本文整理汇总了C#中Microsoft.Xna.Framework.Audio.SoundEffectInstance类的典型用法代码示例。如果您正苦于以下问题:C# SoundEffectInstance类的具体用法?C# SoundEffectInstance怎么用?C# SoundEffectInstance使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
SoundEffectInstance类属于Microsoft.Xna.Framework.Audio命名空间,在下文中一共展示了SoundEffectInstance类的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: Play
public static void Play(SoundEffectInstance sound, float volume, float pan, float pitch)
{
sound.Play();
sound.Volume = volume;
sound.Pan = pan;
sound.Pitch = pitch;
}
示例2: RemoveSoundInstance
public static void RemoveSoundInstance(SoundEffectInstance instance)
{
lock (Sync)
{
States.Remove(instance);
}
}
示例3: AddSoundInstance
public static void AddSoundInstance(SoundEffectInstance instance)
{
lock (Sync)
{
States.Add(instance, instance.State);
}
}
示例4: PlayEffect
public void PlayEffect(SoundEffectInstance effect, float duration)
{
SoundEffectDescriptor sd = new SoundEffectDescriptor();
sd.Effect = effect;
sd.RemainingDuration = duration;
_effects.Add(sd);
}
示例5: AddInstance
public static int AddInstance(SoundEffectInstance instance)
{
_idCounter++;
_soundEffects.Add(_idCounter, instance);
_soundInstancesLoaded++;
return _idCounter;
}
示例6: Motor
public Motor(string name,ContentManager contentManager, string spriteName, int x, int y, Vector2 velocity,
SoundEffect Sound, float soundVolume, float accSpeed, int mode)
: base(contentManager, spriteName, x, y, velocity, Sound)
{
this.angle = 0;
this.angleVelocity = 0;
if(mode == 0)
{
this.initialAccSpeed = accSpeed;
this.friction = 0.04F;
}
if(mode==1)
{
this.initialAccSpeed = accSpeed;
this.friction = 0.065F;
}
this.accSpeed = this.initialAccSpeed;
this.motorName = name;
this.soundVolume = soundVolume;
this.mode = mode;
if (Sound != null)
{
soundMotorInstance = this.Sound.CreateInstance();
soundMotorInstance.IsLooped = true;
soundMotorInstance.Volume = soundVolume - 0.2F;
this.soundMotorInstance.Play();
this.soundIsPlaying = true;
}
}
示例7: Player
public Player(string name, List<AnimatedTextureData> animationsList,
SpritePresentationInfo spritePresentationInfo,
SpritePositionInfo spritePositionInfo,
int frameRate)
: base(name, animationsList,
spritePresentationInfo,
spritePositionInfo,
frameRate)
{
this.moveAmount = 0;
this.velocity = Vector2.Zero;
this.acceleration = 0.0015f;
this.direction = Vector2.Zero;
this.gravity = 0.0025f;
this.jumpPower = 1.6f;
this.springJumpPower = 2f;
this.oldPos = new Vector2(spritePositionInfo.TRANSLATIONX, spritePositionInfo.TRANSLATIONY);
this.hasKey = false;
this.coins = 0;
this.health = 3; // 3 health? 3 hearts?
this.invulnerable = false;
this.invulnerableTimer = 0;
this.levelStartPos = spritePositionInfo.TRANSLATION;
this.coinsTaken = new List<Block>();
this.keysTaken = new List<Block>();
this.jump = SpriteManager.GAME.SOUNDMANAGER.getEffectInstance("jump");
this.pickup = SpriteManager.GAME.SOUNDMANAGER.getEffectInstance("pickup");
this.hurt = SpriteManager.GAME.SOUNDMANAGER.getEffectInstance("hurt");
this.endGame = SpriteManager.GAME.SOUNDMANAGER.getEffectInstance("endGame");
}
示例8: SoundObject
//Modular Constructor
public SoundObject(SoundEffect target, Vector2 posn)
{
this.sound = target;
this.position = posn;
this.isModular = true;
this.dynamic = sound.CreateInstance();
}
示例9: Update
/// <summary>
/// Updates the position of the dog, and plays sounds.
/// </summary>
public override void Update(GameTime gameTime, AudioManager audioManager)
{
// Set the entity to a fixed position.
Position = new Vector3(0, 0, -4000);
Forward = Vector3.Forward;
Up = Vector3.Up;
Velocity = Vector3.Zero;
// If the time delay has run out, start or stop the looping sound.
// This would normally go on forever, but we stop it after a six
// second delay, then start it up again after four more seconds.
timeDelay -= gameTime.ElapsedGameTime;
if (timeDelay < TimeSpan.Zero)
{
if (activeSound == null)
{
// If no sound is currently playing, trigger one.
activeSound = audioManager.Play3DSound("DogSound", true, this);
timeDelay += TimeSpan.FromSeconds(6);
}
else
{
// Otherwise stop the current sound.
activeSound.Stop(false);
activeSound = null;
timeDelay += TimeSpan.FromSeconds(4);
}
}
}
示例10: Initialize
public static void Initialize(ContentManager content)
{
try
{
Start_Bgm = content.Load<SoundEffect>(@"Sounds\\Start");
Start_Bgm_Instance = Start_Bgm.CreateInstance();
Start_Bgm_Instance.IsLooped = true;
Stage1_3_Bgm = content.Load<SoundEffect>(@"Sounds\\Stage1_3");
Stage1_3_Bgm_Instance = Stage1_3_Bgm.CreateInstance();
Stage1_3_Bgm_Instance.IsLooped = true;
Stage4_6_Bgm = content.Load<SoundEffect>(@"Sounds\\Stage4_6");
Stage4_6_Bgm_Instance = Stage4_6_Bgm.CreateInstance();
Stage4_6_Bgm_Instance.IsLooped = true;
playerShot = content.Load<SoundEffect>(@"Sounds\\Shot1");
enemyShot = content.Load<SoundEffect>(@"Sounds\\Shot2");
enemy3Shot = content.Load<SoundEffect>(@"Sounds\\Explosion1");
Enemy6_pattern1 = content.Load<SoundEffect>(@"Sounds\\Enemy6_pattern1");
Enemy6_pattern1_2 = content.Load<SoundEffect>(@"Sounds\\Enemy6_pattern1_2");
for (int x = 1; x <= explosionCount; x++)
{
explosions.Add(content.Load<SoundEffect>(@"sounds\Explosion" + x.ToString()));
}
}
catch
{
Debug.Write("SoundManager Initialization Failed");
}
}
示例11: Initialize
public static void Initialize(ContentManager content)
{
scream = content.Load<SoundEffect>("Assets/Sounds/deathScream");
collectSound = content.Load<SoundEffect>("Assets/Sounds/itemCollect");
checkpointHell = content.Load<SoundEffect>("Assets/Sounds/CheckpointHell");
checkpointCrystal = content.Load<SoundEffect>("Assets/Sounds/CheckpointCristall");
fireball = content.Load<SoundEffect>("Assets/Sounds/Fireball");
freezingIce = content.Load<SoundEffect>("Assets/Sounds/freezingIce");
whip = content.Load<SoundEffect>("Assets/Sounds/whip");
laser = content.Load<SoundEffect>("Assets/Sounds/laser");
SeraphinScream = content.Load<SoundEffect>("Assets/Sounds/SeraphinScream");
thunder = content.Load<SoundEffect>("Assets/Sounds/thunder");
spear = content.Load<SoundEffect>("Assets/Sounds/spear");
claws = content.Load<SoundEffect>("Assets/Sounds/claws");
mainMenu = content.Load<SoundEffect>("Assets/Sounds/mainMenu");
menu = mainMenu.CreateInstance();
menu.IsLooped = true;
punch = content.Load<SoundEffect>("Assets/Sounds/punch");
waterSound = content.Load<SoundEffect>("Assets/Sounds/water");
water = waterSound.CreateInstance();
spawn = content.Load<SoundEffect>("Assets/Sounds/spawn");
minionsFraktus = content.Load<SoundEffect>("Assets/Sounds/minions");
goldCave = content.Load<SoundEffect>("Assets/Sounds/GoldCave");
cave = goldCave.CreateInstance();
//cave.IsLooped = true;
//background crystal
crystalBackground = content.Load<SoundEffect>("Assets/Sounds/crystalBackground");
crystalBG = crystalBackground.CreateInstance();
crystalBG.Volume = 0.25f;
crystalBG.IsLooped = true;
}
示例12: MenuScreen
public MenuScreen()
{
isActive = false;
isHidden = true;
canLauchChallenge = false;
menuSound = SoundEffectLibrary.Get("cursor").CreateInstance();
m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("menu_start_bg"), m_transform);
m_sprite.Transform.Position = outPos;
arrow = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("arrow"), new Transform(m_transform, true));
moveTo = new MoveToStaticAction(Program.TheGame, m_transform, inPos, 1);
moveTo.StartPosition = new Vector2(80, 200);
moveTo.Interpolator = new PSmoothstepInterpolation();
moveTo.Timer.Interval = 0.5f;
moveOut = new MoveToStaticAction(Program.TheGame, m_transform, outPos, 1);
moveOut.StartPosition = inPos;
moveOut.Interpolator = new PSmoothstepInterpolation();
moveOut.Timer.Interval = 0.5f;
choice = MenuState.START;
challengeChoice = ChallengeState.CHALL_1;
}
示例13: LoadContent
public void LoadContent(SpriteBatch spriteBatch, ContentManager Content, Viewport viewport,
Camera camera, Texture2D enemyTexture, GraphicsDeviceManager graphics,
SoundEffect _backgroundMusic, GameController _gameController,
SoundEffect _fireballSound, SpriteFont _spritefont, Texture2D _bossTexture)
{
_enemyTexture = enemyTexture;
this.camera = camera;
_graphics = graphics;
spritefont = _spritefont;
bossTexture = _bossTexture;
backgroundMusic = _backgroundMusic;
fireballSound = _fireballSound;
_content = Content;
gameController = _gameController;
character = Content.Load<Texture2D>("imp");
Flame.SetTexture(Content.Load<Texture2D>("Flames"));
soundEffectInstance = backgroundMusic.CreateInstance();
onFirstLevel = false;
onSecondLevel = false;
onThirdLevel = false;
onFourthLevel = false;
}
示例14: Initialize
public override void Initialize(ContentManager content, Vector2 position, Loot theLoot, Wave theWave)
{
parachuteRip = (content.Load<SoundEffect>("Music\\Rip.wav")).CreateInstance();
FlyingTexture = content.Load<Texture2D>("Graphics\\ParachuteEnemy");
/*
EnemyDeathTexture = content.Load<Texture2D>("Graphics\\Enemy1Dead");
FiringTexture = content.Load<Texture2D>("Graphics\\Enemy1Firing");
EnemyTextureMap = new AnimatedSprite(content.Load<Texture2D>("Graphics\\Enemy1Map"), numMapRows, numMapColumns, animationSpeed);
speed = E1Speed;
base.Initialize(content, position, theLoot, theWave);
* */
base.Initialize(content, position, theLoot, theWave);
if (inSky)
{
if (position.X < 0)
{
speed *= 2;
Position = new Vector2(100, -75);
}
else
{
speed *= 2;
Position = new Vector2(650, -75);
}
}
}
示例15: Player
/// <summary>
/// The parameterized constructor for the player class
/// </summary>
/// <param name="pTexture">The texture that the player will use</param>
/// <param name="g">The GraphicsDeviceManager that will be used</param>
public Player(Texture2D pTexture, GraphicsDeviceManager gdm, World w, Texture2D fTexture)
{
//Load the texture and set the vectors
graphic = gdm;
screenWidth = gdm.PreferredBackBufferWidth;
screenHeight = gdm.PreferredBackBufferHeight;
position = new Vector2(150, 50);
body = new Rectangle((int)position.X, (int)position.Y, 50, 50);
//TODO: add content manager
burning = w.game.Content.Load<SoundEffect>("Audio/WAVs/fire");
burning2 = burning.CreateInstance();
texture = pTexture;
flameTexture = fTexture;
velocity = new Vector2(0, 0);
world = w;
world.Player = this;
//Set the player state
hState = HorizontalState.standing;
//Make an array of three torches
torches = new Torch[999];
for (int i = 0; i < torches.Length; i++)
{
torches[i] = new Torch(this, fTexture, w);
}
}