示例#1
0
        public GameMusic()
        {
            soundScript = new SoundEvent("GameMusic");
            SampleSoundEvent ev1 = new SampleSoundEvent("quest14_medley.ogg");

            soundScript.AddEvent(0.4, ev1);
            soundScript.AddEvent(1 * 630, ev1);
            soundScript.AddEvent(2 * 630, ev1);
            soundScript.AddEvent(3 * 630, ev1);
            soundScript.AddEvent(4 * 630, ev1);
        }
示例#2
0
        public GameMusic()
        {
            //track = TTengineMaster.ActiveGame.Content.Load<Song>("A01");
            soundScript = new SoundEvent("GameMusic");
            SampleSoundEvent ev1 = new SampleSoundEvent("quest.ogg");

            soundScript.AddEvent(0, ev1);
            soundScript.AddEvent(300, ev1);
            soundScript.AddEvent(600, ev1);
            soundScript.AddEvent(900, ev1);
        }
示例#3
0
        public GameMusic()
        {
            //track = TTengineMaster.ActiveGame.Content.Load<Song>("A01");
            soundScript = new SoundEvent("GameMusic");
            SampleSoundEvent ev1 = new SampleSoundEvent("ductia.ogg");

            soundScript.AddEvent(2, ev1);
            soundScript.AddEvent(166, ev1);
            soundScript.AddEvent(332, ev1);
            soundScript.AddEvent(498, ev1);
            soundScript.AddEvent(664, ev1);
        }
示例#4
0
        public GameMusic()
        {
            soundScript = new SoundEvent("GameMusic");
            SampleSoundEvent ev1 = new SampleSoundEvent("layers.ogg");

            soundScript.AddEvent(0.5, ev1);
        }
示例#5
0
        protected void Play(int effect, float volume)
        {
            SoundEvent sev = new SoundEvent();

            sev.AddEvent(0f, soundsBank[effect]);
            sev.Amplitude = volume;
            soundScript.AddEvent(SimTime + 0.020f, sev);
        }
示例#6
0
        /// <summary>
        /// Play method to play an effect from SoundEffects enum at specified volume
        /// </summary>
        /// <param name="effect">index into effect sounds bank (from SoundEffects enum)</param>
        /// <param name="volume">volume, typically 0-1 but can be higher to boost weak sounds</param>
        public void PlaySound(int effect, double volume)
        {
            SoundEvent sev = new SoundEvent();

            sev.AddEvent(0f, soundsBank[effect]);
            sev.Amplitude = volume;
            soundScript.AddEvent(SimTime + 0.010f, sev);
        }
 /**
  * call this to attach this event to a parent SoundEvent in a
  * rendering tree. Uses a specific internal trick of 'negative time'
  * to accomodate for the duration of the event. (Climax is at end of event)
  */
 public void AttachTo(SoundEvent ev)
 {
     ev.AddEvent(-_duration,this);
 }