示例#1
0
        public AudioManager(MyGame game)
            : base(game)
        {
            myGame = game;
            events = new List <Event>();
            game.mediator.register(this, MyEvent.C_ATTACK_BULLET_END, MyEvent.M_BITE,
                                   MyEvent.G_NextLevel, MyEvent.G_GameOver, MyEvent.M_HIT);


            audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs");
            waveBank    = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb");
            soundBank   = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb");

            trackCue         = soundBank.GetCue("Cowboy");
            levelCompleteCue = soundBank.GetCue("LevelComplete");
            trackCue.Play();
            trackCue.Pause();
        }
示例#2
0
        private void LoadAudioContent()
        {
            string filename = System.Diagnostics.Process.GetCurrentProcess().MainModule.FileName;
            string path     = System.IO.Path.GetDirectoryName(filename) + "\\Resources\\Audio\\";

            try
            {
                _audioEngine = new AudioEngine(path + "Audio.xgs");
                _waveBank    = new WaveBank(_audioEngine, path + "Audio.xwb");
                _soundBank   = new SoundBank(_audioEngine, path + "Audio.xsb");
            }
            catch
            {
                _audioEngine = null;
                _waveBank    = null;
                _soundBank   = null;
                throw;
            }
        }
示例#3
0
        private void SwitchAudioDevice(RendererDetail rendererDetail)
        {
            AudioEngine newAudioEngine = new AudioEngine(Path.Combine(Game1.game1.Content.RootDirectory, "XACT", "FarmerSounds.xgs"), TimeSpan.Zero, rendererDetail.RendererId);
            WaveBank    newWaveBank    = new WaveBank(newAudioEngine, Path.Combine(Game1.game1.Content.RootDirectory, "XACT", "Wave Bank.xwb"));
            SoundBank   newSoundBank   = new SoundBank(newAudioEngine, Path.Combine(Game1.game1.Content.RootDirectory, "XACT", "Sound Bank.xsb"));

            newAudioEngine.Update();

            FixCues(newSoundBank);

            Game1.audioEngine.Dispose();
            Game1.waveBank.Dispose();
            Game1.soundBank.Dispose();

            Game1.audioEngine = new SDVAudioEngineImpl(newAudioEngine);
            Game1.waveBank    = newWaveBank;
            Game1.soundBank   = new SoundBankWrapper(newSoundBank);

            Game1.musicCategory    = Game1.audioEngine.GetCategory("Music");
            Game1.soundCategory    = Game1.audioEngine.GetCategory("Sound");
            Game1.ambientCategory  = Game1.audioEngine.GetCategory("Ambient");
            Game1.footstepCategory = Game1.audioEngine.GetCategory("Footsteps");

            Game1.musicCategory.SetVolume(Game1.options.musicVolumeLevel);
            Game1.soundCategory.SetVolume(Game1.options.soundVolumeLevel);
            Game1.ambientCategory.SetVolume(Game1.options.ambientVolumeLevel);
            Game1.footstepCategory.SetVolume(Game1.options.footstepVolumeLevel);

            AmbientLocationSounds.InitShared();
            if (Game1.currentLocation != null)
            {
                Game1.locationCues.Update(Game1.currentLocation);
            }

            string prevAudioDevice = Settings.SelectedAudioDevice;

            Settings.SelectedAudioDevice = rendererDetail.FriendlyName;
            StoreSettings();

            curAudioOptionsDropDown?.UpdateDeviceList();

            Log("Switched Audio Device: " + Settings.SelectedAudioDevice + " (previous: " + prevAudioDevice + ")");
        }
示例#4
0
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            //load font
            scoreFont     = Content.Load <SpriteFont>(@"fonts\score");
            scoreBoldFont = Content.Load <SpriteFont>(@"fonts\scoreBold");
            // Load the XACT data
            audioEngine   = new AudioEngine(@"Content\Audio\GameAudio.xgs");
            waveBank      = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb");
            soundBank     = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb");
            cursorTexture = Content.Load <Texture2D>(@"Images\background");
            // Start the soundtrack audio
            trackCue = soundBank.GetCue("track");
            trackCue.Play();

            // Play the start sound
            soundBank.PlayCue("start");
        }
示例#5
0
        public static void Initial()
        {
            try
            {
                string dir = Directories.SoundDirectory;
                audioEngine = new AudioEngine(Path.Combine(dir, "SmartTank1.xgs"));
                waveBank    = new WaveBank(audioEngine, Path.Combine(dir, "Wave Bank.xwb"));

                if (waveBank != null)
                {
                    soundBank = new SoundBank(audioEngine,
                                              Path.Combine(dir, "Sound Bank.xsb"));
                }
            }
            catch (NoAudioHardwareException ex)
            {
                Log.Write("Failed to create sound class: " + ex.ToString());
            }
        }
示例#6
0
        public void WaveBankCtor()
        {
            Assert.Throws <ArgumentNullException>(() => new WaveBank(null, null));
            Assert.Throws <ArgumentNullException>(() => new WaveBank(_audioEngine, null));
            Assert.Throws <ArgumentNullException>(() => new WaveBank(_audioEngine, ""));
            //Assert.Throws<DirectoryNotFoundException>(() => new WaveBank(_audioEngine, @"This\Does\Not\Exist.xwb"));
            Assert.Throws <FileNotFoundException>(() => new WaveBank(_audioEngine, @"Assets\Audio\Win\NotTheFile.xwb"));

            var waveBank = new WaveBank(_audioEngine, @"Assets\Audio\Win\Tests.xwb");

            Assert.False(waveBank.IsInUse);
            Assert.False(waveBank.IsDisposed);
            Assert.True(waveBank.IsPrepared);

            waveBank.Dispose();
            Assert.True(waveBank.IsDisposed);
            Assert.False(waveBank.IsInUse);
            Assert.False(waveBank.IsPrepared);
        }
        /// <summary>
        /// Load graphics content for the game.
        /// </summary>
        public override void LoadContent()
        {
            if (content == null)
            {
                content = new ContentManager(ScreenManager.Game.Services, "Content");
            }

            // A real game would probably have more content than this sample, so
            // it would take longer to load. We simulate that by delaying for a
            // while, giving you a chance to admire the beautiful loading screen.
            //Thread.Sleep(1000);

            // once the load has finished, we use ResetElapsedTime to tell the game's
            // timing mechanism that we have just finished a very long frame, and that
            // it should not try to catch up.
            ScreenManager.Game.ResetElapsedTime();

            spriteBatch = ScreenManager.SpriteBatch;
            arial       = content.Load <SpriteFont>("Arial");
            infoFont    = content.Load <SpriteFont>("Info");

            level = content.Load <Level>("cool");

            cursor = content.Load <Texture2D>("cursor");
            bullet = content.Load <Texture2D>("bullet");
            enemy  = content.Load <Texture2D>("enemy");
            gui    = content.Load <Texture2D>("gui");

            waveButton        = content.Load <Texture2D>("wave button");
            waveButtonPressed = content.Load <Texture2D>("wave button hover");

            window = content.Load <Texture2D>("window");

            LoadTowerTextures();

            SetUpWaves();

            SetUpGui();

            audioEngine = new AudioEngine("Content/xactProject3.xgs");
            waveBank    = new WaveBank(audioEngine, "Content/myWaveBank.xwb");
            soundBank   = new SoundBank(audioEngine, "Content/mySoundBank.xsb");
        }
 protected override void Initialize()
 {
     if (!initialized)
     {
         enterTransitionDuration = 200;
         exitTransitionDuration  = 1000;
         base.Initialize();
         LoadContent();
         videoplayer          = new VideoPlayer();
         videoplayer.IsLooped = false;
         audioEngine2         = new AudioEngine("Content\\Audio\\MyGameAudio2.xgs");
         waveBank2            = new WaveBank(audioEngine2, "Content\\Audio\\Wave Bank2.xwb");
         soundBank2           = new SoundBank(audioEngine2, "Content\\Audio\\Sound Bank2.xsb");
         BTX = new Texture2D[2] {
             BTxN, BTxO
         };
         vbtx = new Rectangle(950, 0, BTX[indiceDoBotão].Width / 6, BTX[indiceDoBotão].Height / 6);
     }
 }
示例#9
0
        /*******************************************************************************************
        * Main Load
        * *****************************************************************************************/
        protected override void LoadContent()
        {
            // load font
            spriteBatch      = new SpriteBatch(GraphicsDevice);
            statsFont        = Content.Load <SpriteFont>("Fonts/StatsFont");
            instructionsFont = Content.Load <SpriteFont>("Fonts/InstructionsFont");

            // load sounds and play initial sound
            audioEngine = new AudioEngine("Content/Audio/GameAudio.xgs");
            waveBank    = new WaveBank(audioEngine, "Content/Audio/Wave Bank.xwb");
            soundBank   = new SoundBank(audioEngine, "Content/Audio/Sound Bank.xsb");
            trackCue    = soundBank.GetCue("Tracks");
            trackCue.Play();

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // load spaceship
            spaceship.LoadContent(Content, "Models/spaceship");


            CreateObstacles1();
            CreateObstacles2();
            CreateObstacles3();
            CreateObstacles4();
            CreateObstacles5();
            CreateObstacles6();
            CreateAstronauts();
            CreateStars();

            // load ground
            ground.LoadContent(Content, "Models/ground");

            // load lifebar
            lifebar = Content.Load <Texture2D>("Textures/lifebar5");

            // load uhd
            uhd = Content.Load <Texture2D>("Textures/uhd");

            // load logo
            logo = Content.Load <Texture2D>("Textures/logo");
        }
示例#10
0
        public ShipGameGame()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            audioEngine = new AudioEngine("content/sounds/sounds.xgs");
            waveBank    = new WaveBank(audioEngine, "content/sounds/Wave Bank.xwb");
            soundBank   = new SoundBank(audioEngine, "content/sounds/Sound Bank.xsb");

            game = new GameManager(soundBank);

            graphics.PreferredBackBufferWidth  = GameOptions.ScreenWidth;
            graphics.PreferredBackBufferHeight = GameOptions.ScreenHeight;

            //graphics.MinimumPixelShaderProfile = ShaderProfile.PS_2_0;
            //graphics.MinimumVertexShaderProfile = ShaderProfile.VS_1_1;

            IsFixedTimeStep = renderVsync;
            graphics.SynchronizeWithVerticalRetrace = renderVsync;
        }
示例#11
0
        /// <summary>
        /// Allows the game component to perform any initialization it needs to before starting
        /// to run.  This is where it can query for any required services and load content.
        /// </summary>
        public override void Initialize()
        {
            // TODO: Add your initialization code here
#if WINDOWS
            m_audioEngine = new AudioEngine("Content/Audio/Praedonum.xgs");
            m_waveBank    = new WaveBank(m_audioEngine, "Content/Audio/Wave Bank.xwb");
            m_soundBank   = new SoundBank(m_audioEngine, "Content/Audio/Sound Bank.xsb");
#endif

#if XBOX
            // TODO CHANGE THESE
            m_audioEngine = new AudioEngine("Content/Xact Tower.xgs");
            m_waveBank    = new WaveBank(m_audioEngine, "Content/WaveBank.xwb");
            m_soundBank   = new SoundBank(m_audioEngine, "Content/SoundBank.xsb");
#endif

            m_sounds = new List <Cue>();

            base.Initialize();
        }
示例#12
0
文件: Game1.cs 项目: CalmBit/Robotica
 /// <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);
     font             = Content.Load <SpriteFont>("Main");
     GUISprites       = Content.Load <Texture2D>("robotica_sprites_new");
     PlayerSprites    = Content.Load <Texture2D>("robotica_player_new_bright");
     Shadow           = Content.Load <Texture2D>("robotica_shadow");
     RoomBack         = Content.Load <Texture2D>("robotica_green");
     Lock             = Content.Load <Texture2D>("lock");
     Missing          = Content.Load <Texture2D>("missing");
     Weapon           = Content.Load <Texture2D>("robotica_weapon");
     Audio            = new AudioEngine("Content\\Robotica.xgs");
     SoundEffectsBank = new SoundBank(Audio, "Content\\Sound Bank.xsb");
     WaveEffectsBank  = new WaveBank(Audio, "Content\\Wave Bank.xwb");
     for (var i = 0; i < 16; i++)
     {
         Entities.Add(new EntityWeapon(new Vector2(128 + i % 4 * 64, 128 + (i / 4) * 64)));
     }
     try
     {
         var reader = new FileStream("./Config/splash.txt", FileMode.Open);
         var sb     = new StringBuilder();
         var c      = '\0';
         while (reader.Position < reader.Length)
         {
             while ((c = (char)reader.ReadByte()) != '\n' && reader.Position != reader.Length)
             {
                 sb.Append(c);
             }
             SplashStrings.Add(sb.ToString().Trim());
             sb.Clear();
         }
         splash = rand.Next(SplashStrings.Count);
     }
     catch (Exception)
     {
         SplashStrings.Add("YOU REALLY SHOULD HAVE THAT FILE!");
     }
     // TODO: use this.Content to load your game content here
 }
示例#13
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            Sonya.Initialize(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
            SubZero.Initialize(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
            SonyaGreenBar.health(new Vector2(graphics.PreferredBackBufferWidth / 45,
                                             graphics.PreferredBackBufferHeight / 30), SonyaHealth, Color.LimeGreen);
            SonyaRedBar.health(new Vector2(graphics.PreferredBackBufferWidth / 45,
                                           graphics.PreferredBackBufferHeight / 30), SonyaHealth, Color.Red);

            SubZGreenBar.health(new Vector2(graphics.PreferredBackBufferWidth - 580,
                                            graphics.PreferredBackBufferHeight / 30), SonyaHealth, Color.LimeGreen);
            SubZRedBar.health(new Vector2(graphics.PreferredBackBufferWidth - 580,
                                          graphics.PreferredBackBufferHeight / 30), SonyaHealth, Color.Red);
            audioEngine = new AudioEngine("Content\\game music.xgs");
            waveBank    = new WaveBank(audioEngine, "Content\\Wave Bank.xwb");
            soundBank   = new SoundBank(audioEngine, "Content\\Sound Bank.xsb");
            musicCue    = soundBank.GetCue("fighting backgorund music");
            musicCue.Play();
            base.Initialize();
            this.IsMouseVisible = false;
        }
示例#14
0
        public void LoadSounds()
        {
            _engine    = new AudioEngine("Content\\Sounds\\BackSounds.xgs");
            _soundBank = new SoundBank(_engine, "Content\\Sounds\\Sound Bank.xsb");
            _waveBank  = new WaveBank(_engine, "Content\\Sounds\\Wave Bank.xwb");
            _engine.GetCategory("Music");

            Sounds.Add(SoundEnum.Click, _soundBank.GetCue("RICOCHET"));
            Sounds.Add(SoundEnum.Desert, _soundBank.GetCue("wind03"));
            Sounds.Add(SoundEnum.DeadSpider, _soundBank.GetCue("guts04a"));
            Sounds.Add(SoundEnum.Grass, _soundBank.GetCue("cricket00"));
            Sounds.Add(SoundEnum.Gunshot, _soundBank.GetCue("GUNSHOT"));
            Sounds.Add(SoundEnum.Heartbeat, _soundBank.GetCue("heartbeat"));
            Sounds.Add(SoundEnum.Laser, _soundBank.GetCue("LASER"));
            Sounds.Add(SoundEnum.Lava, _soundBank.GetCue("lava_burn1"));
            Sounds.Add(SoundEnum.Lava2, _soundBank.GetCue("lava"));
            Sounds.Add(SoundEnum.MainTheme, _soundBank.GetCue("STARWARS"));
            Sounds.Add(SoundEnum.Sand, _soundBank.GetCue("wind03"));
            Sounds.Add(SoundEnum.Snow, _soundBank.GetCue("wind01b"));
            Sounds.Add(SoundEnum.Spider, _soundBank.GetCue("angry"));
        }
        /// <summary>
        /// Removes a wave bank
        /// </summary>
        /// <param name="waveBankFile">The wave bank to remove</param>
        #endregion
        public static void RemoveWaveBank(string waveBankFile)
        {
            if (mXnaWaveBanks.ContainsKey(waveBankFile))
            {
                WaveBank wb = mXnaWaveBanks[waveBankFile];
                mXnaWaveBanks.Remove(waveBankFile);
                wb.Dispose();

                if (mDefaultWaveBank == waveBankFile)
                {
                    if (mXnaWaveBanks.Count > 0)
                    {
                        mDefaultWaveBank = mXnaWaveBanks.Keys.GetEnumerator().Current;
                    }
                    else
                    {
                        mDefaultWaveBank = string.Empty;
                    }
                }
            }
        }
        public override void Entry(IModHelper helper)
        {
            DefaultSoundBank = Game1.soundBank;
            DefaultWaveBank  = Game1.waveBank;
            ModHelper        = helper;
            ModMonitor       = Monitor;

            StardewModdingAPI.Events.SaveEvents.AfterLoad += SaveEvents_AfterLoad;
            StardewModdingAPI.Events.LocationEvents.CurrentLocationChanged += LocationEvents_CurrentLocationChanged;

            musicManager = new MusicManager();

            MusicPath              = Path.Combine(ModHelper.DirectoryPath, "Content", "Music");
            WavMusicDirectory      = Path.Combine(MusicPath, "Wav");
            XACTMusicDirectory     = Path.Combine(MusicPath, "XACT");
            TemplateMusicDirectory = Path.Combine(MusicPath, "Templates");

            this.createDirectories();
            this.createBlankXACTTemplate();
            //load in all packs here.
        }
示例#17
0
        /*********
        ** Public methods
        *********/
        /// <inheritdoc />
        /// <summary>Initialise the mod.</summary>
        /// <param name="helper">Provides methods for interacting with the mod directory, such as read/writing a config file or custom JSON files.</param>
        public override void Entry(IModHelper helper)
        {
            _config = helper.ReadConfig <ModConfigModel>();

            if (Constants.TargetPlatform == GamePlatform.Windows && _config.EnableWhistleAudio)
            {
                try
                {
                    _customSoundBank = new SoundBankWrapper(new SoundBank(Game1.audioEngine,
                                                                          Path.Combine(helper.DirectoryPath, "assets", "CustomSoundBank.xsb")));
                    _customWaveBank = new WaveBank(Game1.audioEngine,
                                                   Path.Combine(helper.DirectoryPath, "assets", "CustomWaveBank.xwb"));
                    _hasAudio = true;
                }
                catch (ArgumentException ex)
                {
                    _customSoundBank = null;
                    _customWaveBank  = null;
                    _hasAudio        = false;

                    Monitor.Log("Couldn't load audio, so the whistle sound won't play.");
                    Monitor.Log(ex.ToString(), LogLevel.Trace);
                }
            }

            // add all event listener methods
            Helper.Events.Input.ButtonPressed += OnButtonPressed;
            if (!_config.EnableGrid)
            {
                return;
            }
            Helper.Events.GameLoop.UpdateTicked += (sender, e) =>
            {
                if (e.IsMultipleOf(2))
                {
                    UpdateGrid();
                }
            };
            Helper.Events.Display.Rendered += (sender, e) => DrawGrid(Game1.spriteBatch);
        }
示例#18
0
        /// <summary>
        /// Garbage collection.
        /// </summary>
        protected override void Dispose(bool disposing)
        {
            try
            {
                if (disposing)
                {
                    if (_MusicCue1 != null)
                    {
                        _MusicCue1.Dispose();
                        _MusicCue1 = null;
                    }

                    if (_MusicCue2 != null)
                    {
                        _MusicCue2.Dispose();
                        _MusicCue2 = null;
                    }

                    if (_SoundBank != null)
                    {
                        _SoundBank.Dispose();
                        _SoundBank = null;
                    }
                    if (_WaveBank != null)
                    {
                        _WaveBank.Dispose();
                        _WaveBank = null;
                    }
                    if (_AudioEngine != null)
                    {
                        _AudioEngine.Dispose();
                        _AudioEngine = null;
                    }
                }
            }
            finally
            {
                base.Dispose(disposing);
            }
        }
示例#19
0
        private static void PlayWhistle()
        {
            if (LoadSound < 0)
            {
                return;
            }

            if (LoadSound == 0)
            {
                try
                {
                    MySoundBank = new SoundBankWrapper(new SoundBank(Game1.audioEngine,
                                                                     Path.Combine(ModMain.ModHelper.DirectoryPath, "Assets", "WhistleSoundBank.xsb")));
                    MyWaveBank = new WaveBank(Game1.audioEngine,
                                              Path.Combine(ModMain.ModHelper.DirectoryPath, "Assets", "WhistleWaveBank.xwb"));

                    OrgSoundBank = Game1.soundBank;
                    OrgWaveBank  = Game1.waveBank;
                    LoadSound    = 1;
                }
                catch (ArgumentException ex)
                {
                    LoadSound = -1;
                }
            }

            try
            {
                Game1.soundBank = MySoundBank;
                Game1.waveBank  = MyWaveBank;
                Game1.audioEngine.Update();
                Game1.playSound("horseWhistle");
            }
            finally
            {
                Game1.soundBank = OrgSoundBank;
                Game1.waveBank  = OrgWaveBank;
                Game1.audioEngine.Update();
            }
        }
示例#20
0
文件: Sound.cs 项目: gr4viton/eye_out
        void LoadContent_Sound()
        {
            beep         = Content.Load <SoundEffect>("button-42");
            beepInstance = beep.Create();

            // Load Sounds
            ergonWave                  = Content.Load <SoundEffect>("ergon.adpcm");
            ergonWaveInstance          = ergonWave.Create();
            ergonWaveInstance.IsLooped = true;
            waveBank = Content.Load <WaveBank>("TestBank");

            // setup tests
            tiles = new List <SoundTile>();
            Rectangle border = new Rectangle();

            border.X = SoundTile.Padding.X;
            border.Y = SoundTile.Padding.Y;

            AddTile(ref border, "Click to play looped SoundEffectInstance of " + ergonWave.Name, PlayMusic, PauseMusic);
            AddTile(ref border, "Click to play 'PewPew' wave bank entry", () => waveBank.Play("PewPew"));
            AddTile(ref border, "Click to play 'PewPew' wave bank entry with random pitch and pan", () => waveBank.Play("PewPew", 1, random.NextFloat(-1, 1), random.NextFloat(-1, 1)));
            AddTile(ref border, "Click to play 'PewPew' with 3D audio", PlayAudio3D, StopAudio3D);

            AddTile(ref border, "Click to play 'Button-42' ", beepInstance.Play, beepInstance.Stop);

            // setup 3D
            geometryEffect = ToDisposeContent(new BasicEffect(GraphicsDevice)
            {
                View       = Matrix.LookAtRH(new Vector3(0, 10, 20), new Vector3(0, 0, 0), Vector3.UnitY),
                Projection = Matrix.PerspectiveFovRH((float)Math.PI / 4.0f, (float)GraphicsDevice.BackBuffer.Width / GraphicsDevice.BackBuffer.Height, 0.1f, 100.0f),
                World      = Matrix.Identity
            });

            cube = ToDisposeContent(GeometricPrimitive.Cube.New(GraphicsDevice));

            // Load the texture
            listenerTexture = Content.Load <Texture2D>("listen");
            emitterTexture  = Content.Load <Texture2D>("speaker");
            geometryEffect.TextureEnabled = true;
        }
示例#21
0
        /// <summary>
        /// Constructor.
        /// </summary>
        /// <param name="name"></param>
        /// <param name="directoryToXwb"></param>
        /// <param name="pathToWaveBank"></param>
        /// <param name="pathToSoundBank"></param>
        public XACTMusicPack(string directoryToXwb, string pathToWaveBank, string pathToSoundBank)
        {
            this.directory     = directoryToXwb;
            this.WaveBankPath  = pathToWaveBank;
            this.SoundBankPath = pathToSoundBank;
            this.setModDirectoryFromFullDirectory();
            this.songInformation      = new SongSpecifics();
            this.currentCue           = null;
            this.musicPackInformation = MusicPackMetaData.readFromJson(directoryToXwb);
            if (this.musicPackInformation == null)
            {
                if (StardewSymphony.Config.EnableDebugLog)
                {
                    StardewSymphony.ModMonitor.Log("Error: MusicPackInformation.json not found at: " + directoryToXwb + ". Blank information will be put in place.", StardewModdingAPI.LogLevel.Warn);
                }
                this.musicPackInformation = new MusicPackMetaData("???", "???", "", "0.0.0", "");
            }

            this.WaveBank  = new WaveBank(Game1.audioEngine, this.WaveBankPath);
            this.SoundBank = (ISoundBank) new SoundBankWrapper(new SoundBank(Game1.audioEngine, this.SoundBankPath));
            this.loadMusicFiles();
        }
示例#22
0
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);

            audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs");
            waveBank    = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb");
            soundBank   = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb");

            bgm          = Content.Load <Song>("irisu_05");
            gameOver_sfx = Content.Load <Song>("irisu_gos1");

            bg1_texture = Content.Load <Texture2D>("bg1");
            bg2_texture = Content.Load <Texture2D>("bg2");
            bg3_texture = Content.Load <Texture2D>("bg3");

            asteroid_texture  = Content.Load <Texture2D>("asteroid");
            player_texture    = Content.Load <Texture2D>("Ship");
            bullet_texture    = Content.Load <Texture2D>("Bullet");
            gameOver_texture  = Content.Load <Texture2D>("GameOver1");
            explosion_texture = Content.Load <Texture2D>("explosion");
            player_explode    = Content.Load <Texture2D>("player_explosion");
            powerup_texture   = Content.Load <Texture2D>("powerups");
            font1             = Content.Load <SpriteFont>("font1");

            player  = new Player(player_texture, playerStartPos, Vector2.Zero, playerAcc);
            powerup = new Powerup(powerup_texture, Vector2.Zero, Vector2.Zero, new Rectangle(0, 0, 0, 0), 0);

            bg1 = new bg(bg1_texture, new Rectangle(0, 0, bg1_texture.Width, bg1_texture.Height), new Rectangle(0, -bg1_texture.Height, bg1_texture.Width, bg1_texture.Height), 1f, 2);
            bg2 = new bg(bg2_texture, new Rectangle(0, 0, bg2_texture.Width, bg2_texture.Height), new Rectangle(0, -bg2_texture.Height, bg2_texture.Width, bg2_texture.Height), 0.3f, 3);
            bg3 = new bg(bg3_texture, new Rectangle(0, 0, bg3_texture.Width, bg3_texture.Height), new Rectangle(0, -bg3_texture.Height, bg3_texture.Width, bg3_texture.Height), 0.5f, 4);

            asteroids = new List <Asteroid>();
            bullets   = new List <Bullet>();
            rand      = new Random();

            MediaPlayer.IsRepeating = true;
            MediaPlayer.Volume      = 0.1f;
            MediaPlayer.Play(bgm);
        }
示例#23
0
        private void LoadEnemies()
        {
            enemies = new List <Enemy>();

            AudioEngine enemyAudioEngine = new AudioEngine(@"Content\Audio\ZombieSounds\ZombieAttack.xgs");
            WaveBank    enemyWaveBank    = new WaveBank(enemyAudioEngine, @"Content\Audio\ZombieSounds\ZombieAttackWaveBank.xwb");

            //2 Priesai prie tako i miesteli
            Populate(new Vector2(627.3666f, 417.6126f), 1, 10, enemyAudioEngine, enemyWaveBank);
            Populate(new Vector2(610.3666f, 414.6126f), 1, 10, enemyAudioEngine, enemyWaveBank);
            //8 Priesai lauke siaure rytuose nuo miestelio
            Populate(new Vector2(2131.857f, 118.0393f), 8, 100, enemyAudioEngine, enemyWaveBank);
            //20 Priesu lauke rytuose nuo miestelio (Boso chebra)
            Populate(new Vector2(2801.631f, 792.6567f), 20, 100, enemyAudioEngine, enemyWaveBank);

            //Sukuriame Mister Death
            Texture2D   deathWalkingSpriteSheet   = Game.Content.Load <Texture2D>(@"EnemySprites\MisterDeath\MisterDeath_Walking");
            SpriteSheet deathWalkingSS            = new SpriteSheet(deathWalkingSpriteSheet, 8);
            Texture2D   deathAttackingSpriteSheet = Game.Content.Load <Texture2D>(@"EnemySprites\MisterDeath\MisterDeath_Attacking");
            SpriteSheet deathAttackingSS          = new SpriteSheet(deathAttackingSpriteSheet, 13);
            Death       death = new Death(deathWalkingSS,
                                          deathWalkingSS,
                                          deathWalkingSS,
                                          deathAttackingSS,
                                          new Vector2(2890.631f, 792.6567f),
                                          gameRef,
                                          player.Camera,
                                          enemyAudioEngine,
                                          enemyWaveBank);

            death.Dead += OnBossDeath;

            enemies.Add(death);

            foreach (Enemy e in enemies)
            {
                e.CreatePathFinder(oMap.Grid);
            }
        }
示例#24
0
        public static void Initialize(Dictionary <string, string> parameters)
        {
            try
            {
                audioEngine = new AudioEngine(parameters["settingsFile"]);
                bgmBank     = new WaveBank(audioEngine, parameters["bgmBank"]);
                sfxBank     = new WaveBank(audioEngine, parameters["sfxBank"]);
                soundBank   = new SoundBank(audioEngine, parameters["soundBank"]);
            }
            catch (NoAudioHardwareException)
            {
                audioEngine = null;
                bgmBank     = null;
                sfxBank     = null;
                soundBank   = null;
            }
            sfxCategory = audioEngine.GetCategory(parameters["sfxCategory"]);
            bgmCategory = audioEngine.GetCategory(parameters["bgmCategory"]);

            sfxCategory.SetVolume(sfxVolume);
            bgmCategory.SetVolume(bgmVolume);
        }
示例#25
0
        public void Initailise()
        {
            engine    = new AudioEngine("Content\\Materia TD.xgs");
            soundBank = new SoundBank(engine, "Content\\Sound Bank.xsb");
            waveBank  = new WaveBank(engine, "Content\\Wave Bank.xwb");

            soundLibrary["MainMenu"]         = soundBank.GetCue("MainMenu");
            soundLibrary["SilverSageIntro"]  = soundBank.GetCue("SilverSageIntro");
            soundLibrary["PauseScreen"]      = soundBank.GetCue("PauseScreen");
            soundLibrary["MenuButtonClick"]  = soundBank.GetCue("MenuButtonClick");
            soundLibrary["TowersFiring"]     = soundBank.GetCue("TowersFiring");
            soundLibrary["EnemiesDyingNew"]  = soundBank.GetCue("EnemiesDyingNew");
            soundLibrary["OnTowerSell"]      = soundBank.GetCue("OnTowerSell");
            soundLibrary["OnTowerCreation"]  = soundBank.GetCue("OnTowerCreation");
            soundLibrary["WaitingForWaves"]  = soundBank.GetCue("WaitingForWaves");
            soundLibrary["EarthEnemies"]     = soundBank.GetCue("EarthEnemies");
            soundLibrary["WaterEnemies"]     = soundBank.GetCue("WaterEnemies");
            soundLibrary["WindEnemies"]      = soundBank.GetCue("WindEnemies");
            soundLibrary["FireEnemies"]      = soundBank.GetCue("FireEnemies");
            soundLibrary["LightningEnemies"] = soundBank.GetCue("LightningEnemies");
            soundLibrary["DarknessEnemies"]  = soundBank.GetCue("DarknessEnemies");
            soundLibrary["DarknessAlly"]     = soundBank.GetCue("DarknessAlly");
            soundLibrary["CannotBuildTower"] = soundBank.GetCue("CannotBuildTower");
            soundLibrary["FoolishDecision"]  = soundBank.GetCue("FoolishDecision");
            soundLibrary["SoYouThink"]       = soundBank.GetCue("SoYouThink");
            soundLibrary["EarthTower"]       = soundBank.GetCue("EarthTower");

            soundLibrary["DarkTower"]     = soundBank.GetCue("DarkTower");
            soundLibrary["FireTower"]     = soundBank.GetCue("FireTower");
            soundLibrary["WaterTower"]    = soundBank.GetCue("WaterTower");
            soundLibrary["WindTower"]     = soundBank.GetCue("WindTower");
            soundLibrary["LightTower"]    = soundBank.GetCue("LightTower");
            soundLibrary["TowersUpgrade"] = soundBank.GetCue("TowersUpgrade");

            soundLibrary["Marching"] = soundBank.GetCue("Marching");

            soundLibrary["Evil_laugh"] = soundBank.GetCue("Evil_laugh");
        }
示例#26
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            _spr_font = Content.Load <SpriteFont>(@"Fonts\ItemDataFont");

            damageTakenFont = Content.Load <SpriteFont>(@"Fonts\DamageTaken");

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            //Screen rectangle is saved into a static variable for easier access
            GameSettings.ScreenRectangle = screenRectangle;

            //Item factory is initialized
            ItemFactory.Content            = Content;
            ItemFactory.ItemTexturePath    = @"GUI\Inventory\Items\";
            ItemFactory.ItemDataPath       = @"ItemData\";
            ItemFactory.BorderResource     = @"GUI\Inventory\Tooltip\border-v6";
            ItemFactory.BackgroundResource = @"GUI\Inventory\Tooltip\background-v2";
            ItemFactory.FontResource       = @"Fonts\ItemDataFont";

            //Control factory is initialized
            ComponentFactory.Content             = Content;
            ComponentFactory.ButtonFontResource  = @"Fonts\ButtonFont";
            ComponentFactory.ButtonHoverResource = @"GUI\Buttons\button_hover";

            //Window factory is initialized
            WindowFactory.Content            = Content;
            WindowFactory.WindowFontResource = @"Fonts\ControlFont";
            WindowFactory.BorderResource     = @"GUI\Inventory\Tooltip\border-v6";

            audioEngine = new AudioEngine(@"Content\Audio\zombiai.xgs");
            waveBank    = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb");
            soundBank   = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb");



            soundBank.PlayCue("zombies");
        }
示例#27
0
        /// <summary>Set up audio by loading the XACT generated files.</summary>
        private void LoadAudio()
        {
            // Set up audio stuff by loading our XACT project files.
            try
            {
                // Load data.
                _audioEngine = new AudioEngine("data/Audio/SpaceAudio.xgs");
                _waveBank    = new WaveBank(_audioEngine, "data/Audio/Wave Bank.xwb");
                _soundBank   = new SoundBank(_audioEngine, "data/Audio/Sound Bank.xsb");

                // Do a first update, as recommended in the documentation.
                _audioEngine.Update();

                // Make the sound and wave bank available as a service.
                Services.AddService(typeof(AudioEngine), _audioEngine);
                Services.AddService(typeof(SoundBank), _soundBank);
                Services.AddService(typeof(WaveBank), _waveBank);
            }
            catch (Exception ex)
            {
                Logger.ErrorException("Failed initializing AudioEngine.", ex);
            }
        }
示例#28
0
        } // enum Sounds
        #endregion

        #region Constructor
        /// <summary>
        /// Create sound
        /// </summary>
        static Sound()
        {
            try
            {
                audioEngine = new AudioEngine(@"Content\Sounds\GameSounds.xgs");

                waveBank = new WaveBank(audioEngine,
                                        @"Content\Sounds\Wave Bank.xwb");

                if (waveBank != null)
                {
                    soundBank = new SoundBank(audioEngine,
                                              @"Content\Sounds\Sound Bank.xsb");
                }

                // Get the music category to change the music volume and stop music
                musicCategory = audioEngine.GetCategory("Music");
            } // try
            catch (Exception ex)
            {
                Log.Instance.Write("Failed to create sound class: " + ex.ToString());
            } // catch
        }     // Sound()
示例#29
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            SoundEffect soundEffect = Content.Load <SoundEffect>(@"Poetry");

            sound          = soundEffect.CreateInstance();
            soundEffect    = Content.Load <SoundEffect>(@"PoetryBackwards");
            soundBackwards = soundEffect.CreateInstance();
            audioEngine    = new AudioEngine(@"Content\Sound.xgs");
            waveBank       = new WaveBank(audioEngine, @"Content\Wave Bank.xwb");
            soundBank      = new SoundBank(audioEngine, @"Content\Sound Bank.xsb");
            // soundBank.PlayCue("07");
            sound.Play();
            // mask = Content.Load<Texture2D>(@"singleWasp");
            bark              = Content.Load <Texture2D>(@"bark5");
            redSpot           = Content.Load <Texture2D>(@"RedSpot");
            framesAnimation   = Content.Load <Texture2D>(@"frames0Wasp");
            backGroundTexture = Content.Load <Texture2D>(@"BackField");
            //  thisModel = new BasicModel(Content.Load<Model>(@"bark"));
            hat = Content.Load <Texture2D>(@"hat");
            //  texture = Content.Load<Texture2D>(@"transparent");
            this.kinectColorVisualizer = Content.Load <Effect>("KinectColorVisualizer");
            // TODO: use this.Content to load your game content here
        }
示例#30
0
文件: SLAudio.cs 项目: thakgit/StiLib
        /// <summary>
        /// Loads the audio engine, sound bank and wave bank. Must be called before the audio system can be used.
        /// </summary>
        /// <param name="settingsFilePath">The filepath to the .xgs file.</param>
        /// <param name="memoryWBFilePath">The filepath to the .xwb in-memory wave bank.</param>
        /// <param name="streamWBFilePath">The filepath to the streaming wave bank with default -- offset: 0, packetsize: 64</param>
        /// <param name="SBFilePath">The filepath to the .xsb file.</param>
        public void Initialize(string settingsFilePath, string memoryWBFilePath, string streamWBFilePath, string SBFilePath)
        {
            try
            {
                audioEngine    = new AudioEngine(settingsFilePath + ".xgs");
                memoryWaveBank = new WaveBank(audioEngine, memoryWBFilePath + ".xwb");
                if (!string.IsNullOrEmpty(streamWBFilePath))
                {
                    streamWaveBank = new WaveBank(audioEngine, streamWBFilePath + ".xwb", 0, 64);
                }
                soundBank = new SoundBank(audioEngine, SBFilePath + ".xsb");

                isInitialized = true;
            }
            catch (Exception e)
            {
                MessageBox.Show(e.Message, "Audio System Initialization Failed !");
                isInitialized = false;
            }

            // Attempt to load some default AudioCatagories
            LoadCategories("Global", "Default", "Music");
        }