Content.Load<Song>("audio/TitleMusic"); VictoryMusic = Content.Load<Song>("audio/VictoryMusic"); // Sound Effects Soldier_Attack = Content.Load<SoundEffect>("audio/Soldier_Attack"); Soldier_Dying = Content.Load<SoundEffect>("audio/Soldier_Dying"); Worker_Dying = Content.Load<SoundEffect>("audio/Worker_Dying"); Worker_Attack = Content.Load<SoundEffect>("audio/Worker_Attack"); Zombie_Dying = Content.Load<SoundEffect>("audio/Zombie_Dying"); Zombie_Attack = Content.Load<SoundEffect>("audio/Zombie_Attack"); } catch (Exception e) { audioReady = false; } MediaPlayer.Volume = 0.50f; MediaPlayer.IsRepeating = true; play("music", "title"); }
public static void Initialize(ContentManager content) { try { Start_Bgm = content.Load<SoundEffect>(@"Sounds\\Start"); Start_Bgm_Instance = Start_Bgm.CreateInstance(); Start_Bgm_Instance.IsLooped = true; Stage1_3_Bgm = content.Load<SoundEffect>(@"Sounds\\Stage1_3"); Stage1_3_Bgm_Instance = Stage1_3_Bgm.CreateInstance(); Stage1_3_Bgm_Instance.IsLooped = true; Stage4_6_Bgm = content.Load<SoundEffect>(@"Sounds\\Stage4_6"); Stage4_6_Bgm_Instance = Stage4_6_Bgm.CreateInstance(); Stage4_6_Bgm_Instance.IsLooped = true; playerShot = content.Load<SoundEffect>(@"Sounds\\Shot1"); enemyShot = content.Load<SoundEffect>(@"Sounds\\Shot2"); enemy3Shot = content.Load<SoundEffect>(@"Sounds\\Explosion1"); Enemy6_pattern1 = content.Load<SoundEffect>(@"Sounds\\Enemy6_pattern1"); Enemy6_pattern1_2 = content.Load<SoundEffect>(@"Sounds\\Enemy6_pattern1_2"); for (int x = 1; x <= explosionCount; x++) { explosions.Add(content.Load<SoundEffect>(@"sounds\Explosion" + x.ToString())); } } catch { Debug.Write("SoundManager Initialization Failed"); } }
public Sounds(Song song1, Song song2, Song song3, SoundEffect blimpEngineSound, SoundEffect explosionSound, SoundEffect failedSound, Song gameStartSound, SoundEffect playerEngineSound, SoundEffect rewardSound, SoundEffect shotSound) { level1Music = song1; level2Music = song2; level3Music = song3; MediaPlayer.IsRepeating = true; blimpEngineSE = blimpEngineSound; blimpEngineSEI = blimpEngineSE.CreateInstance(); blimpEngineSEI.IsLooped = true; blimpEngineSEI.Pitch = 0.0f; blimpEngineSEI.Pan = 0.0f; missileEngineSE = blimpEngineSound; missileEngineSEI = missileEngineSE.CreateInstance(); missileEngineSEI.IsLooped = true; missileEngineSEI.Pitch = 1.0f; missileEngineSEI.Pan = 0.0f; playerEngineSE = playerEngineSound; playerEngineSEI = playerEngineSE.CreateInstance(); playerEngineSEI.IsLooped = true; playerEngineSEI.Pitch = -1.0f; explosionSE = explosionSound; failedSE = failedSound; gameStart = gameStartSound; rewardSE = rewardSound; shotSE = shotSound; }
protected override void LoadContent() { base.LoadContent(); this.sBegin = this.CMProvider.Global.Load<SoundEffect>("Sounds/Gomez/TeeterBegin"); this.sMouthOpen = this.CMProvider.Global.Load<SoundEffect>("Sounds/Gomez/TeeterMouthOpen"); this.sMouthClose = this.CMProvider.Global.Load<SoundEffect>("Sounds/Gomez/TeeterMouthClose"); }
public static void LoadContent() { for (int i = 0; i < cry.Length; i++) { cry[i] = c.Load<SoundEffect>("Sound\\cry" + i.ToString()); } swoosh = c.Load<SoundEffect>("Sound\\swoosh"); shake = c.Load<SoundEffect>("Sound\\shake"); gun = c.Load<SoundEffect>("Sound\\gun"); spring = c.Load<SoundEffect>("Sound\\spring"); run = c.Load<SoundEffect>("Sound\\run"); reload = c.Load<SoundEffect>("Sound\\reload"); enemyDeath = c.Load<SoundEffect>("Sound\\zombie-death"); spawn = c.Load<SoundEffect>("Sound\\spawn"); spawn2 = c.Load<SoundEffect>("Sound\\spawn2"); coin = c.Load<SoundEffect>("Sound\\coin"); explosion1 = c.Load<SoundEffect>("Sound\\explode1"); explosion2 = c.Load<SoundEffect>("Sound\\explode2"); ladder = c.Load<SoundEffect>("Sound\\ladder"); catchBaby = c.Load<SoundEffect>("Sound\\smack"); slice = c.Load<SoundEffect>("Sound\\slice"); banshee = c.Load<SoundEffect>("Sound\\banshee"); LoadInstances(); }
public void LoadSounds() { gun = content.Load<SoundEffect>("gunsound1"); magnumSound = content.Load<SoundEffect>("MagnumSound"); ExtinguisherSound = content.Load<SoundEffect>("ExtinguisherSound"); SilencerSound = content.Load<SoundEffect>("SilencerSound"); }
public PostGameState( int score ) : base() { m_heading = content.Load<Texture2D>("Images/GameOverTitle"); m_backgroundSprite = content.Load<Texture2D>("Images/MenuBackground"); m_indicator = content.Load<Texture2D>("Images/LeftSelector"); m_scoresText = content.Load<Texture2D>("Images/ScoreText"); m_nameText = content.Load<Texture2D>("Images/NameText"); m_acceptText = content.Load<Texture2D>("Images/AcceptText"); m_indicatorLeftPosition = new Vector2(412, 378); m_indicatorRightPosition = new Vector2(448, 378); m_blipSound = content.Load<SoundEffect>("Sounds/Blip"); m_blipVolume = 0.1f; m_playerScore = score; m_highScoreList = new HighScoresObject(); m_highScoreList.LoadHighScores(); m_buttonSelected = 0; m_letterInt = new List<int>(); m_letterInt.Add(0); m_letterInt.Add(0); m_letterInt.Add(0); m_letterString = new List<string>(); m_letterString.Add("A"); m_letterString.Add("A"); m_letterString.Add("A"); }
public Player(Vector3 position, Vector3 velocity) { mPosition = position; mVelocity = velocity; mBound = new BoundingBox(mPosition + new Vector3(-5.0f, -100.0f, -5.0f), mPosition + new Vector3(5.0f, 35.0f, 5.0f)); mYaw = 0.0f; mPitch = 0.0f; mPlayerCamera = new Camera(mPosition, Quaternion.CreateFromAxisAngle(Vector3.Up, mYaw)); // Start Player with 3 Stones. mBackpack.Clear(); Player.AddItem("Stone"); Player.AdjustQuantity("Stone", 2); m_rumble_start = 150.0f; m_rumble_finish = 150.0f; m_prev_time = 0.0f; m_time = 0.0f; mFinishJump = SoundMaster.GetSound("jump_thud"); mThrowStone = SoundMaster.GetSound("throw_sound"); }
public EpicGun(Vector2 size_window, RTGame rtgame, Boolean ennemyermainplayer) : base(size_window, rtgame, ennemyermainplayer) { NomArme = "Epic Gun"; color = Color.White; explosionSound = rtgame.content.Load<SoundEffect>("Sounds/bomb"); }
internal SoundEffect(XnaSoundEffect effect) { this.Position = new DoubleMeter(0, 0, 0); this.assetName = null; xnaEffect = effect; InitPosition(); }
//Modular Constructor public SoundObject(SoundEffect target, Vector2 posn) { this.sound = target; this.position = posn; this.isModular = true; this.dynamic = sound.CreateInstance(); }
private XnaSoundEffect FromContent(string assetname) { assetName = Game.FileExtensionCheck(assetName, soundExtensions); FileStream fs = new FileStream(assetName, FileMode.Open); XnaSoundEffect sound = XnaSoundEffect.FromStream(fs); fs.Close(); return(sound); }
private void DoLoad() { if (xnaEffect == null) { Debug.Assert(assetName != null); xnaEffect = FromContent(assetName); } Position.MaxValue = xnaEffect.Duration.TotalSeconds; }
private static SoundEffect LoadSoundEffectFromFile(string wavPath) { SoundEffect jypeliSoundEffect = null; FileStream fs = new FileStream(wavPath, FileMode.Open, FileAccess.Read); BinaryReader reader = new BinaryReader(fs); //Read the wave file header from the buffer. (COPY/PASTE from MSDN) int chunkID = reader.ReadInt32(); int fileSize = reader.ReadInt32(); int riffType = reader.ReadInt32(); int fmtID = reader.ReadInt32(); int fmtSize = reader.ReadInt32(); int fmtCode = reader.ReadInt16(); int channels = reader.ReadInt16(); int sampleRate = reader.ReadInt32(); int fmtAvgBPS = reader.ReadInt32(); int fmtBlockAlign = reader.ReadInt16(); int bitDepth = reader.ReadInt16(); if (fmtSize == 18) { // Read any extra values int fmtExtraSize = reader.ReadInt16(); reader.ReadBytes(fmtExtraSize); } int dataID = reader.ReadInt32(); int dataSize = reader.ReadInt32(); // Read the data byte[] byteArray = reader.ReadBytes(dataSize); // Create the SoundEffect from the Stream XnaSoundEffect xnaSE = new XnaSoundEffect(byteArray, sampleRate, (AudioChannels)channels); // The needed constructor of Jypeli.SoundEffect is internal, so we cant simply do this: //SoundEffect sound = new SoundEffect( xnaSE ); // instead we have to do this: jypeliSoundEffect = (SoundEffect)(Activator.CreateInstance(typeof(SoundEffect), BindingFlags.NonPublic | BindingFlags.Instance, null, new object[] { xnaSE }, null)); return(jypeliSoundEffect); }
public static void VibrationSound() { //consider writing the bit that makes the text flash Microsoft.Xna.Framework.Audio.SoundEffect sound = SoundEffect.FromStream(TitleContainer.OpenStream("Assets/sound.wav")); AppSettings settings = new AppSettings(); if (settings.ToggleSwitchVibration) { Microsoft.Devices.VibrateController testVibrateController = Microsoft.Devices.VibrateController.Default; testVibrateController.Start(TimeSpan.FromSeconds(3)); } if (settings.ToggleSwitchSound) { FrameworkDispatcher.Update(); sound.Play(); } }
/// <param name="audioEngine">Instance of the AudioEngine to associate this wave bank with.</param> /// <param name="nonStreamingWaveBankFilename">Path to the .xwb file to load.</param> /// <remarks>This constructor immediately loads all wave data into memory at once.</remarks> public WaveBank(AudioEngine audioEngine, string nonStreamingWaveBankFilename) { //XWB PARSING //Adapted from MonoXNA //Originally adaped from Luigi Auriemma's unxwb WaveBankHeader wavebankheader; WaveBankData wavebankdata; WaveBankEntry wavebankentry; wavebankdata.EntryNameElementSize = 0; wavebankdata.CompactFormat = 0; wavebankdata.Alignment = 0; wavebankdata.BuildTime = 0; wavebankentry.Format = 0; wavebankentry.PlayRegion.Length = 0; wavebankentry.PlayRegion.Offset = 0; int wavebank_offset = 0; nonStreamingWaveBankFilename = FileHelpers.NormalizeFilePathSeparators(nonStreamingWaveBankFilename); #if !ANDROID BinaryReader reader = new BinaryReader(TitleContainer.OpenStream(nonStreamingWaveBankFilename)); #else Stream stream = Game.Activity.Assets.Open(nonStreamingWaveBankFilename); MemoryStream ms = new MemoryStream(); stream.CopyTo(ms); stream.Close(); ms.Position = 0; BinaryReader reader = new BinaryReader(ms); #endif reader.ReadBytes(4); wavebankheader.Version = reader.ReadInt32(); int last_segment = 4; //if (wavebankheader.Version == 1) goto WAVEBANKDATA; if (wavebankheader.Version <= 3) { last_segment = 3; } if (wavebankheader.Version >= 42) { reader.ReadInt32(); // skip HeaderVersion } wavebankheader.Segments = new Segment[5]; for (int i = 0; i <= last_segment; i++) { wavebankheader.Segments[i].Offset = reader.ReadInt32(); wavebankheader.Segments[i].Length = reader.ReadInt32(); } reader.BaseStream.Seek(wavebankheader.Segments[0].Offset, SeekOrigin.Begin); //WAVEBANKDATA: wavebankdata.Flags = reader.ReadInt32(); wavebankdata.EntryCount = reader.ReadInt32(); if ((wavebankheader.Version == 2) || (wavebankheader.Version == 3)) { wavebankdata.BankName = System.Text.Encoding.UTF8.GetString(reader.ReadBytes(16), 0, 16).Replace("\0", ""); } else { wavebankdata.BankName = System.Text.Encoding.UTF8.GetString(reader.ReadBytes(64), 0, 64).Replace("\0", ""); } _bankName = wavebankdata.BankName; if (wavebankheader.Version == 1) { //wavebank_offset = (int)ftell(fd) - file_offset; wavebankdata.EntryMetaDataElementSize = 20; } else { wavebankdata.EntryMetaDataElementSize = reader.ReadInt32(); wavebankdata.EntryNameElementSize = reader.ReadInt32(); wavebankdata.Alignment = reader.ReadInt32(); wavebank_offset = wavebankheader.Segments[1].Offset; //METADATASEGMENT } if ((wavebankdata.Flags & Flag_Compact) != 0) { reader.ReadInt32(); // compact_format } int playregion_offset = wavebankheader.Segments[last_segment].Offset; if (playregion_offset == 0) { playregion_offset = wavebank_offset + (wavebankdata.EntryCount * wavebankdata.EntryMetaDataElementSize); } int segidx_entry_name = 2; if (wavebankheader.Version >= 42) { segidx_entry_name = 3; } if ((wavebankheader.Segments[segidx_entry_name].Offset != 0) && (wavebankheader.Segments[segidx_entry_name].Length != 0)) { if (wavebankdata.EntryNameElementSize == -1) { wavebankdata.EntryNameElementSize = 0; } byte[] entry_name = new byte[wavebankdata.EntryNameElementSize + 1]; entry_name[wavebankdata.EntryNameElementSize] = 0; } _sounds = new SoundEffect[wavebankdata.EntryCount]; for (int current_entry = 0; current_entry < wavebankdata.EntryCount; current_entry++) { reader.BaseStream.Seek(wavebank_offset, SeekOrigin.Begin); //SHOWFILEOFF; //memset(&wavebankentry, 0, sizeof(wavebankentry)); wavebankentry.LoopRegion.Length = 0; wavebankentry.LoopRegion.Offset = 0; if ((wavebankdata.Flags & Flag_Compact) != 0) { int len = reader.ReadInt32(); wavebankentry.Format = wavebankdata.CompactFormat; wavebankentry.PlayRegion.Offset = (len & ((1 << 21) - 1)) * wavebankdata.Alignment; wavebankentry.PlayRegion.Length = (len >> 21) & ((1 << 11) - 1); // workaround because I don't know how to handke the deviation length reader.BaseStream.Seek(wavebank_offset + wavebankdata.EntryMetaDataElementSize, SeekOrigin.Begin); //MYFSEEK(wavebank_offset + wavebankdata.dwEntryMetaDataElementSize); // seek to the next if (current_entry == (wavebankdata.EntryCount - 1)) { // the last track len = wavebankheader.Segments[last_segment].Length; } else { len = ((reader.ReadInt32() & ((1 << 21) - 1)) * wavebankdata.Alignment); } wavebankentry.PlayRegion.Length = len - // next offset wavebankentry.PlayRegion.Offset; // current offset goto wavebank_handle; } if (wavebankheader.Version == 1) { wavebankentry.Format = reader.ReadInt32(); wavebankentry.PlayRegion.Offset = reader.ReadInt32(); wavebankentry.PlayRegion.Length = reader.ReadInt32(); wavebankentry.LoopRegion.Offset = reader.ReadInt32(); wavebankentry.LoopRegion.Length = reader.ReadInt32(); } else { if (wavebankdata.EntryMetaDataElementSize >= 4) { wavebankentry.FlagsAndDuration = reader.ReadInt32(); } if (wavebankdata.EntryMetaDataElementSize >= 8) { wavebankentry.Format = reader.ReadInt32(); } if (wavebankdata.EntryMetaDataElementSize >= 12) { wavebankentry.PlayRegion.Offset = reader.ReadInt32(); } if (wavebankdata.EntryMetaDataElementSize >= 16) { wavebankentry.PlayRegion.Length = reader.ReadInt32(); } if (wavebankdata.EntryMetaDataElementSize >= 20) { wavebankentry.LoopRegion.Offset = reader.ReadInt32(); } if (wavebankdata.EntryMetaDataElementSize >= 24) { wavebankentry.LoopRegion.Length = reader.ReadInt32(); } } if (wavebankdata.EntryMetaDataElementSize < 24) { // work-around if (wavebankentry.PlayRegion.Length != 0) { wavebankentry.PlayRegion.Length = wavebankheader.Segments[last_segment].Length; } }// else if(wavebankdata.EntryMetaDataElementSize > sizeof(WaveBankEntry)) { // skip unused fields // MYFSEEK(wavebank_offset + wavebankdata.EntryMetaDataElementSize); //} wavebank_handle: wavebank_offset += wavebankdata.EntryMetaDataElementSize; wavebankentry.PlayRegion.Offset += playregion_offset; // Parse WAVEBANKMINIWAVEFORMAT int codec; int chans; int rate; int align; //int bits; if (wavebankheader.Version == 1) { // I'm not 100% sure if the following is correct // version 1: // 1 00000000 000101011000100010 0 001 0 // | | | | | | // | | | | | wFormatTag // | | | | nChannels // | | | ??? // | | nSamplesPerSec // | wBlockAlign // wBitsPerSample codec = (wavebankentry.Format) & ((1 << 1) - 1); chans = (wavebankentry.Format >> (1)) & ((1 << 3) - 1); rate = (wavebankentry.Format >> (1 + 3 + 1)) & ((1 << 18) - 1); align = (wavebankentry.Format >> (1 + 3 + 1 + 18)) & ((1 << 8) - 1); //bits = (wavebankentry.Format >> (1 + 3 + 1 + 18 + 8)) & ((1 << 1) - 1); /*} else if(wavebankheader.dwVersion == 23) { // I'm not 100% sure if the following is correct * // version 23: * // 1000000000 001011101110000000 001 1 * // | | | | | * // | | | | ??? * // | | | nChannels? * // | | nSamplesPerSec * // | ??? * // !!!UNKNOWN FORMAT!!! * * //codec = -1; * //chans = (wavebankentry.Format >> 1) & ((1 << 3) - 1); * //rate = (wavebankentry.Format >> 4) & ((1 << 18) - 1); * //bits = (wavebankentry.Format >> 31) & ((1 << 1) - 1); * codec = (wavebankentry.Format ) & ((1 << 1) - 1); * chans = (wavebankentry.Format >> (1) ) & ((1 << 3) - 1); * rate = (wavebankentry.Format >> (1 + 3) ) & ((1 << 18) - 1); * align = (wavebankentry.Format >> (1 + 3 + 18) ) & ((1 << 9) - 1); * bits = (wavebankentry.Format >> (1 + 3 + 18 + 9)) & ((1 << 1) - 1); */ } else { // 0 00000000 000111110100000000 010 01 // | | | | | // | | | | wFormatTag // | | | nChannels // | | nSamplesPerSec // | wBlockAlign // wBitsPerSample codec = (wavebankentry.Format) & ((1 << 2) - 1); chans = (wavebankentry.Format >> (2)) & ((1 << 3) - 1); rate = (wavebankentry.Format >> (2 + 3)) & ((1 << 18) - 1); align = (wavebankentry.Format >> (2 + 3 + 18)) & ((1 << 8) - 1); //bits = (wavebankentry.Format >> (2 + 3 + 18 + 8)) & ((1 << 1) - 1); } reader.BaseStream.Seek(wavebankentry.PlayRegion.Offset, SeekOrigin.Begin); byte[] audiodata = reader.ReadBytes(wavebankentry.PlayRegion.Length); if (codec == MiniFormatTag_PCM) { //write PCM data into a wav #if DIRECTX // TODO: Wouldn't storing a SoundEffectInstance like this // result in the "parent" SoundEffect being garbage collected? SharpDX.Multimedia.WaveFormat waveFormat = new SharpDX.Multimedia.WaveFormat(rate, chans); var sfx = new SoundEffect(audiodata, 0, audiodata.Length, rate, (AudioChannels)chans, wavebankentry.LoopRegion.Offset, wavebankentry.LoopRegion.Length) { _format = waveFormat }; _sounds[current_entry] = sfx; #else _sounds[current_entry] = new SoundEffect(audiodata, rate, (AudioChannels)chans); #endif } else if (codec == MiniForamtTag_WMA) //WMA or xWMA (or XMA2) { byte[] wmaSig = { 0x30, 0x26, 0xb2, 0x75, 0x8e, 0x66, 0xcf, 0x11, 0xa6, 0xd9, 0x0, 0xaa, 0x0, 0x62, 0xce, 0x6c }; bool isWma = true; for (int i = 0; i < wmaSig.Length; i++) { if (wmaSig[i] != audiodata[i]) { isWma = false; break; } } //Let's support m4a data as well for convenience byte[][] m4aSigs = new byte[][] { new byte[] { 0x00, 0x00, 0x00, 0x18, 0x66, 0x74, 0x79, 0x70, 0x4D, 0x34, 0x41, 0x20, 0x00, 0x00, 0x02, 0x00 }, new byte[] { 0x00, 0x00, 0x00, 0x20, 0x66, 0x74, 0x79, 0x70, 0x4D, 0x34, 0x41, 0x20, 0x00, 0x00, 0x00, 0x00 } }; bool isM4a = false; for (int i = 0; i < m4aSigs.Length; i++) { byte[] sig = m4aSigs[i]; bool matches = true; for (int j = 0; j < sig.Length; j++) { if (sig[j] != audiodata[j]) { matches = false; break; } } if (matches) { isM4a = true; break; } } if (isWma || isM4a) { //WMA data can sometimes be played directly #if DIRECTX throw new NotImplementedException(); #elif !WINRT //hack - NSSound can't play non-wav from data, we have to give a filename string filename = Path.GetTempFileName(); if (isWma) { filename = filename.Replace(".tmp", ".wma"); } else if (isM4a) { filename = filename.Replace(".tmp", ".m4a"); } using (var audioFile = File.Create(filename)) { audioFile.Write(audiodata, 0, audiodata.Length); audioFile.Seek(0, SeekOrigin.Begin); _sounds[current_entry] = SoundEffect.FromStream(audioFile); } #else throw new NotImplementedException(); #endif } else { //An xWMA or XMA2 file. Can't be played atm :( throw new NotImplementedException(); } #if !DIRECTX /* DirectX platforms can use XAudio2 to stream MSADPCM natively. * This code is cross-platform, but the problem is that it just * decodes ALL of the wavedata here. For XAudio2 in particular, * this is probably ludicrous. * * You need to write a DIRECTX ADPCM reader that just loads this * into the SoundEffect. No decoding should be necessary. * -flibit */ } else if (codec == MiniFormatTag_ADPCM) { using (MemoryStream dataStream = new MemoryStream(audiodata)) { using (BinaryReader source = new BinaryReader(dataStream)) { _sounds[current_entry] = new SoundEffect( MSADPCMToPCM.MSADPCM_TO_PCM(source, (short)chans, (short)align), rate, (AudioChannels)chans ); } } #endif } else { throw new NotImplementedException(); } } audioEngine.Wavebanks[_bankName] = this; }
public GameMusic(SoundEffect soundEffect) { _instance = soundEffect.CreateInstance(); _instance.IsLooped = true; }
public virtual void Play() { if (State == SoundState.Playing) { return; } if (State == SoundState.Paused) { /* Just resume the existing handle */ FAudio.FAudioSourceVoice_Start(handle, 0, 0); INTERNAL_state = SoundState.Playing; return; } SoundEffect.FAudioContext dev = SoundEffect.Device(); /* Create handle */ FAudio.FAudioWaveFormatEx fmt = isDynamic ? (this as DynamicSoundEffectInstance).format : parentEffect.format; FAudio.FAudio_CreateSourceVoice( dev.Handle, out handle, ref fmt, FAudio.FAUDIO_VOICE_USEFILTER, FAudio.FAUDIO_DEFAULT_FREQ_RATIO, IntPtr.Zero, IntPtr.Zero, IntPtr.Zero ); if (handle == IntPtr.Zero) { return; /* What */ } /* Apply current properties */ FAudio.FAudioVoice_SetVolume(handle, INTERNAL_volume, 0); UpdatePitch(); if (is3D || Pan != 0.0f) { FAudio.FAudioVoice_SetOutputMatrix( handle, SoundEffect.Device().MasterVoice, dspSettings.SrcChannelCount, dspSettings.DstChannelCount, dspSettings.pMatrixCoefficients, 0 ); } /* For static effects, submit the buffer now */ if (isDynamic) { (this as DynamicSoundEffectInstance).QueueInitialBuffers(); } else { if (IsLooped) { parentEffect.handle.LoopCount = 255; parentEffect.handle.LoopBegin = parentEffect.loopStart; parentEffect.handle.LoopLength = parentEffect.loopLength; } else { parentEffect.handle.LoopCount = 0; parentEffect.handle.LoopBegin = 0; parentEffect.handle.LoopLength = 0; } FAudio.FAudioSourceVoice_SubmitSourceBuffer( handle, ref parentEffect.handle, IntPtr.Zero ); } /* Play, finally. */ FAudio.FAudioSourceVoice_Start(handle, 0, 0); INTERNAL_state = SoundState.Playing; hasStarted = true; }
internal SoundEffect(string assetName) { this.assetName = assetName; this.xnaEffect = null; InitPosition(); }