/// <summary> /// Sleeps for the specified amount of time while calling FrameworkDispatcher.Update() every 10 ms. /// </summary> private static void SleepWhileDispatching(int ms) { int cycles = ms / 10; for (int i = 0; i < cycles; i++) { #if XNA FrameworkDispatcher.Update(); #else DynamicSoundEffectInstanceManager.UpdatePlayingInstances(); #endif Thread.Sleep(10); } }
internal void DoUpdate(GameTime gameTime) { AssertNotDisposed(); if (Platform.BeforeUpdate(gameTime)) { // Once per frame, we need to check currently // playing sounds to see if they've stopped, // and return them back to the pool if so. SoundEffectInstancePool.Update(); DynamicSoundEffectInstanceManager.UpdatePlayingInstances(); Update(gameTime); //The TouchPanel needs to know the time for when touches arrive TouchPanelState.CurrentTimestamp = gameTime.TotalGameTime; } }
private static void DoUpdate() { DynamicSoundEffectInstanceManager.UpdatePlayingInstances(); SoundEffectInstancePool.Update(); Microphone.UpdateMicrophones(); }