本文整理汇总了C#中Microsoft.Xna.Framework.Audio.AudioEngine.Update方法的典型用法代码示例。如果您正苦于以下问题:C# AudioEngine.Update方法的具体用法?C# AudioEngine.Update怎么用?C# AudioEngine.Update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Microsoft.Xna.Framework.Audio.AudioEngine
的用法示例。
在下文中一共展示了AudioEngine.Update方法的15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: Audio
/// <summary>
/// Initialises the Audio engine
/// </summary>
/// <param name="audioFilePath">A string containing the file path to your Xact file ( make sure to put ".xgs" at the end of the string i.e - "Content\\example.xgs"</param>
public Audio(string audioFilePath)
{
// Initialize audio objects.
engine = new AudioEngine(audioFilePath);
//"Content\\Audio\\PlaySound.xgs");
soundBank = new SoundBank(engine, "Content\\Sound Bank.xsb");
// Create streaming wave bank.
waveBank = new WaveBank(engine, "Content\\Wave Bank.xwb");
// must call update
engine.Update();
}
示例2: SoundManager
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);
}
示例3: AudioManager
/// <summary>
/// Initialize the audio manager.
/// </summary>
public AudioManager()
{
engine = new AudioEngine("Resources/Audio/Equinox.xgs");
sfxWaveBank = new WaveBank(engine, "Resources/Audio/Sound.xwb");
sfxSoundBank = new SoundBank(engine, "Resources/Audio/Sound.xsb");
musicWaveBank = new WaveBank(engine, "Resources/Audio/Music.xwb", 0, (short) 16);
musicSoundBank = new SoundBank(engine, "Resources/Audio/Music.xsb");
engine.Update();
}
示例4: LoadSoundContent
public static void LoadSoundContent(string basePath)
{
basePath += "/";
audio = new AudioEngine(basePath + "sound/music/AnimoNex.xgs");
waves = new WaveBank(audio, basePath + "sound/music/Wave Bank.xwb");
soundBank = new SoundBank(audio, basePath + "sound/music/Sound Bank.xsb");
musicAudio = new AudioEngine(basePath + "sound/music/AnimoNexMusic.xgs");
music = new WaveBank(musicAudio,basePath + "sound/music/musicWaves.xwb",0,8);
musicSoundBank = new SoundBank(musicAudio, basePath + "sound/music/musicSoundBank.xsb");
musicAudio.Update();
mainMenuFunc.mm_introMusic = sounds.musicSoundBank.GetCue("mm_intro");
mainMenuFunc.mm_LoopingMusic = sounds.musicSoundBank.GetCue("mm_loop");
}
示例5: Init
public override bool Init()
{
clavier = new KeyboardState();
clavier_prec = Keyboard.GetState();
spriteBatch = new SpriteBatch(graphics.GraphicsDevice);
texte = Content.Load<SpriteFont>("Polices/menu");
image_fail = Content.Load<Texture2D>("Images/BackGround_PERDU");
metal_tex = Content.Load<Texture2D>("Images/blanc");
// Sons et musiques
Audio = new AudioEngine("Content/Musiques/ambiance.xgs");
// Chargement des banques
BanqueSon = new SoundBank(Audio, "Content/Musiques/Sound Bank.xsb");
BanqueWave = new WaveBank(Audio, "Content/Musiques/Wave Bank.xwb");
son_menu_validation = "menu_validation";
Audio.Update();
return base.Init();
}
示例6: TowerAudioEngine
public TowerAudioEngine(BaseModel baseModel)
{
try
{
this.baseModel = baseModel;
audioEngine = new AudioEngine("Content/8bit.xgs");
audioEngine.Update();
//setting the values in App.Instance.Music
App.Instance.Model.Music.TimeSignature = new TimeSignature(4, 4);
App.Instance.Model.Music.Tempo = 60;
App.Instance.Model.Music.ClicksPerBeat = 4;
//this is needed as the constructor does something magical which allows the sounds to play
waveBanks = new LinkedList<WaveBank>();
waveBanks.Add(new WaveBank(audioEngine, "Content/Drum Bank.xwb"));
waveBanks.Add(new WaveBank(audioEngine, "Content/Effect Bank.xwb"));
waveBanks.Add(new WaveBank(audioEngine, "Content/Eva Bank.xwb"));
waveBanks.Add(new WaveBank(audioEngine, "Content/Simpleb Bank.xwb"));
waveBanks.Add(new WaveBank(audioEngine, "Content/Spaceb Bank.xwb"));
waveBanks.Add(new WaveBank(audioEngine, "Content/Weeping Bank.xwb"));
drumPlayer = new DrumPlayer(audioEngine);
melodyPlayer = new MelodyPlayer(audioEngine);
effectPlayer = new EffectPlayer(audioEngine, this);
App.Instance.Model.Music.Click += new EventHandler(OnClick);
App.Instance.Model.Music.Beat += new EventHandler(OnBeat);
App.Instance.Model.Music.Bar += new EventHandler(OnBar);
App.Instance.Model.Update += new EventHandler<SurfaceTower.Model.EventArguments.UpdateArgs>(OnUpdate);
}
catch (InvalidOperationException)
{
Console.WriteLine("There is no audio device plugged in. AudioEngine will not be used.");
}
}
示例7: Initialize
/// <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()
{
base.Initialize();
Root.DisplayManager.WindowTitle = "Audio Test";
sceneGraph = new gxtSceneGraph();
Content.RootDirectory = "Content";
audioEngine = new AudioEngine("Content\\Audio\\gxt_test_sounds.xgs");
soundBank = new SoundBank(audioEngine, "Content\\Audio\\gxt_test_sound_bank.xsb");
waveBank = new WaveBank(audioEngine, "Content\\Audio\\gxt_test_wave_bank.xwb");
audioEngine.Update();
Cue cue = soundBank.GetCue("park_1");
cue.Play();
if (gxtDebugDrawer.SingletonIsInitialized)
{
debugDrawerId = gxtDebugDrawer.Singleton.GetNewId();
gxtDebugDrawer.Singleton.AddSceneGraph(debugDrawerId, sceneGraph);
gxtDebugDrawer.Singleton.CurrentSceneId = debugDrawerId;
//gxtDebugDrawer.Singleton.SetTargetDrawManager(world.DrawManager);
gxtDebugDrawer.Singleton.DebugFont = Content.Load<SpriteFont>("Fonts\\debug_font");
//gxtDebugDrawer.Singleton.SetDebugFont(Root);
}
}
示例8: LoadContent
/// <summary>
/// Loads graphics content for this screen. The background texture is quite
/// big, so we use our own local ContentManager to load it. This allows us
/// to unload before going from the menus into the game itself, wheras if we
/// used the shared ContentManager provided by the Game class, the content
/// would remain loaded forever.
/// </summary>
public override void LoadContent()
{
if (content == null)
content = new ContentManager(ScreenManager.Game.Services, "Content");
backgroundTexture = content.Load<Texture2D>("SpaceBackground");
audioEngine = new AudioEngine("Content\\soundProject.xgs");
waveBankSFX = new WaveBank(audioEngine, "Content\\SFX.xwb");
waveBankBGM = new WaveBank(audioEngine, "Content\\BGM.xwb", 0, 4);
soundBank = new SoundBank(audioEngine, "Content\\Sound Bank.xsb");
audioEngine.Update();
musicCategory = audioEngine.GetCategory("Music");
musicCategory.SetVolume(OptionsMenuScreen.bgmVolume / 10);
soundBank.GetCue("menubgm").Play();
}
示例9: LoadContent
/// <summary>
/// Load graphics content for the game.
/// </summary>
public override void LoadContent()
{
if (content == null)
content = new ContentManager(ScreenManager.Game.Services, "Content");
gameFont = content.Load<SpriteFont>("gamefont");
#region Effects
ToonEffect = content.Load<Effect>("Toon");
ToonTexture = content.Load<Texture2D>("SketchTexture");
bloomEffects = new BloomComponent(ScreenManager.Game);
ScreenManager.Game.Components.Add(bloomEffects);
bloomEffects.Settings = BloomSettings.PresetSettings[bloomSettingsIndex];
bloomEffects.Visible = OptionsMenuScreen.BloomOn;
#endregion
Player1Texture = content.Load<Texture2D>("Player1");
BulletTexture = content.Load<Texture2D>("Bullet");
ParticleTexture = content.Load<Texture2D>("Laser");
ShipParticleTexture = content.Load<Texture2D>("Glow");
enemyTexture01 = content.Load<Texture2D>("Enemy_01");
enemyTexture02 = content.Load<Texture2D>("Enemy_02");
enemyTexture03 = content.Load<Texture2D>("Enemy_03");
asteroidsModel = content.Load<Model>("Asteroids");
audioEngine = new AudioEngine("Content\\soundProject.xgs");
waveBankSFX = new WaveBank(audioEngine, "Content\\SFX.xwb");
waveBankBGM = new WaveBank(audioEngine, "Content\\BGM.xwb", 0, 4);
soundBank = new SoundBank(audioEngine, "Content\\Sound Bank.xsb");
emitter = new AudioEmitter();
listener = new AudioListener();
audioEngine.Update();
defaultCategory = audioEngine.GetCategory("Default");
defaultCategory.SetVolume(OptionsMenuScreen.sfxVolume / 10);
musicCategory = audioEngine.GetCategory("Music");
musicCategory.SetVolume(OptionsMenuScreen.bgmVolume / 10);
cue = soundBank.GetCue("gamebgm");
cue.Play();
GameStart();
// 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();
}
示例10: LoadContent
public override void LoadContent()
{
if (content == null)
content = new ContentManager(ScreenManager.Game.Services, "Content");
audioEngine = new AudioEngine("Content\\soundProject.xgs");
waveBankSFX = new WaveBank(audioEngine, "Content\\SFX.xwb");
waveBankBGM = new WaveBank(audioEngine, "Content\\BGM.xwb", 0, 4);
soundBank = new SoundBank(audioEngine, "Content\\Sound Bank.xsb");
audioEngine.Update();
defaultCategory = audioEngine.GetCategory("Default");
defaultCategory.SetVolume(OptionsMenuScreen.sfxVolume / 10);
}
示例11: Initialize
public static void Initialize(Game game)
{
SoundManager.content = game.Content;
soundEffects = new List<SoundEffectInstance>();
effectsLib = new Dictionary<SoundEffects, string>();
audioEngine = new AudioEngine(settingsFile);
musicWaveB = new WaveBank(audioEngine, musicWaveBank);
waveBank = new WaveBank(audioEngine, waveBankName);
soundBank = new SoundBank(audioEngine, soundbankName);
//effectsLib.Add(SoundEffects.SHIFT_1, "ferrarif355 1");
//effectsLib.Add(SoundEffects.SHIFT_2, "ferrarif355 2");
//effectsLib.Add(SoundEffects.SHIFT_3, "ferrarif355 3");
//effectsLib.Add(SoundEffects.SHIFT_4, "ferrarif355 4");
effectsLib.Add(SoundEffects.SHIFT_1, "evo7 1");
effectsLib.Add(SoundEffects.SHIFT_2, "evo7 2");
effectsLib.Add(SoundEffects.SHIFT_3, "evo7 3");
effectsLib.Add(SoundEffects.SHIFT_4, "evo7 4");
effectsLib.Add(SoundEffects.CHECKPOINT_1, "checkpoint");
effectsLib.Add(SoundEffects.CROWDSOUND, "CrowdCheering");
effectsLib.Add(SoundEffects.SONG, "LevelSong");
effectsLib.Add(SoundEffects.CRASH_1, "crash1");
effectsLib.Add(SoundEffects.CRASH_2, "crash2");
effectsLib.Add(SoundEffects.CRASH_3, "crash3");
effectsLib.Add(SoundEffects.ROAD_RIDE, "road-ride");
effectsLib.Add(SoundEffects.OUTOFROAD, "outOfRoad");
effectsLib.Add(SoundEffects.OUTOFTIME, "TimeUp");
audioEngine.Update();
}
示例12: Init
public override bool Init()
{
menu = new string[] { "Nouvelle Partie", "Reprendre", "Options", "Crédits", "Quitter" };
curseur = 0;
clavier = new KeyboardState();
clavier_prec = Keyboard.GetState();
spriteBatch = new SpriteBatch(graphics.GraphicsDevice);
texte = Content.Load<SpriteFont>("Polices/menu");
banniere = Content.Load<Texture2D>("Images/banniere");
// Sons et musiques
Audio = new AudioEngine("Content/Musiques/ambiance.xgs");
// Chargement des banques
BanqueSon = new SoundBank(Audio, "Content/Musiques/Sound Bank.xsb");
BanqueWave = new WaveBank(Audio, "Content/Musiques/Wave Bank.xwb");
Config.musique_menu = BanqueSon.GetCue("menu");
son_menu_curseur = "menu_curseur";
son_menu_validation = "menu_validation";
son_menu_retour = "menu_retour";
Config.musique_menu.Play();
Audio.Update();
compteur_decalage = 0;
return base.Init();
}
示例13: LoadContent
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Set Some Variables
float padX = 24; // Paddle Width
float padY = 64; // Paddle Height
float ballD = 32; // Ball Diameter
Random rnd = new Random();
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// Load the SoundEffect resource
walls = Content.Load<SoundEffect>("VOLTAGE");
miss = Content.Load<SoundEffect>("neat");
win = Content.Load<SoundEffect>("score");
lose = Content.Load<SoundEffect>("miss");
killshot = Content.Load<SoundEffect>("killshot");
// Load files built from XACT project
audioEngine = new AudioEngine("Content\\Lab3Sounds.xgs");
waveBank = new WaveBank(audioEngine, "Content\\Wave Bank.xwb");
soundBank = new SoundBank(audioEngine, "Content\\Sound Bank.xsb");
// Load streaming wave bank
streamingWaveBank = new WaveBank(audioEngine, "Content\\Music.xwb", 0, 4);
// The audio engine must be updated before the streaming cue is ready
audioEngine.Update();
// Get cue for streaming music
musicCue = soundBank.GetCue("EricJordan_2012_30sec");
// Start the background music
musicCue.Play();
// Load Font
Font1 = Content.Load<SpriteFont>("Courier New");
// Load a 2D texture sprite
ball = new clsSprite(Content.Load<Texture2D>("volt-ball-final"),
new Vector2(winX/2, winY/2), new Vector2(ballD, ballD),
winX, winY);
opponent = new clsSprite(Content.Load<Texture2D>("vt_left_paddle"),
new Vector2(10, winY/2 - padY), new Vector2(padX, padY),
winX, winY);
player = new clsSprite(Content.Load<Texture2D>("vt_right_paddle"),
new Vector2(winX - (10+padX), winY / 2 - padY), new Vector2(padX, padY),
winX, winY);
// Create a SpriteBatch to render the sprite
spriteBatch = new SpriteBatch(graphics.GraphicsDevice);
// Set the velocity of the ball sprites will move
ball.velocity = new Vector2(rnd.Next(3,6), rnd.Next(-5, 6));
}
示例14: Init
public override bool Init()
{
credits_animation = 150;
fond_credits = Content.Load<Texture2D>("Images/fond_credits");
pause = false;
rotation = 0f;
vitesse = 0.85f;
credits = TableauCredits("Content/Crédits/credits.42");
clavier = new KeyboardState();
clavier_prec = Keyboard.GetState();
spriteBatch = new SpriteBatch(graphics.GraphicsDevice);
texte = Content.Load<SpriteFont>("Polices/menu");
noir = Content.Load<Texture2D>("Images/black");
photos = new Texture2D[4];
photos[0] = Content.Load<Texture2D>("Photos/jarri_j");
photos[1] = Content.Load<Texture2D>("Photos/chevri_t");
photos[2] = Content.Load<Texture2D>("Photos/decast_k");
photos[3] = Content.Load<Texture2D>("Photos/chigue_w");
// Sons et musiques
Audio = new AudioEngine("Content/Musiques/ambiance.xgs");
// Chargement des banques
BanqueSon = new SoundBank(Audio, "Content/Musiques/Sound Bank.xsb");
BanqueWave = new WaveBank(Audio, "Content/Musiques/Wave Bank.xwb");
musique = BanqueSon.GetCue("credits");
Config.musique_menu.Stop(AudioStopOptions.Immediate);
Config.musique_menu.Dispose();
musique.Play();
son_menu_retour = "menu_retour";
Audio.Update();
return base.Init();
}
示例15: SetSoundMain
private void SetSoundMain()
{
audioEngine = new AudioEngine("Music\\MySound.xgs");
waveBank = new WaveBank(audioEngine, "Music\\Wave Bank.xwb", 0, 1024);
soundBank = new SoundBank(audioEngine, "Music\\Sound Bank.xsb");
soundCategory = audioEngine.GetCategory("Music");
audioEngine.Update();
}