本文整理汇总了C#中Microsoft.Xna.Framework.Audio.SoundEffectInstance.Play方法的典型用法代码示例。如果您正苦于以下问题:C# SoundEffectInstance.Play方法的具体用法?C# SoundEffectInstance.Play怎么用?C# SoundEffectInstance.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Microsoft.Xna.Framework.Audio.SoundEffectInstance
的用法示例。
在下文中一共展示了SoundEffectInstance.Play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: Update
public void Update(GameManager gameManager, Menu menu, Carte map)
{
if (nouveaujeu == false && gameManager.Etat == GameManager.etat.NouveauJeuIntro)
{
sonmanager.Stop();
sonmanager = sons[5].CreateInstance();
sonmanager.IsLooped = true;
sonmanager.Play();
nouveaujeu = true;
}
if (jeu == false && gameManager.Etat == GameManager.etat.InGame)
{
jeu = true;
}
if (!menu.pauseactive)
{
if (menu.sound == Menu.Son.On && sonmanager.State == SoundState.Paused)
{
sonmanager.Play();
}
if (menu.sound == Menu.Son.Off && sonmanager.State == SoundState.Playing)
{
sonmanager.Pause();
}
}
if(menu.pauseactive)
{
if (sonmanager.State == SoundState.Playing)
sonmanager.Pause();
}
}
示例2: EndScreen
public EndScreen(ADHDGame g, SpriteBatch spb, Ending e)
: base(g, spb)
{
end = e;
sb = spb;
game = g;
banjoEnd = game.Content.Load<Texture2D>("newspaper_death01");
space = game.Content.Load<Texture2D>("spaceBG");
explosion = game.Content.Load<SoundEffect>("Explosion").CreateInstance();
airlockEnd = game.Content.Load<Texture2D>("newspaper_death02");
blackhole = game.Content.Load<Texture2D>("newspaper_death03");
breaks = game.Content.Load<Texture2D>("newspaper_death04");
thrusters = game.Content.Load<Texture2D>("newspaper_death05");
tutorial = game.Content.Load<Texture2D>("tutorial");
inactive = game.Content.Load<Texture2D>("newspaper_death06");
dub = game.Content.Load<Texture2D>("newspaper_death07");
help = game.Content.Load<Texture2D>("newspaper_death08");
explosion.Play();
if (e != Ending.Banjo)
{
MediaPlayer.Play(game.Content.Load<Song>("SpaceRock_V1"));
}
}
示例3: GameStateManagementGame
public GameStateManagementGame()
{
Content.RootDirectory = "Content";
graphics = new GraphicsDeviceManager(this);
//TargetElapsedTime = TimeSpan.FromTicks(333333);
TargetElapsedTime = TimeSpan.FromTicks(333);
#if WINDOWS_PHONE
graphics.IsFullScreen = true;
InitializeLandscapeGraphics();
#endif
screenFactory = new ScreenFactory();
Services.AddService(typeof(IScreenFactory), screenFactory);
screenManager = new ScreenManager(this);
Components.Add(screenManager);
#if WINDOWS_PHONE
// hook
Microsoft.Phone.Shell.PhoneApplicationService.Current.Launching +=
new EventHandler<Microsoft.Phone.Shell.LaunchingEventArgs>(GameLaunching);
Microsoft.Phone.Shell.PhoneApplicationService.Current.Activated +=
new EventHandler<Microsoft.Phone.Shell.ActivatedEventArgs>(GameActivated);
Microsoft.Phone.Shell.PhoneApplicationService.Current.Deactivated +=
new EventHandler<Microsoft.Phone.Shell.DeactivatedEventArgs>(GameDeactivated);
#else
AddInitialScreens();
#endif
gameMusic = Content.Load<SoundEffect>("sounds/GamePlayHalfBit");
gameMusicI = gameMusic.CreateInstance();
gameMusicI.IsLooped = true;
gameMusicI.Play();
}
示例4: Boat
public Boat(EnemyType type, Vector2 position, Texture2D sheet, int scene)
: base(type, position, sheet, scene)
{
spawnPosition = position;
numFrames = 1;
animTime = 50;
isAnimating = true;
animFrame = 0;
Speed = 0.003f;
frameSize = new Vector2(64,64);
frameOffset = new Vector2(32, 20);
hitRadius = 25;
centerOffestLength = 0;
fireRate = 50;
fireCountdown = 50;
HP = 20;
Target = GameManager.Hero.Position + Helper.AngleToVector(GameManager.Hero.spriteRot, 400f);
chopperSound = AudioController.effects["boat"].CreateInstance();
chopperSound.Volume = 0f;
chopperSound.IsLooped = true;
chopperSound.Play();
}
示例5: playBackground
public void playBackground(byte theme)
{
if (currentBackground != null) currentBackground.Stop();
currentBackground = backgroundSounds[theme].CreateInstance();
currentBackground.IsLooped = true;
currentBackground.Play();
}
示例6: Update
public void Update(GameManager gameManager, Menu menu)
{
if (jeu && gameManager.Etat == GameManager.etat.InGame)
{
sonmanager.Stop();
sonmanager = sons[2].CreateInstance();
sonmanager.IsLooped = false;
sonmanager.Play();
jeu = false;
}
if (gameManager.Etat == GameManager.etat.InGame && sonmanager.State == SoundState.Stopped)
{
piste++;
if (piste == 1)
{
sonmanager.Stop();
sonmanager = sons[2].CreateInstance();
sonmanager.IsLooped = false;
sonmanager.Play();
}
else if (piste == 2)
{
sonmanager.Stop();
sonmanager = sons[3].CreateInstance();
sonmanager.IsLooped = false;
sonmanager.Play();
}
else if (piste == 3)
{
sonmanager.Stop();
sonmanager = sons[4].CreateInstance();
sonmanager.IsLooped = false;
sonmanager.Play();
}
else
{
piste = 0;
}
}
if (!menu.pauseactive)
{
if (menu.sound == Menu.Son.On && sonmanager.State == SoundState.Paused)
{
sonmanager.Play();
}
if (menu.sound == Menu.Son.Off && sonmanager.State == SoundState.Playing)
{
sonmanager.Pause();
}
}
if(menu.pauseactive)
{
if (sonmanager.State == SoundState.Playing)
sonmanager.Pause();
}
}
示例7: TitleScreen
public TitleScreen(ADHDGame g, SpriteBatch spb)
: base(g,spb)
{
RobotActions.Instance.energy = 20;
paper = false;
mouse = false;
game = g;
sb = spb;
titleSequence = new List<Texture2D>(40);
gs = new GameplayScreen(g, spb);
titleAnim = new Animation(new Rectangle(0, 0, 1024, 768), 40, 30, true);
introNews = g.Content.Load<Texture2D>("newspaper_intro");
space = g.Content.Load<Texture2D>("spaceBG");
int i;
for (i = 0; i < 40; i++)
{
titleSequence.Add(g.Content.Load<Texture2D>("titlescreen\\titlescreen" + (i+1).ToString()));
}
snoring = g.Content.Load<SoundEffect>("Snoring").CreateInstance();
alarm = g.Content.Load<SoundEffect>("alarm_02").CreateInstance();
alarm.IsLooped = true;
alarm.Volume = 0.2f;
snoring.IsLooped = true;
snoring.Play();
}
示例8: SpriteCollision
//Obtain how far collide with the object and move back to original position
//For Player sprite
public void SpriteCollision(ref Character name, SoundEffectInstance song6Inst, SoundEffectInstance song7Inst)
{
//Temporary Value for Object position
Vector2 currentPos;
//Difference between each objects edges
Vector2 Diff = new Vector2(0, 0);
//Obtain difference from Actionhandler
Diff = CollisionCheck(name.SpriteID);
//For X axis difference
if (Math.Abs(Diff.X) > 0)
{
//Sounds for colliding into object
song6Inst.Volume = 1.0f;
song6Inst.Play();
currentPos = name.pos;
currentPos.X -= Diff.X;
name.pos = currentPos;
}
//For Y axis difference
if (Math.Abs(Diff.Y) > 0)
{
//Sounds for colliding into object
song7Inst.Volume = 1.0f;
song7Inst.Play();
currentPos = name.pos;
currentPos.Y -= Diff.Y;
name.pos = currentPos;
}
}
示例9: ShipObj
public ShipObj(MobileFortressClient game,Vector3 position, Quaternion orientation, ShipData data)
: base(game,position,orientation,2)
{
Data = data;
Data.ComposeHitbox();
Data.Hitbox.Position = position;
Sector.Redria.Space.Add(Data.Hitbox);
this.Entity = Data.Hitbox;
//Thrusters = new SingleEntityLinearMotor(Entity, Position);
//ControlSurfaces = new SingleEntityAngularMotor(Entity);
//ControlSurfaces.Settings.Mode = MotorMode.Servomechanism;
//ControlSurfaces.Settings.Servo.MaxCorrectiveVelocity = 2;
//Thrusters.Settings.Mode = MotorMode.VelocityMotor;
//Thrusters.Settings.VelocityMotor.Softness = 0.002f;
//Sector.Redria.Space.Add(Thrusters);
//Sector.Redria.Space.Add(ControlSurfaces);
Entity.IsAffectedByGravity = false;
engineNoise = Resources.Sounds.Engine.CreateInstance();
engineNoise.Apply3D(Camera.Audio, Audio);
engineNoise.IsLooped = true;
engineNoise.Play();
Entity.CollisionInformation.Tag = this;
}
示例10: Play
public void Play(string soundEffectName, bool isLooped,float volume)
{
soundEffect = gestionnaireDeSoundEffect.Find(soundEffectName);
if (!(listeSound.Contains(soundEffectName)))
{
listeSound.Add(soundEffectName);
soundEffectInstanceList.Add(soundEffect.CreateInstance());
}
for(int i = 0; i < listeSound.Count;++i)
{
test = string.Compare(listeSound[i], soundEffectName) == 0;
if (test)
{
index = i;
break;
}
}
test = false;
soundEffectInstance = soundEffectInstanceList[index];
if (isLooped && !estRentré)
{
soundEffectInstance.IsLooped = true;
estRentré = true;
}
soundEffectInstance.Volume = volume;
if(!(soundEffectInstance.State == SoundState.Playing))
soundEffectInstance.Play();
}
示例11: Menu
public Menu(ContentManager Content, SpriteBatch spriteBatch)
{
menuTexture = new AnimatedSprite(Content.Load<Texture2D>("Graphics\\MainMenu"), 3, 2, animationSpeed);
startButton = new Button(new Vector2(startButtonLX, startButtonLY),
new Vector2(startButtonRX, startButtonRY), "", Vector2.Zero);
controlsButton = new Button(new Vector2(controlsButtonLX, controlsButtonLY),
new Vector2(controlsButtonRX, controlsButtonRY), "", Vector2.Zero);
skipButton = new Button(new Vector2(skipButtonLX, skipButtonLY),
new Vector2(skipButtonRX, skipButtonRY), "", Vector2.Zero);
buttonList = new List<Button>() { startButton, skipButton, controlsButton };
buttonListHover = new List<bool>() { hoverFlag, hoverFlagSkip, hoverFlagControls };
pixel = new Texture2D(spriteBatch.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
pixel.SetData(new[] { Color.White });
isInControllerMenu = false;
controllerMenu = new ControllerMenu(Content, spriteBatch);
selectedButton = 0;
menuBgm = (Content.Load<SoundEffect>("Music\\Cylinder_Eight.wav")).CreateInstance();
windEffectInstance = (Content.Load<SoundEffect>("Music\\Wind.wav")).CreateInstance();
flagEffectInstance = (Content.Load<SoundEffect>("Music\\Flag.wav")).CreateInstance();
scrollClickEffectInstance = (Content.Load<SoundEffect>("Music\\Click.wav")).CreateInstance();
confirmClickEffectInstance = (Content.Load<SoundEffect>("Music\\Click2.wav")).CreateInstance();
menuBgm.IsLooped = true;
menuBgm.Play();
windEffectInstance.IsLooped = true;
windEffectInstance.Volume = windVolume;
flagEffectInstance.IsLooped = true;
flagEffectInstance.Volume = flagVolume;
scrollClickEffectInstance.Volume = clickVolume;
confirmClickEffectInstance.Volume = clickVolume;
windEffectInstance.Play();
flagEffectInstance.Play();
}
示例12: PlayTheme
public static void PlayTheme()
{
_themeIntance = _theme.CreateInstance();
_themeIntance.IsLooped = true;
_themeIntance.Volume = .8f;
_themeIntance.Play();
}
示例13: City
public static Area City(Character player)
{
if (Sound != null)
Sound.Stop();
Sound = ContentLoader.TownSong.CreateInstance();
Sound.IsLooped = true;
Sound.Play();
Point levelrange = new Point(3, 8);
var map = ContentLoader.City;
Vector2 spawn = Vector2.One;
if (player.PreviousArea != null)
if (player.PreviousArea.Name == "Shop") {
spawn = new Vector2(256, 192);
}
else if (player.PreviousArea.Name == "Route 1") {
spawn = new Vector2(256, 416);
}
else {
spawn = new Vector2(32, 96);
}
List<Monster> monsters = new List<Monster>();
List<Character> opponents = new List<Character>();
//Sound = ContentLoader.RouteSong;
//Sound.IsLooped = true;
//Sound.Play();
return new Area("City", levelrange, monsters, opponents, spawn, map);
}
示例14: CreatePlane
public void CreatePlane()
{
// Already created plane?
if (plane != -1)
{
factory.Objects[plane].sprite.Location = new Vector2(-LengthAddedfromZoom - factory.Objects[plane].sprite.BoundingBoxRect.Width, -650);
return;
}
plane = factory.Create((int)RaginRovers.GameObjectTypes.PLANE,
Vector2.Zero,
"plane_with_banner",
Vector2.Zero,
0f,
0f,
0f);
factory.Objects[plane].sprite.Location = new Vector2(-LengthAddedfromZoom - factory.Objects[plane].sprite.BoundingBoxRect.Width, -850); //moved plane up 100 pixels so won't collide with that one map
factory.Objects[plane].sprite.Scale = 2;
factory.Objects[plane].sprite.PhysicsBodyFixture = FixtureFactory.AttachRectangle(ConvertUnits.ToSimUnits(factory.Objects[plane].sprite.BoundingBoxRect.Width), ConvertUnits.ToSimUnits(factory.Objects[plane].sprite.BoundingBoxRect.Height), 1, ConvertUnits.ToSimUnits(new Vector2(0, 0)), factory.Objects[plane].sprite.PhysicsBody);
factory.Objects[plane].sprite.PhysicsBodyFixture.OnCollision += new OnCollisionEventHandler(factory.Objects[plane].sprite.HandleCollision);
factory.Objects[plane].saveable = false;
soundBuzz = AudioManager.Instance.GetSoundEffectLooped("airplane");
soundBuzz.Volume = 0.2f;
soundBuzz.Play();
isCreated = true;
}
示例15: TitleScene
public TitleScene()
{
m_TitleTexture = HeartAttack.theGameInstance.Content.Load<Texture2D>("title");
m_HeartcoreTexture = HeartAttack.theGameInstance.Content.Load<Texture2D>("heartcoreMode");
m_FlowTexture = HeartAttack.theGameInstance.Content.Load<Texture2D>("flowMode");
bgm = HeartAttack.theGameInstance.Content.Load<SoundEffect>("heartbackground").CreateInstance();
bgm.Play();
HeartAttack.theGameInstance.bugsKilled = 0;
HeartAttack.theGameInstance.shotsFired = 0;
int space = 20;
m_FlowRectangle = new Rectangle(
HeartAttack.theGameInstance.graphics.GraphicsDevice.Viewport.Width -
m_FlowTexture.Width - space,
HeartAttack.theGameInstance.graphics.GraphicsDevice.Viewport.Height -
m_FlowTexture.Height - 2 * space - m_HeartcoreTexture.Height, m_FlowTexture.Width, m_FlowTexture.Height);
m_HeartcoreRectangle = new Rectangle(
HeartAttack.theGameInstance.graphics.GraphicsDevice.Viewport.Width -
m_HeartcoreTexture.Width - space,
HeartAttack.theGameInstance.graphics.GraphicsDevice.Viewport.Height -
m_HeartcoreTexture.Height - space, m_HeartcoreTexture.Width, m_HeartcoreTexture.Height);
}