Exemplo n.º 1
0
        private static void TestSoundEffectPlayAndPause()
        {
            // Let's make sure simply pausing and playing sounds works
#if !IOS
            // I could not get this to play.  I posted about it here:
            // http://community.monogame.net/t/error-while-playing-soundeffect/1605
            SoundEffectInstanceFile.Play();
#endif


#if !ANDROID && !IOS
            if (SoundEffectInstanceFile.State != Microsoft.Xna.Framework.Audio.SoundState.Playing)
            {
                throw new Exception("Playing a sound doesn't put it in the Playing state");
            }
#endif
            SoundEffectInstanceFile.Pause();

#if !ANDROID && !IOS
            if (SoundEffectInstanceFile.State != Microsoft.Xna.Framework.Audio.SoundState.Paused)
            {
                throw new Exception("Pausing a sound doesn't put it in the Paused state");
            }
#endif

#if !IOS
            SoundEffectInstanceFile.Play();
#endif

#if !IOS && !ANDROID
            // This fails on iOS MonoGame - not a FRB failure.
            if (SoundEffectInstanceFile.State != Microsoft.Xna.Framework.Audio.SoundState.Playing)
            {
                throw new Exception("Playing a sound doesn't put it in the Playing state");
            }
#endif

            // Turns out that on XNA 4 PC the
            // state doesn't immediately get set
            // to stopped when calling stop.  We just
            // have to deal with that I guess
            //SoundEffectInstanceFile.Stop(true);
            //if (SoundEffectInstanceFile.State != Microsoft.Xna.Framework.Audio.SoundState.Stopped)
            //{
            //    throw new Exception("Stopping a sound doesn't put it in the Stopped state");
            //}
        }
Exemplo n.º 2
0
        void CustomInitialize()
        {
            // Let's make sure simply pausing and playing sounds works
#if !IOS
            // I could not get this to play.  I posted about it here:
            // http://community.monogame.net/t/error-while-playing-soundeffect/1605
            SoundEffectInstanceFile.Play();
#endif


#if !ANDROID && !IOS
            if (SoundEffectInstanceFile.State != Microsoft.Xna.Framework.Audio.SoundState.Playing)
            {
                throw new Exception("Playing a sound doesn't put it in the Playing state");
            }
#endif
            SoundEffectInstanceFile.Pause();

                        #if !ANDROID && !IOS
            if (SoundEffectInstanceFile.State != Microsoft.Xna.Framework.Audio.SoundState.Paused)
            {
                throw new Exception("Pausing a sound doesn't put it in the Paused state");
            }
                        #endif

#if !IOS
            SoundEffectInstanceFile.Play();
#endif

                        #if !IOS && !ANDROID
            // This fails on iOS MonoGame - not a FRB failure.
            if (SoundEffectInstanceFile.State != Microsoft.Xna.Framework.Audio.SoundState.Playing)
            {
                throw new Exception("Playing a sound doesn't put it in the Playing state");
            }
#endif

            // Turns out that on XNA 4 PC the
            // state doesn't immediately get set
            // to stopped when calling stop.  We just
            // have to deal with that I guess
            //SoundEffectInstanceFile.Stop(true);
            //if (SoundEffectInstanceFile.State != Microsoft.Xna.Framework.Audio.SoundState.Stopped)
            //{
            //    throw new Exception("Stopping a sound doesn't put it in the Stopped state");
            //}



            // Set some initial values
            this.CircleInstance.XVelocity = 1;
            this.AxisAlignedRectangleInstance.XVelocity = 1;
            this.SpriteInstance.XVelocity = 1;

#if !IOS
            // See above on why this doesn't work
            this.PausingEntityInstance.PlaySound();
#endif

            this.PauseThisScreen();

            // This used to be checked in CustomActivity but the sound
            // could actually finish playing before Activity gets called.
            // Bringing the test here means there's less code to run and it's
            // way less likely that the sound will finish playing.
            // Actually, it could be stopped too, so let's allow that:

            // I had to increase the sleep time as sometimes the sound effect doesn't get enough time to stop
            const int timeToSleep = 96;
#if WINDOWS_8
            new System.Threading.ManualResetEvent(false).WaitOne(timeToSleep);
#else
            System.Threading.Thread.Sleep(timeToSleep);
#endif
#if !ANDROID && !IOS
            if (PausingEntityInstance.IsSoundPaused == false || PausingEntityInstance.IsSoundStopped)
            {
                throw new Exception("Pausing an entity doesn't pause its sounds. The sleep time may need to be increased if this is hit...");
            }
                        #endif

            float interpolationTime = .5f;

            this.InterpolateToState(VariableState.Before, VariableState.After,
                                    interpolationTime,
                                    FlatRedBall.Glue.StateInterpolation.InterpolationType.Exponential,
                                    FlatRedBall.Glue.StateInterpolation.Easing.Out);

            InterpolationEntityInstance.InterpolateToState(
                InterpolationEntity.VariableState.Small,
                InterpolationEntity.VariableState.Big,
                interpolationTime, FlatRedBall.Glue.StateInterpolation.InterpolationType.Exponential,
                FlatRedBall.Glue.StateInterpolation.Easing.Out);

            if (CircleInstance.XVelocity != 0)
            {
                throw new Exception("Circle XVelocity needs to be 0.");
            }
            if (AxisAlignedRectangleInstance.XVelocity != 0)
            {
                throw new Exception("AxisAlignedRectangleInstance XVelocity needs to be 0.");
            }
            if (SpriteInstance.XVelocity != 0)
            {
                throw new Exception("SpriteInstance XVelocity needs to be 0.");
            }
        }