//private SoundTrack _SoundTrack; public SoundTrackBar(SoundTrack track) : base(track) { this.Height = BaseHeight * 2; //_SoundTrack = track; this.ContextMenu = SoundTrackBarContextMenu.Instance; }
public SoundTrackControl(double y, double w, SoundTrack track) { Track = track; CreateHeader(y); CreateContent(y, w, Header.Height); AddParts(Track.Parts); }
/// <summary> /// Plays AudioClip in SoundTrack /// </summary> /// <param name="track">SoundTrack containing sound effect and settings</param> public void PlaySoundEffect(SoundTrack track) { if (track != null) { audioSource.PlayOneShot(track.clip, track.volume); } }
///////////////////////////////////////////////////// // track methods ///////////////////////////////////////////////////// public void addTrack(String name, Delegate onCompleteHandler=null) { if(_tracks.ContainsKey(name) == false){ _tracks[name] = new SoundTrack( new Sound( name ), gameObject, onCompleteHandler ); _tracks[name].volume = _trackVolume; } }
public static void Update(GameTime gameTime) { SoundTrack.Update(gameTime); if (isWaiting) { elapsedTime += (int)gameTime.ElapsedGameTime.TotalMilliseconds; if (elapsedTime < waitingTime) { return; } else { StopWaiting(); } // It's possible to begin waiting again after invoke 'onStopWaiting' if (isWaiting) { return; } } CurrentScene.Update(gameTime); }
///////////////////////////////////////////////////// // track methods ///////////////////////////////////////////////////// public void addTrack(String name, Delegate onCompleteHandler = null) { if (_tracks.ContainsKey(name) == false) { _tracks[name] = new SoundTrack(new Sound(name), gameObject, onCompleteHandler); _tracks[name].volume = _trackVolume; } }
public StickerRegister_Finished(Sticker sticker) { InitializeComponent(); StickerNewSticker.StickerFrame.Source = sticker.StickerFrame.Source; StickerNewSticker.StickerImage.Source = sticker.StickerImage.Source; StickerNewSticker.StickerName.Content = sticker.StickerName.Content; SoundPlayer.Instance.Play(SoundTrack.Get("sfx_forge")); }
public void AddSoundTrack(SoundTrack soundTrack) { var trackControll = new SoundTrackControl(lastHeigth, minWidth, soundTrack); lastHeigth += 80 + 5.0; HeaderCanvas.Children.Add(trackControll.Header); ContentCanvas.Children.Add(trackControll.Content); Resize(); }
public void PlaySoundEffectLooping(SoundType type) { // //Debug.Log("Playing looping sound effect: " + type); SoundTrack track = GetSoundEffect(type); AudioSource audioSource = GetAudioSource(track); // Play sound effect audioSource.Play(); }
private void ButtonSave_Click(object sender, RoutedEventArgs e) { GameMaster.Settings.Volume = CheckBoxMuted.IsChecked.Value ? 0 : (float)volume; GameMaster.Settings.AntiAliasing = CheckBoxAA.IsChecked.Value; GameMaster.SaveAll(); ButtonSave.IsEnabled = false; SoundPlayer.StopAll(); SoundPlayer.Instance.Play(SoundTrack.Get("st_main"), loop: true); }
public void Spin() { Spins = 0; var t = 1000; Slot0.Spin(t); Slot1.Spin(t * 2); Slot2.Spin(t * 3); SoundPlayer.Instance.Play(SoundTrack.Get("sfx_slot" + RNG.Next(0, 3))); }
public Homepage() { InitializeComponent(); if (!SoundTrack.Get("st_main").IsPlaying) { SoundPlayer.StopAll("st_blacksmith"); SoundPlayer.Instance.Play(SoundTrack.Get("st_main"), loop: true); } }
private void GiftButton_MouseDown(object sender, MouseButtonEventArgs e) { if (DateTime.Today > GameMaster.Player.LastGift) { ChangeState(ControlState.Compact); GiftButton.Visibility = Visibility.Hidden; GameMaster.Player.LastGift = DateTime.Today; GameMaster.Player.Coins += 10; SoundPlayer.Instance.Play(SoundTrack.Get("sfx_coins")); } }
public Album() { InitializeComponent(); FilterPanel.FilterChanged += InteractionBar_FilterChanged; if (!SoundTrack.Get("st_main").IsPlaying) { SoundPlayer.StopAll("st_blacksmith"); SoundPlayer.Instance.Play(SoundTrack.Get("st_main"), loop: true); } }
public Boolean SetPage(AlbumPage page) { if (page == null) { return(false); } this.CurrentPage = page; this.AlbumArea.Children.Clear(); this.AlbumArea.Children.Add(page); SoundPlayer.Instance.Play(SoundTrack.Get("sfx_pageturn")); return(true); }
/// <summary> /// Plays sound effect associated with SoundType /// </summary> /// <param name="type">SoundType corresponding to desired sound effect (if multiple sound effects found, will choose one at random)</param> public void PlaySoundEffect(SoundType type) { // Ignore request if passed NONE if (type.Equals(SoundType.NONE)) { return; } // Play sound effect if exists SoundTrack track = GetSoundEffect(type); PlaySoundEffect(track); }
public void StopSoundEffectLooping(SoundType type) { // //Debug.Log("Stopping looping sound effect: " + type); AudioSource audioSource; SoundTrack track = GetSoundEffect(type); if (!soundEffectToAudioSourceMap.TryGetValue(track, out audioSource)) { //Debug.LogWarningFormat("AudioSource not found for {0} effect", type); return; } audioSource.Stop(); }
private AudioSource InitializeAudioSource(SoundTrack track) { // Instantiate AudioSource as child AudioSource audioSource = Instantiate(new GameObject().AddComponent <AudioSource>(), transform); audioSource.name = track.type.ToString() + "_AudioSource"; // Configure with track's properties audioSource.clip = track.clip; audioSource.loop = track.loop; // This should always be true, but just in case... audioSource.volume = track.volume; return(audioSource); }
public Client() { GameMaster.LoadAll(); Cache.Load(); //Cache.DumpLog(); InitializeComponent(); App.ClientWindow.SetCurrentPage(new Homepage()); this.Background = new ImageBrush(Sprite.Get("bg_oldpaper").Source); if (!SoundTrack.Get("st_main").IsPlaying) { SoundPlayer.StopAll("st_blacksmith"); SoundPlayer.Instance.Play(SoundTrack.Get("st_main"), loop: true); } //TestUtil.RunAllTests(); }
void Awake() { // init the game music if (mpInstance != null) { // we already have a soundtrack; don't need another Destroy(gameObject); } else { // we don't have a soundtrack yet; get set up! mpInstance = this; // keep the music going between scenes GameObject.DontDestroyOnLoad(gameObject); } }
private void Awake() { if (soundTrack == null) { soundTrack = this; } else { Destroy(gameObject); } // grabs the current scene's index m_currentSceneIndex = SceneManager.GetActiveScene().buildIndex; SceneManager.sceneLoaded += sceneChanged; soundTrackSource = GetComponent <AudioSource>(); }
private AudioSource GetAudioSource(SoundTrack track) { AudioSource audioSource; // Instantiate AudioSource if not found for this track if (!soundEffectToAudioSourceMap.TryGetValue(track, out audioSource)) { // //Debug.LogFormat("AudioSource not found for {0} effect; creating one now", type); audioSource = InitializeAudioSource(track); // Add to mapping soundEffectToAudioSourceMap.Add(track, audioSource); } return(audioSource); }
public Configs() { InitializeComponent(); ButtonSave.IsEnabled = false; Console.WriteLine(GameMaster.Settings.Volume); CheckBoxAA.IsChecked = GameMaster.Settings.AntiAliasing; autoContext = true; volume = SliderVolume.Value = GameMaster.Settings.Volume; autoContext = false; CheckBoxMuted.IsChecked = volume == 0; if (!SoundTrack.Get("st_main").IsPlaying) { SoundPlayer.StopAll(); SoundPlayer.Instance.Play(SoundTrack.Get("st_main"), loop: true); } }
/// <summary> /// Plays background music associated with given MusicType /// </summary> /// <param name="newMusic"></param> public void SetMusic(SoundType newMusic) { // Ignore if passed NONE or if given music already playing if (newMusic.Equals(SoundType.NONE) || newMusic.Equals(currentlyPlayingMusic)) { return; } // Hook up & play music SoundTrack musicTrack = backgroundMusic.Find(s => s.type == newMusic); audioSource.clip = musicTrack.clip; audioSource.volume = musicTrack.volume; audioSource.Play(); currentlyPlayingMusic = newMusic; }
public StickerRegister_TypeChoosing() { InitializeComponent(); ComboBoxType.ItemsSource = new Generics.LinkedList <String>() { "Criatura", "Semideus", "Deus", "Titã" }; if (!SoundTrack.Get("st_blacksmith").IsPlaying) { SoundPlayer.StopAll("st_main"); SoundPlayer.Instance.Play(SoundTrack.Get("st_blacksmith"), loop: true); } ComboBoxType.SelectedIndex = 0; }
/// <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); SuperGraphics = GraphicsDevice; Global.EntityAtlas = Content.Load <Texture2D>("Graphics\\entity_atlas"); Global.MapAtlas = Content.Load <Texture2D>("Graphics\\gonzalo_map"); if (settings.PlaySound) { SoundEffect soundTrack = Content.Load <SoundEffect>("SoundTracks\\chaesd_by_teh_rievr"); SoundTrack.Load(soundTrack, play: true); } match = GetMatch(); }
public SlotMinigame() { InitializeComponent(); Spins = 0; Slot0.FinishedSpin += Slot_FinishedSpin; Slot1.FinishedSpin += Slot_FinishedSpin; Slot2.FinishedSpin += Slot_FinishedSpin; if (!DesignerProperties.GetIsInDesignMode(this)) { this.SpinButton.Source = Sprite.Get("redbutton_released").Source; this.CoinIcon.Source = Sprite.Get("coin").Source; Refresh(); } if (!SoundTrack.Get("st_main").IsPlaying) { SoundPlayer.StopAll("st_blacksmith"); SoundPlayer.Instance.Play(SoundTrack.Get("st_main"), loop: true); } }
private void Awake() { instance = this; List <string[]> trackDataList = InstanceLoad.GetInstanceData("Texts/TrackData"); foreach (string[] insDataArr in trackDataList) { SoundTrack oneTrack = new SoundTrack(int.Parse(insDataArr[0]), insDataArr[1], insDataArr[2], insDataArr[3]); trackList.Add(oneTrack); } List <string[]> musicDataList = InstanceLoad.GetInstanceData("Texts/MusicData"); foreach (string[] insDataArr in musicDataList) { OneMusic oneMusic = new OneMusic(int.Parse(insDataArr[0]), int.Parse(insDataArr[1]), insDataArr[2], insDataArr[3], insDataArr[4]); musicList.Add(oneMusic); trackList[oneMusic.trackId].musicList.Add(oneMusic); } }
public void updateVolumeOnCurrentTracks() { SoundTrack tempTrack = null; if (_tracks != null) { // set to level foreach (var kname in _tracks) { if (_tracks.ContainsKey(kname.Key)) { tempTrack = _tracks[kname.Key]; if (tempTrack != null) { //tempTrack.volume = 0.0; //tempTrack.volume = 1.0; tempTrack.volume = _trackVolume * tempTrack.volumeRatio; } } } } }
public void Initialize() { if (!SoundTrack.IsPlaying) { SoundTrack.Load(Loader.LoadSound("Soundtrack\\timbu_beat")); SoundTrack.Play(); } Sfx.Load("pulo", Loader.LoadSound("SFX\\pulando")); Sfx.Load("pegar_ar", Loader.LoadSound("SFX\\pegando_ar")); Sfx.Load("afulibar_escada", Loader.LoadSound("SFX\\afulibando_escada")); Sfx.Load("rodada", Loader.LoadSound("SFX\\rodando")); Platforms = new List <Platform>(); Platforms.Add(new Platform()); AddPlatforms(); Player = new Timbu(Vector2.Zero); Player.MoveTo(new Vector2(50, Player.Position.Y)); StepPlayerOnPlatform(Platforms.First()); Score = 0; ElapsedTime = 0; deathText = ""; }
public void LoadContent(ContentManager Content) { // TODO: use this.Content to load your game content here // Load the player resources Vector2 playerPosition = new Vector2(Game1.GAME.GraphicsDevice.Viewport.TitleSafeArea.X, Game1.GAME.GraphicsDevice.Viewport.TitleSafeArea.Y + Game1.GAME.GraphicsDevice.Viewport.TitleSafeArea.Height / 2); player.Initialize(Content.Load <Texture2D>("Assets\\isaacSS"), playerPosition, Content.Load <SpriteFont>("Assets\\Font\\CurrentSong"), 8, 8); TearsCount = 2; //Loads the item in ItemT = Content.Load <Texture2D>("Assets\\item1"); Item2T = Content.Load <Texture2D>("Assets\\item2"); Item3T = Content.Load <Texture2D>("Assets\\item3"); RockT = Content.Load <Texture2D>("Assets\\Rock"); EnemyT = Content.Load <Texture2D>("Assets\\isaac"); //Loads each enemy in the enemy list foreach (Entity e in entities) { e.Initialize(Content.Load <Texture2D>(e.TexturePath)); } //Loads the background image BG = Content.Load <Texture2D>("Assets\\Room"); TransitionT = Content.Load <Texture2D>("Assets\\transition"); transition = new Transition(2, 2, TransitionT); //Loads the song Mayhem = Content.Load <Song>("Audio\\Soundtrack\\Mayhem"); Marduk = Content.Load <Song>("Audio\\Soundtrack\\Marduk"); DarkThrone = Content.Load <Song>("Audio\\Soundtrack\\DarkThrone"); Burzum = Content.Load <Song>("Audio\\Soundtrack\\Burzum"); OM = Content.Load <Song>("Audio\\Soundtrack\\OceanMan"); soundTrack = new SoundTrack(Marduk, DarkThrone, Burzum, Mayhem); }
/// <summary> /// plays the sound by index. /// </summary> /// <param name="index">an index of game sound</param> /// <returns>playing sound cue</returns> public static Cue Play(SoundTrack index) { return SoundManager.PlaySound( szSoundName[(int)index]); }
/// <summary> /// plays back the 3D positional sound /// </summary> /// <param name="index">an index of game sound</param> /// <param name="owner"> /// the object to which the 3D position will be applied. /// </param> /// <returns></returns> public static Cue Play3D(SoundTrack index, GameUnit owner) { return FrameworkCore.SoundManager.PlaySound3D(szSoundName[(int)index], owner.Emitter); }
/// <summary> /// plays back the 3D positional sound /// </summary> /// <param name="index">an index of game sound</param> /// <param name="emitter"> /// the emitter to which the 3D position will be applied. /// </param> /// <returns></returns> public static Cue Play3D(SoundTrack index, AudioEmitter emitter) { return FrameworkCore.SoundManager.PlaySound3D(szSoundName[(int)index], emitter); }