本文整理汇总了C#中Microsoft.Xna.Framework.Audio.Cue.Pause方法的典型用法代码示例。如果您正苦于以下问题:C# Cue.Pause方法的具体用法?C# Cue.Pause怎么用?C# Cue.Pause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.Cue
的用法示例。
在下文中一共展示了Cue.Pause方法的6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: PlayerShip
public PlayerShip(Game game, Vector2 position)
{
Game = game;
_soundBank = Game.Services.GetService<SoundBank[]>();
_world = Game.Services.GetService<World>();
krypton = Game.Services.GetService<KryptonEngine>();
thrustLR = _soundBank[0].GetCue("thrust01");
thrustLR.Play();
thrustLR.Pause();
thrustUD = _soundBank[0].GetCue("thrust01");
thrustUD.Play();
thrustUD.Pause();
Position = position;
_particleRenderer = Game.Services.GetService<SpriteBatchRenderer>();
//_textures = Game.Services.GetService<Textures>();
//Loadcontentstuff
_shiptxture = Game.Content.Load<Texture2D>("player_ship");
_turretTxture = Game.Content.Load<Texture2D>(".\\guns\\turret01");
_centreVect = new Vector2(_shiptxture.Width / 2, _shiptxture.Height / 2);
ProximityBox = new Rectangle(0, 0, _shiptxture.Width+Globals.PhysBuffer, _shiptxture.Height + Globals.PhysBuffer);
//make ship fixture in for farseer
box = BodyFactory.CreateCircle(_world, ConvertUnits.ToSimUnits(_shiptxture.Width / 2), 7.0f);
box.BodyType = BodyType.Dynamic;
box.Restitution = 0.5f;
box.Friction = 0.2f;
box.FixedRotation = true;
box.LinearDamping = 0.4f;
box.Position = ConvertUnits.ToSimUnits(Position.X + _centreVect.X, Position.Y + _centreVect.Y);
box.UserData = "player";
//box.OnCollision += Collide;
box.OnSeparation += Collide;
//make light in krypton
var mLightTexture = LightTextureBuilder.CreateConicLight(Game.GraphicsDevice, 256, 2.0f);
light = CreateLights(mLightTexture,400);
var mLightTexture2 = LightTextureBuilder.CreatePointLight(Game.GraphicsDevice, 64);
light2 = CreateLights(mLightTexture2,200);
//set up thruster particle
_thrustparticle = Game.Content.Load<ParticleEffect>(".\\mercury\\thruster");
_thrustparticle.LoadContent(Game.Content);
_thrusterEmitter = (ConeEmitter)_thrustparticle[0];
//_thrusterEmitter.Initialise();
_thrusterEmitter.ParticleTexture = Game.Content.Load<Texture2D>(".\\mercury\\Particle004");
_thrustparticle.Initialise();
_particleRenderer.LoadContent(Game.Content);
//_centerVect = new Vector2(_shiptxture.Width / 2,_shiptxture.Width / 2);
currentWeapon = new Gun(Game, true, BulletsStats.Plasma01);
}
示例2: AudioManager
public AudioManager(Game1 game)
: base(game)
{
myGame = game;
events = new List<Event>();
game.mediator.register(this, MyEvent.C_ATTACK_BULLET_END, MyEvent.M_BITE, MyEvent.G_GameOver);
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");
trackCue.Play();
trackCue.Pause();
}
示例3: pararMusica
private void pararMusica(Cue value)
{
if (value.IsPlaying)
value.Pause();
}
示例4: pauseSound
public static void pauseSound(Cue s)
{
PSound = s;
PSound.Pause();
}
示例5: Pause
public void Pause(Cue cue)
{
if (cue.IsPaused)
{
cue.Resume();
}
else if (cue.IsPlaying)
{
cue.Pause();
}
else
{
// If stopped, create a new cue.
cue = soundBank.GetCue(cue.Name);
cue.Play();
}
}
示例6: Player
public Player( GameplayScreen screen, int playerNumber, PlayerIndex playerIndex, Avatar avatar, Vector2 pos, uint id )
: base(screen)
{
WheelModel = screen.Content.Load<CustomModel>( "Models/hamsterBall" );
foreach ( CustomModelSample.CustomModel.ModelPart part in WheelModel.ModelParts )
{
part.Effect.CurrentTechnique = part.Effect.Techniques["Color"];
part.Effect.Parameters["Color"].SetValue( new Vector4( .8f, .7f, 1f, .225f ) );
part.Effect.Parameters["SpecularPower"].SetValue( 400 );
part.Effect.Parameters["Mask"].SetValue( MaskHelper.MotionBlur( 1 ) );
}
DrawOrder = 8;
WinState = PlayerWinState.None;
soundPosition = Vector3.Zero;
soundVelocity = Vector3.Zero;
float depth = screen.Camera.Position.Z;
DeathLine = depth * (float)Math.Tan( screen.Camera.Fov / 2f );
RespawnTime = float.MaxValue;
shrinkBegin = 0;
Scale = 1f;
ScaleSpring = new SpringInterpolater( 1, 200, SpringInterpolater.GetCriticalDamping( 200 ) );
ScaleSpring.Active = true;
ScaleSpring.SetSource( Scale );
ScaleSpring.SetDest( Scale );
PlayerIndex = playerIndex;
PlayerNumber = playerNumber;
BoostBurnRate = 1f;
BoostRechargeRate = .25f;
Avatar = avatar;
BoundingCircle = new PhysCircle( Size / 2f, pos, 10f );
BoundingCircle.Parent = this;
BoundingCircle.Elasticity = .4f;
BoundingCircle.Friction = .5f;
BoundingCircle.Collided += HandleCollision;
BoundingCircle.Responded += HandleCollisionResponse;
screen.PhysicsSpace.AddBody( BoundingCircle );
walkAnim = CustomAvatarAnimationData.GetAvatarAnimationData( "Walk", Screen.Content );
runAnim = CustomAvatarAnimationData.GetAvatarAnimationData( "Run", Screen.Content );
// pre-load animations for podium screen
avatar.SetAnimation( AvatarAnimationPreset.Celebrate );
avatar.SetAnimation( AvatarAnimationPreset.Clap );
avatar.SetAnimation( AvatarAnimationPreset.FemaleAngry );
avatar.SetAnimation( AvatarAnimationPreset.MaleCry );
standAnim = (AvatarAnimationPreset)( (int)AvatarAnimationPreset.Stand0 + random.Next( 8 ) );
avatar.SetAnimation( standAnim );
if ( playerIndex >= PlayerIndex.One )
{
HUD = new PlayerHUD( this, SignedInGamer.SignedInGamers[playerIndex] );
}
else
{
HUD = new PlayerHUD( this, null );
playerAI = new PlayerAI( this );
}
vertexDeclaration = new VertexDeclaration( screen.ScreenManager.GraphicsDevice,
VertexPositionNormalTexture.VertexElements );
boosterSound = GameCore.Instance.AudioManager.Play2DCue( "booster", 1f );
boosterSound.Pause();
glow = new CircularGlow( new Vector3( BoundingCircle.Position, 0 ), Color.OrangeRed, Size );
glow.Player = this;
screen.ObjectTable.Add( glow );
glowSpring = new SpringInterpolater( 1, 500, .75f * SpringInterpolater.GetCriticalDamping( 500 ) );
glowSpring.Active = true;
glowSpring.SetSource( 0 );
glowSpring.SetDest( 0 );
Tag = new PlayerTag( this, screen.Content.Load<SpriteFont>( "Fonts/playerTagFont" ) );
SetID( id );
}