public static void GetVisualizationData(VisualizationData data) { if (IsVisualizationEnabled) { data.CalculateData(Queue.ActiveSong); } }
public static void GetVisualizationData(VisualizationData data) { FAudio.XNA_GetSongVisualizationData( data.freq, data.samp, VisualizationData.Size ); }
public int getAverage(Point Between, VisualizationData visData) { int average = 0; for (int i = Between.X; i < Between.Y; i++) { average += Convert.ToInt32(visData.Frequencies[i]); } int diff = Between.Y - Between.X + 1; return average / diff; }
protected override void LoadContent() { this._visualizationData = new VisualizationData(); this._referencePosition = new Vector2Int((int)this._player.Position.X - this._visualizationData.Frequencies.Count / 2, (int)this._player.Position.Z); MediaPlayer.Volume = 1f; MediaPlayer.IsVisualizationEnabled = true; new Thread(VisualizationReader) { IsBackground = true }.Start(); this._song = Game.Content.Load<Song>("yael"); MediaPlayer.Play(this._song); }
public SoundTrack(Game game) : base(game) { //PlaySong(playList[0]); MediaPlayer.IsVisualizationEnabled = true; MediaPlayer.IsRepeating = false; MediaPlayer.ActiveSongChanged += new EventHandler(MediaPlayer_ActiveSongChanged); visualizationData = new VisualizationData(); previousGamerHasControl = MediaPlayer.GameHasControl; }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks(333333); // Extend battery life under lock. InactiveSleepTime = TimeSpan.FromSeconds(1); graphics.PreferredBackBufferHeight = 300; graphics.PreferredBackBufferWidth = 1280; visualizationData = new VisualizationData(); }
private int xsize = 1; // множитель очков #endregion Fields #region Constructors public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; graphics.IsFullScreen = false; graphics.ApplyChanges(); Content.RootDirectory = "Content"; // Создаем переменные mediaLibrary = new MediaLibrary(); visualizationData = new VisualizationData(); scores = 0; }
/// <summary> /// Initializes any necessary resources used by <c>GenMusic</c>. /// </summary> public static void Initialize() { _volume = 1f; _fadeTimer = new GenTimer(0f, null); #if WINDOWS || XBOX VisualData = new VisualizationData(); VisualDataEnabled = false; #endif }
/// <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() { graphics.PreferredBackBufferWidth = 800; //1920; graphics.PreferredBackBufferHeight = 600; //1080; graphics.ApplyChanges(); frameCounter = 0; currentFrameRate = 0; frameTime = 0; InitializeEffect(); InitializeLists(); visualizationData = new VisualizationData(); songs = new Song[2]; Player1 = new PlayerInput(PlayerIndex.One); base.Initialize(); }
public BeatDetector(Game game) : base(game) { timeWindow = 60; //one second of history //timeWindow = 30; //half second of history spread = 1; sampThreshold = 0.56f; freqThreshold = 0.03f; MediaPlayer.IsVisualizationEnabled = true; //Debug.Assert(MediaPlayer.GameHasControl); numDivisions = 7; currFreqAvgs = new float[numDivisions]; runningFreqAvgs = new float[numDivisions]; currFreqVars = new float[numDivisions]; runningFreqVars = new float[numDivisions]; beatFreqAvailable = new bool[numDivisions]; beatAvailable = true; FreqBeats = new bool[numDivisions]; //max numDivisions currSampAvg = 0; runningSampAvg = 0; visData = new VisualizationData(); numSamples = 0; sampleIndex = 0; prevSampAvgs = new List<float>(); prevSamples = new List<float>(); currSamples = new List<float>(); prevSDeviations = new List<float>(); numFreqs = 0; freqIndex = 0; prevFreqs = new List<List<float>>(); currFreqs = new List<List<float>>(); prevFDeviations = new List<List<float>>(); prevFreqAvgs = new List<List<float>>(); for (int i = 0; i < numDivisions; i++) { prevFreqs.Add(new List<float>()); currFreqs.Add(new List<float>()); prevFreqAvgs.Add(new List<float>()); prevFDeviations.Add(new List<float>()); currFreqAvgs[i] = 0; runningFreqAvgs[i] = 0; currFreqVars[i] = 0; runningFreqVars[i] = 0; beatFreqAvailable[i] = true; FreqBeats[i] = false; } // The Beat Detector class assumes 60fps // Frame rate is 60 fps //TargetElapsedTime = TimeSpan.FromSeconds(1 / 60.0); //Fill prev freqs with 0's to start while (numFreqs < timeWindow || numSamples < timeWindow) { numFreqs++; numSamples++; for (int i = 0; i < numDivisions; i++) { prevFreqs[i].Add(0); } prevSamples.Add(0); } //////////////////////////// Game.Services.AddService(typeof(IBeatDetector), this); }
public override void Load() { base.Load(); visData = new VisualizationData(); mushroom = content.Load<Texture2D>("1upheart"); hitmap = content.Load<Texture2D>("hitmap"); shader = content.Load<Effect>("effects"); music = content.Load<Song>("minibosses-supermariobros2"); SetUpCamera(game.GraphicsDevice); particleSystem = new MushroomLevelParticleSystem(game); particleSystem.AutoInitialize(game.GraphicsDevice, content, null); particleSystem.Hitmap = hitmap; particleSystem.CustView = viewMatrix; particleSystem.CustProjection = projectionMatrix; particleSystem.CustViewport = game.GraphicsDevice.Viewport; }
/// <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() { // TODO: Add your initialization logic here player=new Player(); plLives = new PlayerLives(); minimap = new Sprite(); bgTL = new Sprite(); bgTR = new Sprite(); bgBL = new Sprite(); bgBR = new Sprite(); pipeT1 = new PipeT1[5]; pipeT2 = new PipeT2[5]; pipeT3 = new PipeT3[5]; pipeT4 = new PipeT4[5]; cogs = new Cog[12]; viz = new VisualizationData(); MediaPlayer.IsVisualizationEnabled = true; MediaPlayer.IsRepeating = true; int i = 0; for (i = 0; i < pipeT1.Length; i++) { pipeT1[i] = new PipeT1(); } for (i = 0; i < pipeT2.Length; i++) { pipeT2[i] = new PipeT2(); } for (i = 0; i < pipeT3.Length; i++) { pipeT3[i] = new PipeT3(); } for (i = 0; i < pipeT4.Length; i++) { pipeT4[i] = new PipeT4(); } for (i = 0; i < cogs.Length; i++) { cogs[i] = new Cog(); } base.Initialize(); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { this.camera = (Camera)this.Game.Services.GetService(typeof(Camera)); this.visualData = new VisualizationData(); this.model = this.Game.Content.Load<Model>("model/low/sphere"); base.Initialize(); }
// Initializes variables for the level // Loads textures used in the level public void Initialize() { StartReset(); // Still playing GameOver = false; MatchEnded = false; ReturnToMenu = false; // Creates the list for the player pods Pods = new List<Pod>(); // Random generator r = new Random(); // The game rectangle GameRectangle = new Rectangle(128, 72, 1024, 576); // Highscores hsc_ = HighscoreComponent.Find<IGameComponent>(Game1.Global.Components, Game1.FilterHighscore) as HighscoreComponent; if (hsc_ == null) throw new InvalidOperationException("You must have initialized the highscore component to use HighscoreScreen."); // hsc_.HighscoresChanged += new HighscoresChanged(Game1.hsc_HighscoresChanged); MusicData = new VisualizationData(); LastMusicData = new float[256]; // Waves wave = 0; spawningEnemies = false; Particles = new List<Particle>(); ParticlePool = new Stack<Particle>(); PulseParticles = new List<Particle>(); TrailParticles = new List<Particle>(); LiquidParticles = new List<Particle>(); // Border texture BorderPosition = Vector2.Zero; BorderAlpha = 1.0f; BorderShowing = false; // Helpers RemoveBulletList = new List<Bullet>(); RemoveEnemyList = new List<Enemy>(); RemoveParticleList = new List<Particle>(); // SpawnLiquidParticles(25); // The text that is onscreen Text = new List<ScreenText>(); // Imprints Imprints = new List<Imprint>(); // Keeps track of global time variables TotalSeconds = 0; EnemyCount = 2; // Random element positions TimePosition = new Vector2(622, 72); HUDPosition = Vector2.Zero; PodHUDPosition = new Vector2(135, 72); BackgroundFade = 1.0f; }
public static void GetVisualizationData(VisualizationData visualizationData) { throw new NotImplementedException(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); visData = new VisualizationData(); songs = new Song[5]; songs[0] = Content.Load<Song>(@"BG"); songs[1] = Content.Load<Song>(@"Bass"); songs[2] = Content.Load<Song>(@"Lead"); songs[3] = Content.Load<Song>(@"Other"); songs[4] = Content.Load<Song>(@"Vox"); songIndex = 0; tw = new StreamWriter(songs[songIndex] + ".txt"); MediaPlayer.IsVisualizationEnabled = true; //MediaPlayer.Volume = 0.0f; MediaPlayer.Stop(); soundData = ""; soundBuffer = ""; prevMin = 0; splitvalue = 16; }
public override void Load() { base.Load(); visData = new VisualizationData(); mushroom = content.Load<Texture2D>("trondaftpunk"); hitmap = content.Load<Texture2D>("tron-hitmap"); shader = content.Load<Effect>("tron-effects"); music = content.Load<Song>("tron-disc wars"); SetUpCamera(game.GraphicsDevice); particleSystem = new TronLevelParticleSystem(game); particleSystem.AutoInitialize(game.GraphicsDevice, content, null); particleSystem.Hitmap = hitmap; particleSystem.CustView = viewMatrix; particleSystem.CustProjection = projectionMatrix; particleSystem.CustViewport = game.GraphicsDevice.Viewport; }