/// <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); Visual.LoadContent(Content, GraphicsDevice); // Load drum samples percussions = new Dictionary <Percussion, SoundEffect>(); percussions.Add(Percussion.KICK, Content.Load <SoundEffect>("Audio/kick")); percussions.Add(Percussion.SNARE, Content.Load <SoundEffect>("Audio/snare")); percussions.Add(Percussion.TOM1, Content.Load <SoundEffect>("Audio/tom1")); percussions.Add(Percussion.TOM2, Content.Load <SoundEffect>("Audio/tom2")); percussions.Add(Percussion.TOM3, Content.Load <SoundEffect>("Audio/tom3")); percussions.Add(Percussion.HIHAT_CLOSED, Content.Load <SoundEffect>("Audio/hihat1")); percussions.Add(Percussion.HIHAT_OPEN, Content.Load <SoundEffect>("Audio/hihat2")); percussions.Add(Percussion.CRASH, Content.Load <SoundEffect>("Audio/crash")); percussions.Add(Percussion.CHINA, Content.Load <SoundEffect>("Audio/china")); percussions.Add(Percussion.SPLASH, Content.Load <SoundEffect>("Audio/splash")); percussions.Add(Percussion.RIDE, Content.Load <SoundEffect>("Audio/ride1")); percussions.Add(Percussion.RIDE_BELL, Content.Load <SoundEffect>("Audio/ride2")); percussions.Add(Percussion.COWBELL, Content.Load <SoundEffect>("Audio/cowbell")); // Create views padView = new PadView(Content, percussions, recorder, displayWidth, displayHeight); padView.Exit += new EventHandler(Exit); padView.ViewButtonClicked += new EventHandler(padView_ViewButtonClicked); drumsetView = new DrumsetView(Content, percussions, recorder, displayWidth, displayHeight); drumsetView.Exit += new EventHandler(Exit); drumsetView.ViewButtonClicked += new EventHandler(drumsetView_ViewButtonClicked); activeView = padView; }
/// <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); Visual.LoadContent(Content, GraphicsDevice); // Load drum samples percussions = new Dictionary<Percussion, SoundEffect>(); percussions.Add(Percussion.KICK, Content.Load<SoundEffect>("Audio/kick")); percussions.Add(Percussion.SNARE, Content.Load<SoundEffect>("Audio/snare")); percussions.Add(Percussion.TOM1, Content.Load<SoundEffect>("Audio/tom1")); percussions.Add(Percussion.TOM2, Content.Load<SoundEffect>("Audio/tom2")); percussions.Add(Percussion.TOM3, Content.Load<SoundEffect>("Audio/tom3")); percussions.Add(Percussion.HIHAT_CLOSED, Content.Load<SoundEffect>("Audio/hihat1")); percussions.Add(Percussion.HIHAT_OPEN, Content.Load<SoundEffect>("Audio/hihat2")); percussions.Add(Percussion.CRASH, Content.Load<SoundEffect>("Audio/crash")); percussions.Add(Percussion.CHINA, Content.Load<SoundEffect>("Audio/china")); percussions.Add(Percussion.SPLASH, Content.Load<SoundEffect>("Audio/splash")); percussions.Add(Percussion.RIDE, Content.Load<SoundEffect>("Audio/ride1")); percussions.Add(Percussion.RIDE_BELL, Content.Load<SoundEffect>("Audio/ride2")); percussions.Add(Percussion.COWBELL, Content.Load<SoundEffect>("Audio/cowbell")); // Create views padView = new PadView(Content, percussions, recorder, displayWidth, displayHeight); padView.Exit += new EventHandler(Exit); padView.ViewButtonClicked += new EventHandler(padView_ViewButtonClicked); drumsetView = new DrumsetView(Content, percussions, recorder, displayWidth, displayHeight); drumsetView.Exit += new EventHandler(Exit); drumsetView.ViewButtonClicked += new EventHandler(drumsetView_ViewButtonClicked); activeView = padView; }