/// <summary> /// Initialize all the sound and wave banks. Start the sound engine and /// create a sound listener for 3d sound. /// </summary> public void Initialize() { // Initialize the main XNA sound system. engine = new AudioEngine(@"Content\Audio\CanyonShooter.xgs"); wavebank = new WaveBank(engine, @"Content\Audio\Waves.xwb"); soundbank = new SoundBank(engine, @"Content\Audio\Sounds.xsb"); // Set the default listener. Maybe changed by player to inherit the // music box position. SoundListener = new SoundListener(game); // initialize sound matching lib.Add("Lasergun", SoundType.Effect); lib.Add("LasergunMiddle", SoundType.Effect); lib.Add("LasergunSlow", SoundType.Effect); lib.Add("LasergunHigh", SoundType.Effect); lib.Add("Fire", SoundType.Effect); lib.Add("Thunder", SoundType.Effect); lib.Add("RocketLaunch", SoundType.Effect); lib.Add("ReleaseMines", SoundType.Effect); lib.Add("Heli", SoundType.Effect); lib.Add("Desruptor", SoundType.Effect); lib.Add("Clock", SoundType.Effect); lib.Add("Explosion", SoundType.Effect); lib.Add("Ammo", SoundType.Effect); lib.Add("Beam", SoundType.Effect); lib.Add("Phaser", SoundType.Effect); lib.Add("UFO", SoundType.Effect); lib.Add("UFOLoop", SoundType.Effect); lib.Add("UFOStop", SoundType.Effect); lib.Add("UFOStart", SoundType.Effect); lib.Add("HeliAlternative", SoundType.Effect); lib.Add("MFireLoop", SoundType.Effect); lib.Add("MFireStart", SoundType.Effect); lib.Add("MFireStop", SoundType.Effect); lib.Add("GodMode", SoundType.Effect); lib.Add("Alert", SoundType.Effect); lib.Add("GameOver", SoundType.Effect); lib.Add("ExtraLife", SoundType.Effect); lib.Add("Button", SoundType.Effect); lib.Add("Welcome", SoundType.Effect); // Here comes the music library lib.Add("Trace", SoundType.Music); lib.Add("Past", SoundType.Music); lib.Add("Match", SoundType.Music); lib.Add("Energized", SoundType.Music); lib.Add("BritishAirwaves", SoundType.Music); lib.Add("GlobalPlayers", SoundType.Music); lib.Add("CriticalOrder", SoundType.Music); lib.Add("Dystopia", SoundType.Music); lib.Add("Respective", SoundType.Music); lib.Add("Trancefer", SoundType.Music); lib.Add("OutOfDimension", SoundType.Music); // Total music tracks used by music box mtracks = 11; }
/// <summary> /// Ordinary constructor. /// </summary> /// <param name="game">Main game object</param> /// <param name="list">Game sound listener</param> /// <param name="sname">Sound name</param> /// <param name="e">XACT audio engine</param> /// <param name="banks">XACT sound banks</param> /// <param name="waves">XACT wave banks</param> /// <param name="stype">Sound type</param> /// <param name="soundSystem">Current sound system</param> public Sound(ICanyonShooterGame game, SoundListener list, string sname, AudioEngine e, SoundBank banks, WaveBank waves, SoundType stype, ISoundSystem soundSystem) : base(game) { this.soundSystem = soundSystem; engine = e; bank = banks; wave = waves; box = list; name = sname; cue = bank.GetCue(Name); type = stype; }