private AudioManager(Microsoft.Xna.Framework.Game game, string settingsFile, string waveBankFile, string soundBankFile) : base(game) { this.SoundEffectInstances = new List<SoundEffectInstance>(); try { this.audioEngine = new AudioEngine(settingsFile); this.waveBank = new WaveBank(this.audioEngine, waveBankFile, 0, 16); this.soundBank = new SoundBank(this.audioEngine, soundBankFile); } catch (NoAudioHardwareException) { this.audioEngine = null; this.waveBank = null; this.soundBank = null; } catch (InvalidOperationException) { this.audioEngine = null; this.waveBank = null; this.soundBank = null; } while (!this.waveBank.IsPrepared) { this.audioEngine.Update(); } }
public GameRoot() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; Instance = this; //http://msdn.microsoft.com/en-us/library/dd231915%28v=xnagamestudio.31%29.aspx nores on how to load audio engine. had to add xact.dll reference located in programfiles/microsoftxna/.../win/xact.dll //http://xboxforums.create.msdn.com/forums/p/102228/608489.aspx how to find other audio devices. // Initialize audio objects. engine = new AudioEngine(@"Content\Audio\Xact.xgs",TimeSpan.Zero,"{0.0.0.00000000}.{a26fe1c0-9b55-4670-a6fd-76d91685f704}"); soundBank = new SoundBank(engine, @"Content\Audio\Sound Bank.xsb"); waveBank = new WaveBank(engine, @"Content\Audio\Wave Bank.xwb"); //Console.WriteLine("SOUND ENGINE: " + engine.RendererDetails.ToString()); used to determine the redndererID //foreach (var r in engine.RendererDetails) //{ // Console.WriteLine(r.FriendlyName +","+ r.RendererId); //} graphics.PreferredBackBufferWidth = 1680;//(int)DisplaySize.X-150; graphics.PreferredBackBufferHeight = 1050;//(int)DisplaySize.Y -350; bloom = new BloomComponent(this); Components.Add(bloom); bloom.Settings = new BloomSettings(null, .25f, 4, 2, 1, 1.5f, 1); IsFixedTimeStep = true; //TargetElapsedTime = TimeSpan.FromSeconds(1.0 / 120); }
public MoteurAudio() { engine = new AudioEngine(@"Content\Sons\Ambiance sonore.xgs"); waveBank = new WaveBank(engine, @"Content\Sons\Wave Bank.xwb"); soundBank = new SoundBank(engine, @"Content\Sons\Sound Bank.xsb"); musiques = new Song[2]; }
public FieldPong() { graphics = new GraphicsDeviceManager(this); content = new ContentManager(Services); graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; graphics.MinimumPixelShaderProfile = ShaderProfile.PS_2_0; graphics.SynchronizeWithVerticalRetrace = true; physicsSimulator = new PhysicsSimulator(new Vector2(0)); physicsSimulator.AllowedPenetration = 0.3f; physicsSimulator.BiasFactor = 1.0f; Services.AddService(typeof(PhysicsSimulator), physicsSimulator); screenManager = new ScreenManager(this); Components.Add(screenManager); bloomProcessor = new BloomPostProcessor(this); Components.Add(bloomProcessor); // Uncomment this to monitor the FPS: //fpsCounter = new FrameRateCounter(this); //Components.Add(fpsCounter); audioEngine = new AudioEngine("Content\\Audio\\FieldPongAudio.xgs"); waveBank = new WaveBank(audioEngine, "Content\\Audio\\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, "Content\\Audio\\Sound Bank.xsb"); backgroundMusic = soundBank.GetCue("GameSong0010 16 Bit"); backgroundMusic.Play(); }
public static void Initialize() { audioEngine = new AudioEngine("Content/Sounds.xgs"); soundBank = new SoundBank(audioEngine, "Content/Sound Bank.xsb"); waveBank = new WaveBank(audioEngine, "Content/Wave Bank.xwb"); soundsPlaying = new List<Cue>(); }
public cAudio() { _instance = this; _engine = new AudioEngine("Resources/Audio/Portal2DSounds.xgs"); _waveBank = new WaveBank(_engine, "Resources/Audio/Wave Bank.xwb"); _soundBank = new SoundBank(_engine, "Resources/Audio/Sound Bank.xsb"); }
public GameplayScreen(GraphicsDevice g, byte _gameType) { audioEngine = new AudioEngine(@"Content\Audio\Sounds.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb"); BGM = new Cue[9]; graphicsDevice = g; graphicsDevice.RenderState.DepthBufferEnable = true; spriteBatch = new SpriteBatch(g); GameOverScreen = new MessageBoxScreen(" " + Score, false); CongratulationsScreen = new MessageBoxScreen(" ", false); PauseMenu = new PauseMenuScreen(); WorldMatrix = Matrix.Identity; SwitchCue = false; PauseCue = false; GameOverState = false; tmrVibrate = new TimeSpan(); tmrVibrate = TimeSpan.Zero; sourceRect = new Rectangle(0, 0, 64, 16); GameType = _gameType; currentcue = 0; if (GameType > 0) { timespan = 10; Randomizer = new Random(); tmrTimer = new TimeSpan(); tmrTimer = TimeSpan.Zero; } }
/// <summary> /// Create sound /// </summary> static Sound() { try { string dir = Directories.SoundsDirectory; audioEngine = new AudioEngine( Path.Combine(dir, "XnaShooter.xgs")); waveBank = new WaveBank(audioEngine, Path.Combine(dir, "Wave Bank.xwb")); // Dummy wavebank call to get rid of the warning that waveBank is // never used (well it is used, but only inside of XNA). if (waveBank != null) soundBank = new SoundBank(audioEngine, Path.Combine(dir, "Sound Bank.xsb")); // Get the music category to change the music volume and stop music musicCategory = audioEngine.GetCategory("Music"); } // try catch (Exception ex) { // Audio creation crashes in early xna versions, log it and ignore it! Log.Write("Failed to create sound class: " + ex.ToString()); } // catch }
private AudioEngineManager() { //create and use appropriate XACT objects audioEngine = new AudioEngine("Content\\Audio\\datx02.xgs"); soundBank = new SoundBank(audioEngine, "Content\\Audio\\SoundEffects.xsb"); waveBank = new WaveBank(audioEngine, "Content\\Audio\\SoundEffectWaves.xwb"); }
public override void Load() { try { m_AudioEngine = new AudioEngine(m_RootDirectory + "sounds.xgs"); if (m_AudioEngine != null) { m_WaveBank = new WaveBank(m_AudioEngine, (m_RootDirectory + "Wave Bank.xwb")); m_SoundBank = new SoundBank(m_AudioEngine, (m_RootDirectory + "Sound Bank.xsb")); // Get sound categories AudioCategory soundCategory = m_AudioEngine.GetCategory("Sounds"); AudioCategory musicCategory = m_AudioEngine.GetCategory("Music"); // Set into the custom categories m_SoundCategory = new CustomAudioCategory(soundCategory); m_MusicCategory = new CustomAudioCategory(musicCategory); } } catch (Exception e) { Console.WriteLine(e.ToString()); } }
public NunChuckEnemy(Random rand, AudioEngine engine, SoundBank soundBank, WaveBank waveBank) { this.engine = engine; this.soundBank = soundBank; this.waveBank = waveBank; int side = rand.Next(5); if (side == 1) { position = new Vector2(rand.Next(GraphicsViewport.Width), 0f); } if (side == 2) { position = new Vector2(0f, rand.Next(GraphicsViewport.Height)); } if (side == 3) { position = new Vector2(rand.Next(GraphicsViewport.Width), GraphicsViewport.Height); } if (side == 4) { position = new Vector2(GraphicsViewport.Width, rand.Next(GraphicsViewport.Height)); } origin = new Vector2(0f, 0f); rotation = 0; velocity = 10; boxSize = 25; tint = new Color(255, 255, 255, 255); collided = false; fired = false; }
public AudioManager(AudioEngine e, WaveBank wb, SoundBank sb) { Engine = e; WaveBank = wb; SoundBank = sb; singleton = this; }
/// <summary> /// Create an empty world. /// </summary> /// <param name="parentScreen">The screen this world will be updated in.</param> public World(Screen parentScreen, Player player) : base(parentScreen) { this.worldObjects = new List<WorldObject>(); this.player = player; ParentScreen.Components.Add(player); this.interactiveLayers = new Dictionary<int, TileMapLayer>(); this.parallaxLayers = new Dictionary<int, TileMapLayer>(); batchService = (ISpriteBatchService)this.Game.Services.GetService(typeof(ISpriteBatchService)); otherMaps = new List<TileMap>(); //Set up Sound systems audioEngine = new AudioEngine("Content\\System\\Sounds\\Win\\SoundFX.xgs"); soundBank = new SoundBank(audioEngine, "Content\\System\\Sounds\\Win\\GameSoundBank.xsb"); waveBank = new WaveBank(audioEngine, "Content\\System\\Sounds\\Win\\GameWavs.xwb"); // Set up our collision systems: spriteCollisionManager = new SpriteSpriteCollisionManager(this.Game, batchService, 40, 40); ParentScreen.Components.Add(spriteCollisionManager); bgm = this.Game.Content.Load<Song>("System\\Music\\DesertBGM"); MediaPlayer.IsRepeating = true; MediaPlayer.Play(bgm); LoadCtorInfos(); }
private SoundEngine() { return; _engine = new AudioEngine("Content\\Sounds\\Sounds.xgs"); _wavebank = new WaveBank(_engine, "Content\\Sounds\\Wave Bank.xwb"); _soundbank = new SoundBank(_engine, "Content\\Sounds\\Sound Bank.xsb"); }
public static void InitializeAudioManager(ContentManager cm) { audioEngine = new AudioEngine("Content//Music//music.xgs"); waveBank = new WaveBank(audioEngine, "Content//Music//Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, "Content//Music//Sound Bank.xsb"); //TODO: initialize SoundEffects worldShatter = cm.Load<SoundEffect>("SFX/DimensionShatter"); doorClose = cm.Load<SoundEffect>("SFX/DoorClose"); doorOpen = cm.Load<SoundEffect>("SFX/DoorOpen"); portal = cm.Load<SoundEffect>("SFX/EnterPortal"); bridgeBarrier = cm.Load<SoundEffect>("SFX/HitBarrier"); objectDestroyed = cm.Load<SoundEffect>("SFX/ObjectDestroyed"); playerDie = cm.Load<SoundEffect>("SFX/PlayerDie"); playerRevive = cm.Load<SoundEffect>("SFX/PlayerRevive"); portalItem = cm.Load<SoundEffect>("SFX/PortalItemGet"); switchActivate = cm.Load<SoundEffect>("SFX/SwitchActivate"); switchDeactivate = cm.Load<SoundEffect>("SFX/SwitchDeactivate"); bridgeBreaking = cm.Load<SoundEffect>("SFX/ObjectDestroyed"); //Change playerJump = cm.Load<SoundEffect>("SFX/PlayerJump"); playerLand = cm.Load<SoundEffect>("SFX/PlayerLand"); playerPsyActivate = cm.Load<SoundEffect>("SFX/PsyActivate"); playerPsyDeactivate = cm.Load<SoundEffect>("SFX/PsyDeactivate"); checkpoint = worldShatter; //Change? signal = bridgeBarrier; //Do -> Change? pause = cm.Load<SoundEffect>("SFX/pause"); //Change //menuMove = cm.Load<SoundEffect>("SFX/menuBlip"); menuMove = bridgeBarrier; //menuSelect = cm.Load<SoundEffect>("SFX/menuSelect"); menuSelect = worldShatter; }
public Ship(GameObjType _type, Sprite_Proxy _spriteRef) { type = _type; spriteRef = _spriteRef; waveBank = WaveBankManager.WaveBank(); soundBank = SoundBankManager.SoundBank(); }
public Audio(Game game) : base(game) { // Load all the audio data audioEngine = new AudioEngine(@"Content\Audio\FinalProject.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb"); }
public Audio(string clip, string settings, string waveBank, string soundBank, Game game) : base(game) { this.audioEngine = new AudioEngine(this.Game.Content.RootDirectory + @"\" + settings); this.waveBank = new WaveBank(this.audioEngine, this.Game.Content.RootDirectory + @"\" + waveBank); this.soundBank = new SoundBank(this.audioEngine, this.Game.Content.RootDirectory + @"\" + soundBank); this.sound = this.soundBank.GetCue(clip); }
public override void Initialize() { engine = new AudioEngine("Content\\audio\\siegeAudio.xgs"); waveBank = new WaveBank(engine, "Content\\audio\\Wave Bank.xwb"); soundBank = new SoundBank(engine, "Content\\audio\\Sound Bank.xsb"); base.Initialize(); }
/// <summary> /// Constructs the manager for audio playback of all cues. /// </summary> /// <param name="game">The game that this component will be attached to.</param> /// <param name="settingsFile">The filename of the XACT settings file.</param> /// <param name="waveBankFile">The filename of the XACT wavebank file.</param> /// <param name="soundBankFile">The filename of the XACT soundbank file.</param> public AudioManager(Game game, string settingsFile, string waveBankFile, string soundBankFile) : base(game) { engine = new AudioEngine(settingsFile); waves = new WaveBank(engine, waveBankFile); sounds = new SoundBank(engine, soundBankFile); }
protected override void LoadGraphicsContent(bool loadAllContent) { audio = new AudioEngine("Content/Audio/TOBam.xgs"); waveBank = new WaveBank(audio, "Content/Audio/Wave Bank.xwb"); soundBank = new SoundBank(audio, "Content/Audio/Sound Bank.xsb"); TOBamGame.soundBank.PlayCue("required_ttc"); base.LoadGraphicsContent(loadAllContent); }
public SoundManager() { audioEngine = new AudioEngine(@"Content/Sounds/GameSounds.xgs"); waveBank = new WaveBank(audioEngine, @"Content/Sounds/Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content/Sounds/Sound Bank.xsb"); Songs = new Dictionary<string, SoundEffectInstance>(); }
public Audio(string ae, string wb, string sb, string cn) { this.audioEngine = new AudioEngine(ae); this.waveBank = new WaveBank(audioEngine, wb); this.soundBank = new SoundBank(audioEngine, sb); this.cueName = cn; playStat = false; }
public AudioManager(Game game, string settingsFile, string soundbankFile, string soundEffectsWaveBankFile, string musicWaveBankFile) : base(game) { _audioEngine = new AudioEngine(settingsFile); _soundBank = new SoundBank(_audioEngine, soundbankFile); _soundEffectsBank = new WaveBank(_audioEngine, soundEffectsWaveBankFile); _musicBank = new WaveBank(_audioEngine, musicWaveBankFile, 0, 16); }
public AudioEM(Microsoft.Xna.Framework.Game game) { content = new ContentManager(game.Services, "main"); audioEngine = new AudioEngine(@"main\audio\soundEngine.xgs"); musicWaves = new WaveBank(audioEngine, @"main\audio\musicWaves.xwb"); musicSounds = new SoundBank(audioEngine, @"main\audio\musicSounds.xsb"); }
public Game() { new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; _engine = new AudioEngine("Content\\Sounds.xgs"); _soundBank = new SoundBank(_engine, "Content\\Sound Bank.xsb"); _waveBank = new WaveBank(_engine, "Content\\Wave Bank.xwb"); }
public Music() { String path = System.Environment.CurrentDirectory; path = path.Replace(@"\bin\Debug", @"\Resources"); audioEngine = new AudioEngine(path + @"\sound.xgs"); waveBank = new WaveBank(audioEngine, path + @"\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, path + @"\Sound Bank.xsb"); }
public void LoadContent(string path) { engine = new AudioEngine(path + "sounds.xgs"); sounds = new SoundBank(engine, path + "Sound Bank.xsb"); waves = new WaveBank(engine, path + "Wave Bank.xwb"); categories = new Dictionary<string, AudioCategory>(); categories.Add("Music", engine.GetCategory("Music")); categories.Add("Default", engine.GetCategory("Default")); }
public XactBgm(SoundBank soundBank, WaveBank waveBank, string cueName) { sb = soundBank; wb = waveBank ; this.cueName = cueName; cue = sb.GetCue(cueName); }
/// <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(Path.Combine(directoryToXwb, "MusicPackInformation.json")); if (this.musicPackInformation == null) { 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 = new SoundBank(Game1.audioEngine, this.SoundBankPath); this.loadMusicFiles(); }
internal void INTERNAL_addWaveBank(string name, WaveBank waveBank) { INTERNAL_waveBanks.Add(name, waveBank); }
public static void Initialize() { // Initialize audio objects. engine = new AudioEngine(@"Content/sound/tglrf.xgs"); soundBank = new SoundBank(engine, @"Content/sound/Sound Bank.xsb"); waveBank = new WaveBank(engine, @"Content/sound/Wave Bank.xwb"); }