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C# SoundEffectInstance.Dispose方法代码示例

本文整理汇总了C#中Microsoft.Xna.Framework.Audio.SoundEffectInstance.Dispose方法的典型用法代码示例。如果您正苦于以下问题:C# SoundEffectInstance.Dispose方法的具体用法?C# SoundEffectInstance.Dispose怎么用?C# SoundEffectInstance.Dispose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Microsoft.Xna.Framework.Audio.SoundEffectInstance的用法示例。


在下文中一共展示了SoundEffectInstance.Dispose方法的5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(ref SoundEffectInstance _playInstance, string sound)
 {
     if (_playInstance == null)
     {
         _playInstance = AudioManager.SoundEffects[sound].CreateInstance();
         _playInstance.Play();
     }
     else if (_playInstance != null)
     {
         if (_playInstance.State == SoundState.Stopped)
         {
             _playInstance.Dispose();
             _playInstance = null;
         }
     }
 }
开发者ID:ITSPaul,项目名称:cgWeek4Lab1,代码行数:16,代码来源:AudioManager.cs

示例2: StopMusic

 public static void StopMusic(SoundEffectInstance instance)
 {
     if(instance != null)
     {
         instance.Stop();
         instance.Dispose();
     }
 }
开发者ID:cryophobia,项目名称:exen,代码行数:8,代码来源:Sound.cs

示例3: PlaySound

 private void PlaySound(SoundEffect soundEffect, SoundEffectInstance soundEffectInstance, float volume = 1.0F)
 {
     if (soundEffectInstance != null &&
         !soundEffectInstance.IsDisposed)
     {
         soundEffectInstance.Dispose();
     }
     soundEffectInstance = soundEffect.CreateInstance();
     soundEffectInstance.Play();
 }
开发者ID:daxnet,项目名称:Starwar,代码行数:10,代码来源:StarwarGame.cs

示例4: StopSfx

 public static void StopSfx(SoundEffectInstance soundCue)
 {
     soundCue.Stop(true);
     soundCue.Dispose();
 }
开发者ID:amidos2006,项目名称:CleanEmUp,代码行数:5,代码来源:SoundManager.cs

示例5: LoadContent

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // load texture and contents
            messageFont = this.Content.Load<SpriteFont>(MessageFontContentName);
            scoreFont = this.Content.Load<SpriteFont>(ScoreFontContentName);

            laserTexture = this.Content.Load<Texture2D>(LaserContentName);
            spaceshipTexture = this.Content.Load<Texture2D>(SpaceshipContentName);
            enemy4Texture = this.Content.Load<Texture2D>(Enemy4ContentName);
            explosionTexture = this.Content.Load<Texture2D>(ExplosionsContentName);
            backgroundTexture = this.Content.Load<Texture2D>(BackgroundContentName);
            starTexture = this.Content.Load<Texture2D>(ParallaxStarContentName);
            //bgmEffect = this.Content.Load<SoundEffect>(BgmContentName);
            bgmEffect = this.Content.Load<SoundEffect>(this.settings.BgmSoundEffect);
            explosionSoundEffect = this.Content.Load<SoundEffect>(ExplosionSoundContentName);
            explosionSound = explosionSoundEffect.CreateInstance();
            explosionSound.Volume = 1.0F;

            laserSoundEffect = this.Content.Load<SoundEffect>(LaserSoundContentName);
            laserSound = laserSoundEffect.CreateInstance();
            laserSound.Volume = 1.0F;

            // create sprites
            spaceshipSprite = new SpaceshipSprite(spaceshipTexture);
            backgroundSprite = new BackgroundSprite(backgroundTexture, graphics);

            // create sprite generators
            enemyGenerator =
                new SpriteGenerator<EnemySprite>(
                    () =>
                        new EnemySprite(enemy4Texture,
                            new Vector2(Utils.GetRandomNumber(1, GraphicsDevice.Viewport.Width - enemy4Texture.Width), 1),
                            Utils.GetRandomNumber(5, 10)), enemyPool, TimeSpan.FromMilliseconds(1000.0F/settings.NumOfEnemiesPerSecond));

            starGenerator =
                new SpriteGenerator<ParallaxStarSprite>(() => new ParallaxStarSprite(starTexture, new Vector2(
                    Utils.GetRandomNumber(1,
                        GraphicsDevice.Viewport.Width - starTexture.Width), 1), Utils.GetRandomNumber(5, 20)), starPool,
                    TimeSpan.FromMilliseconds(100));

            gameOverScene = new GameOverScene(this, () => !spaceshipSprite.IsActive, () =>
            {
                this.enemyPool.Clear();
                this.laserPool.Clear();
                this.explosionPool.Clear();

                this.enemyGenerator.IsActive = false;

                if (explosionSound != null && !explosionSound.IsDisposed)
                {
                    explosionSound.Stop(true);
                    explosionSound.Dispose();
                }
                if (laserSound != null && !laserSound.IsDisposed)
                {
                    laserSound.Stop(true);
                    laserSound.Dispose();
                }
                bgmEffect.Dispose();
            }) {IsActive = !settings.LiveForever};

            var bgm = bgmEffect.CreateInstance();
            bgm.IsLooped = true;
            bgm.Play();
        }
开发者ID:daxnet,项目名称:Starwar,代码行数:72,代码来源:StarwarGame.cs


注:本文中的Microsoft.Xna.Framework.Audio.SoundEffectInstance.Dispose方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。