本文整理汇总了C#中IAudioStream.Play方法的典型用法代码示例。如果您正苦于以下问题:C# IAudioStream.Play方法的具体用法?C# IAudioStream.Play怎么用?C# IAudioStream.Play使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类IAudioStream
的用法示例。
在下文中一共展示了IAudioStream.Play方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Test1
public bool Test1(IAudioStream audio, int state)
{
if (state == 0)
Debug.WriteLine("Test #1: play, pause, stop and global stop");
if (state == 2)
{
Debug.WriteLine("----> play for five seconds");
audio.Play();
}
if (state == 7)
{
Debug.WriteLine("----> pause music for two seconds");
audio.Pause();
}
if (state == 9)
{
Debug.WriteLine("----> play music for five seconds");
audio.Play();
}
if (state == 14)
{
Debug.WriteLine("----> stop music for two seconds");
audio.Stop();
}
if (state == 16)
{
Debug.WriteLine("----> play music for five seconds");
audio.Play();
}
if (state == 21)
{
Debug.WriteLine("----> global stop for two seconds");
Audio.Instance.Stop();
}
if (state == 23)
{
Debug.WriteLine("----> play music for five seconds");
audio.Play();
}
if (state != 28)
return false;
audio.Stop();
return true;
}
示例2: Test2
public bool Test2(IAudioStream audio, int state)
{
if (state == 0)
Debug.WriteLine("Test #2: lower global volume from 100 to 0");
if (state >= 2)
{
Audio.Instance.SetVolume(100 - ((state - 2)*20));
Debug.WriteLine("----> global volume set to: " + Audio.Instance.GetVolume());
audio.Play();
}
return state == 7;
}
示例3: Test3
public bool Test3(IAudioStream audio, int state)
{
if (state == 0)
{
Audio.Instance.SetVolume(100);
audio.Volume = 0;
Debug.WriteLine("Test #3: raise individual volume from 0 to 100");
}
if (state >= 2)
{
audio.Volume = ((state - 2)*20);
Debug.WriteLine("----> individual volume set to: " + audio.Volume);
audio.Play();
}
return (state == 7);
}
示例4: Test7
public bool Test7(IAudioStream audio, int state)
{
if (state == 0)
Debug.WriteLine("Test #7: individual panning from right to left");
if (state == 2)
audio.Play();
if (state >= 2 && state < 19)
{
audio.Panning = 100 - ((state - 2)*12.5f);
Debug.WriteLine("----> individual panning set to: " + audio.Panning);
}
if (state != 19)
return false;
audio.Stop();
return true;
}
示例5: Test6
public bool Test6(IAudioStream audio, int state)
{
if (state == 0)
Debug.WriteLine("Test #6: global panning from left to right");
if (state == 2)
audio.Play();
if (state >= 2 && state < 19)
{
Audio.Instance.SetPanning(-100 + ((state - 2)*12.5f));
Debug.WriteLine("----> global panning set to: " + audio.Panning);
}
if (state != 19)
return false;
audio.Stop();
Audio.Instance.SetPanning(0);
return true;
}
示例6: Test5
public bool Test5(IAudioStream audio, int state)
{
if (state == 0)
Debug.WriteLine("Test #5: looping for 2 seconds with loop as parameter");
if (state == 2)
audio.Play(true);
if (state != 4)
return false;
audio.Loop = false;
return true;
}
示例7: Test4
public bool Test4(IAudioStream audio, int state)
{
if (state == 0)
Debug.WriteLine("Test #4: looping for 2 seconds with loop as attribute");
if (state == 2)
{
audio.Loop = true;
audio.Play();
}
if (state != 4)
return false;
audio.Loop = false;
return true;
}
示例8: Init
public override void Init()
{
// Initialisierung der Sound-Dateien (.mp3)
_ton_sammeln = Audio.Instance.LoadFile("Assets/schmotzer1.mp3", true);
_ton_weg = Audio.Instance.LoadFile("Assets/Klick2.mp3", true);
_ton_abgeben = Audio.Instance.LoadFile("Assets/slash1.mp3", true);
_ton_fliegen = Audio.Instance.LoadFile("Assets/biene_LOOP2.mp3", true);
_ton_hintergrund = Audio.Instance.LoadFile("Assets/backgroundmusic_tech.mp3",true);
// Initialisierung der Fenstergröße
_screenWidth = Screen.PrimaryScreen.Bounds.Width;
_screenWidthAspect = 1;
_screenHeight = Screen.PrimaryScreen.Bounds.Height;
_screenHeightAspect = 1;
SetWindowSize(_screenWidth, _screenHeight / 9 * 2, true, 0, 0);
var seri = new Serializer();
#region LevelInit
using (var fileLevel = File.OpenRead(@"Assets/ground.fus"))
{
_levelSC = seri.Deserialize(fileLevel, null, typeof(SceneContainer)) as SceneContainer;
}
_levelSR = new SceneRenderer(_levelSC, "Assets");
_levelSOC = FindByName("landscape_container", _levelSC.Children);
//_levelSOC.Transform.Scale = _levelSOC.Transform.Scale / 30;
using (var fileLevel = File.OpenRead(@"Assets/Bienenstock.fus"))
{
_stockSC = seri.Deserialize(fileLevel, null, typeof(SceneContainer)) as SceneContainer;
}
_stockSR = new SceneRenderer(_stockSC, "Assets");
_stockSOC = FindByName("bienenstock", _stockSC.Children);
#endregion
#region PlayerInit
using (var filePlayer = File.OpenRead(@"Assets/Biene.fus"))
{
_playerSC = seri.Deserialize(filePlayer, null, typeof(SceneContainer)) as SceneContainer;
}
_playerSR = new SceneRenderer(_playerSC, "Assets");
_playerSOC = FindByName("Biene", _playerSC.Children);
_playerSOC.Transform.Scale = _playerSOC.Transform.Scale / 25;
_playerSOC.Transform.Rotation.z = _twoPi/2;
_playerSOC.Transform.Rotation.x = _twoPi/2;
if (_playerSOC != null)
{
_playerSOC.Transform.Translation.z = 200;
_playerSOC.Transform.Translation.y = 500;
}
#endregion
#region ArrayInit
_sOClist = new SceneObjectContainer[_lanesArray][];
_sRlist = new SceneRenderer[_lanesArray][];
_scene = new SceneContainer[_lanesArray][];
for (int c1 = 0; c1 < _sOClist.Length; c1++)
{
_sOClist[c1] = new SceneObjectContainer[_arrayLength];
}
for (int c2 = 0; c2 < _sOClist.Length; c2++)
{
_sRlist[c2] = new SceneRenderer[_arrayLength];
}
for (int c3 = 0; c3 < _sOClist.Length; c3++)
{
_scene[c3] = new SceneContainer[_arrayLength];
}
//Enemy
_enemySOClist = new SceneObjectContainer[_lanesArray][];
_enemySRlist = new SceneRenderer[_lanesArray][];
_enemyScene = new SceneContainer[_lanesArray][];
for (int c1 = 0; c1 < _enemySOClist.Length; c1++)
{
_enemySOClist[c1] = new SceneObjectContainer[_arrayLength];
}
for (int c2 = 0; c2 < _enemySOClist.Length; c2++)
{
_enemySRlist[c2] = new SceneRenderer[_arrayLength];
}
for (int c3 = 0; c3 < _enemySOClist.Length; c3++)
{
_enemyScene[c3] = new SceneContainer[_arrayLength];
}
_objCountOnLane = new int[_lanesArray];
for (int c4 = 0; c4 < _objCountOnLane.Length; c4++)
{
_objCountOnLane[c4] = 0;
}
_enemyMove = new bool[_arrayLength];
for (int c5 = 0; c5 < _enemyMove.Length; c5++)
{
_enemyMove[c5] = true;
}
#endregion
//.........这里部分代码省略.........