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C# Audio.AudioEngine类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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



AudioEngine类属于Microsoft.Xna.Framework.Audio命名空间,在下文中一共展示了AudioEngine类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: AudioManager

 private AudioManager(Microsoft.Xna.Framework.Game game, string settingsFile, string waveBankFile, string soundBankFile)
     : base(game)
 {
     this.SoundEffectInstances = new List<SoundEffectInstance>();
     try
     {
         this.audioEngine = new AudioEngine(settingsFile);
         this.waveBank = new WaveBank(this.audioEngine, waveBankFile, 0, 16);
         this.soundBank = new SoundBank(this.audioEngine, soundBankFile);
     }
     catch (NoAudioHardwareException)
     {
         this.audioEngine = null;
         this.waveBank = null;
         this.soundBank = null;
     }
     catch (InvalidOperationException)
     {
         this.audioEngine = null;
         this.waveBank = null;
         this.soundBank = null;
     }
     while (!this.waveBank.IsPrepared)
     {
         this.audioEngine.Update();
     }
 }
开发者ID:castroev,项目名称:StardriveBlackBox-verRadicalElements-,代码行数:27,代码来源:AudioManager.cs


示例2: GameRoot

        public GameRoot()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            Instance = this;
            //http://msdn.microsoft.com/en-us/library/dd231915%28v=xnagamestudio.31%29.aspx nores on how to load audio engine. had to add xact.dll reference located in programfiles/microsoftxna/.../win/xact.dll
            //http://xboxforums.create.msdn.com/forums/p/102228/608489.aspx how to find other audio devices.

            // Initialize audio objects.
            engine = new AudioEngine(@"Content\Audio\Xact.xgs",TimeSpan.Zero,"{0.0.0.00000000}.{a26fe1c0-9b55-4670-a6fd-76d91685f704}");
            soundBank = new SoundBank(engine, @"Content\Audio\Sound Bank.xsb");
            waveBank = new WaveBank(engine, @"Content\Audio\Wave Bank.xwb");

            //Console.WriteLine("SOUND ENGINE: " + engine.RendererDetails.ToString()); used to determine the redndererID
            //foreach (var r in engine.RendererDetails)
            //{
            //    Console.WriteLine(r.FriendlyName +","+ r.RendererId);
            //}

            graphics.PreferredBackBufferWidth = 1680;//(int)DisplaySize.X-150;
            graphics.PreferredBackBufferHeight = 1050;//(int)DisplaySize.Y -350;

            bloom = new BloomComponent(this);
            Components.Add(bloom);
            bloom.Settings = new BloomSettings(null, .25f, 4, 2, 1, 1.5f, 1);

            IsFixedTimeStep = true;
            //TargetElapsedTime = TimeSpan.FromSeconds(1.0 / 120);
        }
开发者ID:Crysco,项目名称:Invasion,代码行数:29,代码来源:GameRoot.cs


示例3: Load

        public override void Load()
        {
            try
            {
                m_AudioEngine = new AudioEngine(m_RootDirectory + "sounds.xgs");

                if (m_AudioEngine != null)
                {
                    m_WaveBank = new WaveBank(m_AudioEngine, (m_RootDirectory + "Wave Bank.xwb"));
                    m_SoundBank = new SoundBank(m_AudioEngine, (m_RootDirectory + "Sound Bank.xsb"));

                    // Get sound categories
                    AudioCategory soundCategory = m_AudioEngine.GetCategory("Sounds");
                    AudioCategory musicCategory = m_AudioEngine.GetCategory("Music");

                    // Set into the custom categories
                    m_SoundCategory = new CustomAudioCategory(soundCategory);
                    m_MusicCategory = new CustomAudioCategory(musicCategory);
                }
            }
            catch (Exception e)
            {
                Console.WriteLine(e.ToString());
            }
        }
开发者ID:Imortilize,项目名称:Psynergy-Engine,代码行数:25,代码来源:XACTEngine.cs


示例4: AudioManager

 public AudioManager(AudioEngine e, WaveBank wb, SoundBank sb)
 {
     Engine = e;
     WaveBank = wb;
     SoundBank = sb;
     singleton = this;
 }
开发者ID:poz2k4444,项目名称:TDA3Engine,代码行数:7,代码来源:AudioManager.cs


示例5: NunChuckEnemy

        public NunChuckEnemy(Random rand, AudioEngine engine, SoundBank soundBank, WaveBank waveBank)
        {
            this.engine = engine;
            this.soundBank = soundBank;
            this.waveBank = waveBank;

            int side = rand.Next(5);
            if (side == 1)
            {
                position = new Vector2(rand.Next(GraphicsViewport.Width), 0f);
            }
            if (side == 2)
            {
                position = new Vector2(0f, rand.Next(GraphicsViewport.Height));
            }
            if (side == 3)
            {
                position = new Vector2(rand.Next(GraphicsViewport.Width), GraphicsViewport.Height);
            }
            if (side == 4)
            {
                position = new Vector2(GraphicsViewport.Width, rand.Next(GraphicsViewport.Height));
            }

            origin = new Vector2(0f, 0f);
            rotation = 0;
            velocity = 10;
            boxSize = 25;
            tint = new Color(255, 255, 255, 255);
            collided = false;
            fired = false;
        }
开发者ID:LittleZ,项目名称:Interview-samples,代码行数:32,代码来源:NunChuckEnemy.cs


示例6: WaveBank

        public WaveBank(
			AudioEngine audioEngine,
			string streamingWaveBankFilename,
			int offset,
			short packetsize
		)
        {
            /* Note that offset and packetsize go unused,
             * because we're frauds and aren't actually streaming.
             * -flibit
             */

            if (audioEngine == null)
            {
                throw new ArgumentNullException("audioEngine");
            }
            if (String.IsNullOrEmpty(streamingWaveBankFilename))
            {
                throw new ArgumentNullException("streamingWaveBankFilename");
            }

            INTERNAL_waveBankReader = new BinaryReader(
                TitleContainer.OpenStream(streamingWaveBankFilename)
            );
            LoadWaveBank(audioEngine, INTERNAL_waveBankReader, true);
        }
开发者ID:khbecker,项目名称:FNA,代码行数:26,代码来源:WaveBank.cs


示例7: World

        /// <summary>
        /// Create an empty world.
        /// </summary>
        /// <param name="parentScreen">The screen this world will be updated in.</param>
        public World(Screen parentScreen, Player player)
            : base(parentScreen)
        {
            this.worldObjects = new List<WorldObject>();
            this.player = player;
            ParentScreen.Components.Add(player);
            this.interactiveLayers = new Dictionary<int, TileMapLayer>();
            this.parallaxLayers = new Dictionary<int, TileMapLayer>();
            batchService = (ISpriteBatchService)this.Game.Services.GetService(typeof(ISpriteBatchService));
            otherMaps = new List<TileMap>();

            //Set up Sound systems
            audioEngine = new AudioEngine("Content\\System\\Sounds\\Win\\SoundFX.xgs");
            soundBank = new SoundBank(audioEngine, "Content\\System\\Sounds\\Win\\GameSoundBank.xsb");
            waveBank = new WaveBank(audioEngine, "Content\\System\\Sounds\\Win\\GameWavs.xwb");

            // Set up our collision systems:
            spriteCollisionManager = new SpriteSpriteCollisionManager(this.Game, batchService, 40, 40);
            ParentScreen.Components.Add(spriteCollisionManager);

            bgm = this.Game.Content.Load<Song>("System\\Music\\DesertBGM");
            MediaPlayer.IsRepeating = true;
            MediaPlayer.Play(bgm);

            LoadCtorInfos();
        }
开发者ID:RochesterIndiesAnonymous,项目名称:Ironstag,代码行数:30,代码来源:World.cs


示例8: FieldPong

        public FieldPong()
        {
            graphics = new GraphicsDeviceManager(this);
            content = new ContentManager(Services);

            graphics.PreferredBackBufferWidth = 1024;
            graphics.PreferredBackBufferHeight = 768;
            graphics.MinimumPixelShaderProfile = ShaderProfile.PS_2_0;
            graphics.SynchronizeWithVerticalRetrace = true;

            physicsSimulator = new PhysicsSimulator(new Vector2(0));
            physicsSimulator.AllowedPenetration = 0.3f;
            physicsSimulator.BiasFactor = 1.0f;
            Services.AddService(typeof(PhysicsSimulator), physicsSimulator);

            screenManager = new ScreenManager(this);
            Components.Add(screenManager);

            bloomProcessor = new BloomPostProcessor(this);
            Components.Add(bloomProcessor);

            // Uncomment this to monitor the FPS:

            //fpsCounter = new FrameRateCounter(this);
            //Components.Add(fpsCounter);

            audioEngine = new AudioEngine("Content\\Audio\\FieldPongAudio.xgs");
            waveBank = new WaveBank(audioEngine, "Content\\Audio\\Wave Bank.xwb");
            soundBank = new SoundBank(audioEngine, "Content\\Audio\\Sound Bank.xsb");

            backgroundMusic = soundBank.GetCue("GameSong0010 16 Bit");
            backgroundMusic.Play();
        }
开发者ID:zpconn,项目名称:FieldPong,代码行数:33,代码来源:FieldPong.cs


示例9: SoundBank

        public SoundBank(AudioEngine audioEngine, string filename)
        {
            audioengine = audioEngine;

            // Check for windows-style directory separator character
            filename = filename.Replace('\\',Path.DirectorySeparatorChar);

            BinaryReader soundbankreader = new BinaryReader(new FileStream(filename, FileMode.Open));
            //byte[] identifier = soundbankreader.ReadBytes(4);

            soundbankreader.BaseStream.Seek(30, SeekOrigin.Begin);
            int cuelength = soundbankreader.ReadInt32();

            soundbankreader.BaseStream.Seek(42, SeekOrigin.Begin);
            int cueoffset = soundbankreader.ReadInt32();

            soundbankreader.BaseStream.Seek(74, SeekOrigin.Begin);
            name = System.Text.Encoding.UTF8.GetString(soundbankreader.ReadBytes(64)).Replace("\0","");

            targetname = System.Text.Encoding.UTF8.GetString(soundbankreader.ReadBytes(64)).Replace("\0", "");

            soundbankreader.BaseStream.Seek(cueoffset, SeekOrigin.Begin);

            cues = System.Text.Encoding.UTF8.GetString(soundbankreader.ReadBytes(cuelength)).Split('\0');
        }
开发者ID:JoelCarter,项目名称:MonoGame,代码行数:25,代码来源:SoundBank.cs


示例10: GameplayScreen

        public GameplayScreen(GraphicsDevice g, byte _gameType)
        {
            audioEngine = new AudioEngine(@"Content\Audio\Sounds.xgs");
            waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb");
            soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb");
            BGM = new Cue[9];
            graphicsDevice = g;
            graphicsDevice.RenderState.DepthBufferEnable = true;
            spriteBatch = new SpriteBatch(g);
            GameOverScreen = new MessageBoxScreen(" " + Score, false);
            CongratulationsScreen = new MessageBoxScreen(" ", false);
            PauseMenu = new PauseMenuScreen();
            WorldMatrix = Matrix.Identity;
            SwitchCue = false; PauseCue = false; GameOverState = false;

            tmrVibrate = new TimeSpan();
            tmrVibrate = TimeSpan.Zero;
            sourceRect = new Rectangle(0, 0, 64, 16);
            GameType = _gameType;
            currentcue = 0;
            if (GameType > 0)
            {
                timespan = 10;
                Randomizer = new Random();
                tmrTimer = new TimeSpan();
                tmrTimer = TimeSpan.Zero;
            }
        }
开发者ID:123Spork,项目名称:demodulate,代码行数:28,代码来源:GameplayScreen.cs


示例11: Sound

        /// <summary>
        /// Create sound
        /// </summary>
        static Sound()
        {
            try
            {
                string dir = Directories.SoundsDirectory;
                audioEngine = new AudioEngine(
                    Path.Combine(dir, "XnaShooter.xgs"));
                waveBank = new WaveBank(audioEngine,
                    Path.Combine(dir, "Wave Bank.xwb"));

                // Dummy wavebank call to get rid of the warning that waveBank is
                // never used (well it is used, but only inside of XNA).
                if (waveBank != null)
                    soundBank = new SoundBank(audioEngine,
                        Path.Combine(dir, "Sound Bank.xsb"));

                // Get the music category to change the music volume and stop music
                musicCategory = audioEngine.GetCategory("Music");
            } // try
            catch (Exception ex)
            {
                // Audio creation crashes in early xna versions, log it and ignore it!
                Log.Write("Failed to create sound class: " + ex.ToString());
            } // catch
        }
开发者ID:kiichi7,项目名称:XnaShooter,代码行数:28,代码来源:Sound.cs


示例12: Initialize

 public static void Initialize()
 {
     audioEngine = new AudioEngine("Content/Sounds.xgs");
     soundBank = new SoundBank(audioEngine, "Content/Sound Bank.xsb");
     waveBank = new WaveBank(audioEngine, "Content/Wave Bank.xwb");
     soundsPlaying = new List<Cue>();
 }
开发者ID:hkeeble,项目名称:HKFramework,代码行数:7,代码来源:Audio.cs


示例13: cAudio

 public cAudio()
 {
     _instance = this;
     _engine = new AudioEngine("Resources/Audio/Portal2DSounds.xgs");
     _waveBank = new WaveBank(_engine, "Resources/Audio/Wave Bank.xwb");
     _soundBank = new SoundBank(_engine, "Resources/Audio/Sound Bank.xsb");
 }
开发者ID:mikecann,项目名称:Portal2D-XNA,代码行数:7,代码来源:cAudio.cs


示例14: MoteurAudio

 public MoteurAudio()
 {
     engine = new AudioEngine(@"Content\Sons\Ambiance sonore.xgs");
     waveBank = new WaveBank(engine, @"Content\Sons\Wave Bank.xwb");
     soundBank = new SoundBank(engine, @"Content\Sons\Sound Bank.xsb");
     musiques = new Song[2];
 }
开发者ID:Ayro64,项目名称:yellokiller,代码行数:7,代码来源:MoteurAudio.cs


示例15: InitializeAudioManager

        public static void InitializeAudioManager(ContentManager cm)
        {
            audioEngine = new AudioEngine("Content//Music//music.xgs");
            waveBank = new WaveBank(audioEngine, "Content//Music//Wave Bank.xwb");
            soundBank = new SoundBank(audioEngine, "Content//Music//Sound Bank.xsb");

            //TODO: initialize SoundEffects
            worldShatter = cm.Load<SoundEffect>("SFX/DimensionShatter");
            doorClose = cm.Load<SoundEffect>("SFX/DoorClose");
            doorOpen = cm.Load<SoundEffect>("SFX/DoorOpen");
            portal = cm.Load<SoundEffect>("SFX/EnterPortal");
            bridgeBarrier = cm.Load<SoundEffect>("SFX/HitBarrier");
            objectDestroyed = cm.Load<SoundEffect>("SFX/ObjectDestroyed");
            playerDie = cm.Load<SoundEffect>("SFX/PlayerDie");
            playerRevive = cm.Load<SoundEffect>("SFX/PlayerRevive");
            portalItem = cm.Load<SoundEffect>("SFX/PortalItemGet");
            switchActivate = cm.Load<SoundEffect>("SFX/SwitchActivate");
            switchDeactivate = cm.Load<SoundEffect>("SFX/SwitchDeactivate");
            bridgeBreaking = cm.Load<SoundEffect>("SFX/ObjectDestroyed");       //Change
            playerJump = cm.Load<SoundEffect>("SFX/PlayerJump");
            playerLand = cm.Load<SoundEffect>("SFX/PlayerLand");
            playerPsyActivate = cm.Load<SoundEffect>("SFX/PsyActivate");
            playerPsyDeactivate = cm.Load<SoundEffect>("SFX/PsyDeactivate");
            checkpoint = worldShatter;                                          //Change?
            signal = bridgeBarrier;                                             //Do  -> Change?

            pause = cm.Load<SoundEffect>("SFX/pause");                          //Change
            //menuMove = cm.Load<SoundEffect>("SFX/menuBlip");
            menuMove = bridgeBarrier;
            //menuSelect = cm.Load<SoundEffect>("SFX/menuSelect");
            menuSelect = worldShatter;
        }
开发者ID:jacobnelson,项目名称:WorldsApart,代码行数:32,代码来源:AudioManager.cs


示例16: AudioEngineManager

 private AudioEngineManager()
 {
     //create and use appropriate XACT objects
     audioEngine = new AudioEngine("Content\\Audio\\datx02.xgs");
     soundBank = new SoundBank(audioEngine, "Content\\Audio\\SoundEffects.xsb");
     waveBank = new WaveBank(audioEngine, "Content\\Audio\\SoundEffectWaves.xwb");
 }
开发者ID:MintL,项目名称:datx02-rally,代码行数:7,代码来源:AudioEngineManager.cs


示例17: SoundEngine

 private SoundEngine()
 {
     return;
     _engine = new AudioEngine("Content\\Sounds\\Sounds.xgs");
     _wavebank = new WaveBank(_engine, "Content\\Sounds\\Wave Bank.xwb");
     _soundbank = new SoundBank(_engine, "Content\\Sounds\\Sound Bank.xsb");
 }
开发者ID:bsmr,项目名称:openc1,代码行数:7,代码来源:SoundEngine.cs


示例18: SoundManager

        public SoundManager()
        {
            audioEngine = new AudioEngine(@"Content/Sounds/GameSounds.xgs");
            waveBank = new WaveBank(audioEngine, @"Content/Sounds/Wave Bank.xwb");
            soundBank = new SoundBank(audioEngine, @"Content/Sounds/Sound Bank.xsb");

            Songs = new Dictionary<string, SoundEffectInstance>();
        }
开发者ID:sgdc,项目名称:sgdc-old,代码行数:8,代码来源:SoundManager.cs


示例19: AudioManager

 /// <summary>
 /// Constructs the manager for audio playback of all cues.
 /// </summary>
 /// <param name="game">The game that this component will be attached to.</param>
 /// <param name="settingsFile">The filename of the XACT settings file.</param>
 /// <param name="waveBankFile">The filename of the XACT wavebank file.</param>
 /// <param name="soundBankFile">The filename of the XACT soundbank file.</param>
 public AudioManager(Game game, string settingsFile, string waveBankFile,
     string soundBankFile)
     : base(game)
 {
     engine = new AudioEngine(settingsFile);
     waves = new WaveBank(engine, waveBankFile);
     sounds = new SoundBank(engine, soundBankFile);
 }
开发者ID:jpipeperez,项目名称:Software-Portfolio,代码行数:15,代码来源:AudioManager.cs


示例20: Audio

 public Audio(Game game)
     : base(game)
 {
     // Load all the audio data
     audioEngine = new AudioEngine(@"Content\Audio\FinalProject.xgs");
     waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb");
     soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb");
 }
开发者ID:bobby-vandiver,项目名称:cs485-xna-final,代码行数:8,代码来源:Audio.cs



注:本文中的Microsoft.Xna.Framework.Audio.AudioEngine类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。


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