public void Stop(AudioStopOptions options) { lock (activeCues) { while (activeCues.Count > 0) { Cue curCue = activeCues[0]; curCue.Stop(options); } activeCues.Clear(); if (options == AudioStopOptions.Immediate) { lock (dyingCues) { while (dyingCues.Count > 0) { Cue curCue = dyingCues[0]; curCue.Stop(AudioStopOptions.Immediate); } dyingCues.Clear(); } } foreach (List <Cue> count in cueInstanceCounts.Values) { count.Clear(); } foreach (AudioCategory ac in subCategories) { ac.Stop(options); } } }
public void Stop(AudioStopOptions options) { while (activeCues.Count > 0) { Cue curCue = activeCues[0]; curCue.Stop(options); curCue.SetVariable("NumCueInstances", 0); cueInstanceCounts[curCue.Name] -= 1; } activeCues.Clear(); }
private SoundManager() { _audioEngine = new AudioEngine("Content/Sounds/TetrisGame.xgs"); _waveBank = new WaveBank(_audioEngine, "Content/Sounds/WaveBank.xwb"); _soundBank = new SoundBank(_audioEngine, "Content/Sounds/SoundBank.xsb"); _audioEngine.Update(); _currentMusic = _soundBank.GetCue("m_Silence"); _currentMusic.Stop(AudioStopOptions.Immediate); _currentSounds = new Cue[20]; SetMusicVolume(100); SetSoundVolume(100); }
public void Stop(AudioStopOptions options) { lock (activeCues) { while (activeCues.Count > 0) { Cue curCue = activeCues[0]; curCue.Stop(options); } activeCues.Clear(); foreach (List <Cue> count in cueInstanceCounts.Values) { count.Clear(); } } }
public override void Apply(Cue cue, XACTClip track, float elapsedTime) { StopEvent evt = (StopEvent)Event; AudioStopOptions stopOptions = evt.StopOptions; switch (evt.Scope) { case XACTClip.StopEventScope.Cue: cue.Stop(stopOptions); break; case XACTClip.StopEventScope.Track: /* FIXME: Need to stop this and ONLY this track * track.Stop(stopOptions); */ break; } Played = true; }
public GameOverScreen(PlayerIndex p1Index, PlayerIndex? p2Index, Player p1, Player p2, Cue actionBgm) : base("Game Over") { this.p1Index = p1Index; this.p2Index = p2Index; this.p1 = p1; this.p2 = p2; if (actionBgm.IsPlaying) actionBgm.Stop(AudioStopOptions.Immediate); MenuEntry share = new MenuEntry("Share Highscore"); MenuEntry restart = new MenuEntry("Restart Game"); MenuEntry back = new MenuEntry("Exit to Menu"); share.Selected += ShareSelected; restart.Selected += RestartSelected; back.Selected += BackSelected; MenuEntries.Add(restart); MenuEntries.Add(share); MenuEntries.Add(back); }
public void Restart() { firstPlayerHasJoined = false; App.Instance.Model.AddPlayer += new EventHandler<SurfaceTower.Model.EventArguments.PlayerArgs>(OnAddPlayer); App.Instance.Model.RemovePlayer += new EventHandler<SurfaceTower.Model.EventArguments.PlayerArgs>(OnRemovePlayer); App.Instance.Model.NewEnemy += new EventHandler<SurfaceTower.Model.EventArguments.EnemyArgs>(OnNewEnemy); App.Instance.Model.Tower.ZeroHealth += new EventHandler(Tower_ZeroHealth); heartbeatCue = soundBank.GetCue("Hearbeat"); introCue = soundBank.GetCue("Intro"); introCue.Play(); audioEngine.GetCategory("Music").SetVolume(MelodyPlayer.musicVolume); audioEngine.GetCategory("Drums").SetVolume(DrumPlayer.drumVolume); if(heartbeatCue.IsPlaying) heartbeatCue.Stop(AudioStopOptions.Immediate); if(heartbeatOnlyMode) heartbeatOnlyMode = false; if (outroCue != null && outroCue.IsPlaying) outroCue.Stop(AudioStopOptions.Immediate); }
/// <summary> /// Stops a sound immediately. /// </summary> /// <param name="cue">The handle of the sound to stop.</param> public static void stopCue(Cue cue) { cue.Stop(AudioStopOptions.Immediate); }
public void ChangeGameState(GameState state, int level) { if(splashDelay < 0){ currentGameState = state; CancelPowerUps(); switch (currentGameState) { case GameState.START: splashDelay = 10; splashScreen.SetData("Welcome to space Defender!", GameState.START); modelManager.Enabled = false; modelManager.Visible = false; splashScreen.Enabled = true; splashScreen.Visible = true; startMenu.Visible = false; startMenu.Enabled = false; break; case GameState.LEVEL_CHANGE: splashScreen.SetData("Level " + (level + 1), GameState.LEVEL_CHANGE); modelManager.Enabled = false; modelManager.Visible = false; splashScreen.Enabled = true; splashScreen.Visible = true; //Stop the sound track look trackCue.Stop(AudioStopOptions.Immediate); break; case GameState.PLAY: modelManager.Enabled = true; modelManager.Visible = true; splashScreen.Enabled = false; splashScreen.Visible = false; if (trackCue.IsPlaying) trackCue.Stop(AudioStopOptions.Immediate); //To play a stopped cue, get the cue from the sound back a gian trackCue = soundBank.GetCue("Tracks"); trackCue.Play(); break; case GameState.END: splashScreen.SetData("Game Over.\nLevel: " + (level + 1) + "\nScore: " + score, GameState.END); modelManager.Enabled = false; modelManager.Visible = false; splashScreen.Enabled = true; splashScreen.Visible = true; //Stop the sound loop trackCue.Stop(AudioStopOptions.Immediate); break; case GameState.PAUSE: splashScreen.SetData("Game Paused", GameState.PAUSE); modelManager.Enabled = false; modelManager.Visible = false; splashScreen.Enabled = true; splashScreen.Visible = true; //Stop the sound track look trackCue.Stop(AudioStopOptions.Immediate); break; case GameState.MENU: splashDelay = 10; modelManager.Enabled = false; modelManager.Visible = false; splashScreen.Enabled = false; splashScreen.Visible = false; startMenu.Visible = true; startMenu.Enabled = true; about.Visible = false; about.Enabled = false; instructions.Visible = false; instructions.Enabled = false; break; case GameState.ABOUT: splashDelay = 10; modelManager.Enabled = false; modelManager.Visible = false; splashScreen.Enabled = false; splashScreen.Visible = false; startMenu.Visible = false; startMenu.Enabled = false; about.Visible = true; about.Enabled = true; break; case GameState.INSTRUCTIONS: splashDelay = 10; modelManager.Enabled = false; modelManager.Visible = false; splashScreen.Enabled = false; splashScreen.Visible = false; startMenu.Visible = false; startMenu.Enabled = false; about.Visible = false; about.Enabled = false; instructions.Visible = true; instructions.Enabled = true; break; } } }
public Cue Stop(Cue cue) { cue.Stop(AudioStopOptions.AsAuthored); return cue; }
public void ChangeGameState(GameState state, int level) { currentGameState = state; CancelPowerUps(); switch (currentGameState) { case GameState.LEVEL_CHANGE: splashScreen.SetData("Level " + (level + 1), GameState.LEVEL_CHANGE); modelManager.Enabled = false; modelManager.Visible = false; splashScreen.Enabled = true; splashScreen.Visible = true; //Stop the sound track look trackCue.Stop(AudioStopOptions.Immediate); break; case GameState.PLAY: modelManager.Enabled = true; modelManager.Visible = true; splashScreen.Enabled = false; splashScreen.Visible = false; if (trackCue.IsPlaying) trackCue.Stop(AudioStopOptions.Immediate); //To play a stopped cue, get the cue from the sound back a gian trackCue = soundBank.GetCue("Tracks"); trackCue.Play(); break; case GameState.END: splashScreen.SetData("Game Over.\nLevel: " + (level + 1) + "\nScore: " + score, GameState.END); modelManager.Enabled = false; modelManager.Visible = false; splashScreen.Enabled = true; splashScreen.Visible = true; //Stop the sound loop trackCue.Stop(AudioStopOptions.Immediate); break; } }
/// <summary> /// stops the sound /// </summary> /// <param name="cue">playing sound</param> public bool StopSound(Cue cue) { if (soundOn == false || cue == null) return false; if (cue.IsPaused || cue.IsPlaying) { cue.Stop(AudioStopOptions.Immediate); return true; } return false; }
private void CloseSoundMain() { if (engineSound != null) { engineSound = soundBank.GetCue(bgmname); engineSound.Stop(AudioStopOptions.AsAuthored); waveBank.Dispose(); soundBank.Dispose(); engineSound.Dispose(); audioEngine.Update(); } }
/// <summary> /// Immediatly stops the sound currently playing. /// </summary> /// <param name="cue">The sound to be stopped</param> public static void StopSound(Cue cue) { cue.Stop(AudioStopOptions.AsAuthored); }
public void StopCue(Cue cue, AudioStopOptions options = AudioStopOptions.AsAuthored) { if (!cue.IsStopped) { cue.Stop(options); } }
private void StopSoundMainSE(string se) { if (engineSound2 != null) { engineSound2 = soundBank2.GetCue(se); engineSound2.Stop(AudioStopOptions.AsAuthored); waveBank2.Dispose(); soundBank2.Dispose(); engineSound2.Dispose(); audioEngine.Update(); engineSound2 = null; } }
public void Stop(Cue cue) { cue.Stop(AudioStopOptions.Immediate); }
/// <summary> /// Begin playing the music and beat tracking. /// </summary> public void play() { tick.Reset(); ResetBeats(); try { #if WINDOWS // System.Diagnostic.Debug.WriteLine("Playing: " + track.IsPlaying + //"\n Stopped: " + track.IsStopped + //"\n Stopping: " + track.IsStopping + //"\n Prepared: " + track.IsPrepared + //"\n Preparing: " + track.IsPreparing + //"\n Created: " + track.IsCreated; #endif //if (!track.IsPlaying)//Sometimes track.IsPlaying is true although track.IsDisposed is also true { track = soundBank.GetCue(currentTrack); track.Play(); } } catch (Exception e) { //System.Diagnostics.Debug.WriteLine(e.Message); if (track.IsPlaying) { track.Stop(AudioStopOptions.Immediate); } track = soundBank.GetCue(currentTrack); while (track.IsPreparing) { } track.Play(); } tick.Start(); shouldPlay = true; }
public virtual void Update(DodgerX gameobject, GameTime gameTime) { if (prevmousestate == null) prevmousestate = Mouse.GetState(); ElapseCounter += gameTime.ElapsedGameTime; if (ElapseCounter > SpawnObjectDelay) { ElapseCounter = ElapseCounter - SpawnObjectDelay; for (int i = 0; i < 2; i++) { AttackingObject ao = new AttackingObject(new Vector2(0, 0), new Vector2(0, 0), gameobject.attackerTexture); ao.SetRandomStartPosition(gameobject, 8); grd.Attackers.Add(ao); } } _grd.Update(gameobject, gameTime); MenuSelect = DodgerX.soundBank.GetCue("MenuSel"); //Update the selected item based on the mouse position. MenuStateItem foundhit = null; foreach (var msi in MenuItems) { if (msi.HitTest(gameobject, new Vector2(Mouse.GetState().X, Mouse.GetState().Y))) { foundhit = msi; break; } } if (SelectedItem != foundhit) { if (MenuSelect.IsPlaying) MenuSelect.Stop(AudioStopOptions.AsAuthored); try { MenuSelect.Play(); } catch { } } SelectedItem = foundhit; Debug.Print("SelectedItem is now " + (SelectedItem==null?"Null":SelectedItem.Caption)); if (SelectedItem != null) { if (Mouse.GetState().LeftButton == ButtonState.Pressed && prevmousestate.Value.LeftButton==ButtonState.Released) { //gameobject.CurrentState = SelectedItem.AdvanceState; InvokeClick(SelectedItem,gameobject); SelectedItem.AdvanceRoutine(SelectedItem, gameobject); } } prevmousestate = Mouse.GetState(); }
/// <summary> /// Stops a previously playing cue /// </summary> /// <param name="cue">The cue to stop that you got returned from Play(sound) /// </param> public static void Stop(Cue cue) { if (cue != null) { cue.Stop(AudioStopOptions.Immediate); } }