本文整理汇总了C#中Microsoft.Xna.Framework.Audio.AudioEmitter类的典型用法代码示例。如果您正苦于以下问题:C# AudioEmitter类的具体用法?C# AudioEmitter怎么用?C# AudioEmitter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。
AudioEmitter类属于Microsoft.Xna.Framework.Audio命名空间,在下文中一共展示了AudioEmitter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: SoundObject
protected SoundObject(ISoundObjectParent parent, SoundEffectGame sfx)
{
this.parent = parent;
this.soundEffectGame = sfx;
this.emitter = new AudioEmitter();
this.Volume = sfx.Volume;
}
开发者ID:yuri410,项目名称:lrvbsvnicg,代码行数:7,代码来源:SoundObject.cs
示例2: PlatformApply3D
private void PlatformApply3D(AudioListener listener, AudioEmitter emitter)
{
// If we have no voice then nothing to do.
if (_voice == null)
return;
// Convert from XNA Emitter to a SharpDX Emitter
var e = emitter.ToEmitter();
e.CurveDistanceScaler = SoundEffect.DistanceScale;
e.DopplerScaler = SoundEffect.DopplerScale;
e.ChannelCount = _effect._format.Channels;
// Convert from XNA Listener to a SharpDX Listener
var l = listener.ToListener();
// Number of channels in the sound being played.
// Not actually sure if XNA supported 3D attenuation of sterio sounds, but X3DAudio does.
var srcChannelCount = _effect._format.Channels;
// Number of output channels.
var dstChannelCount = SoundEffect.MasterVoice.VoiceDetails.InputChannelCount;
// XNA supports distance attenuation and doppler.
var dpsSettings = SoundEffect.Device3D.Calculate(l, e, CalculateFlags.Matrix | CalculateFlags.Doppler, srcChannelCount, dstChannelCount);
// Apply Volume settings (from distance attenuation) ...
_voice.SetOutputMatrix(SoundEffect.MasterVoice, srcChannelCount, dstChannelCount, dpsSettings.MatrixCoefficients, 0);
// Apply Pitch settings (from doppler) ...
_voice.SetFrequencyRatio(dpsSettings.DopplerFactor);
}
开发者ID:KennethYap,项目名称:MonoGame,代码行数:31,代码来源:SoundEffectInstance.XAudio.cs
示例3: SoundManager
public SoundManager(Game game)
: base(game)
{
_sounds = new List<AudioSound>();
_listener = new AudioListener();
_emitter = new AudioEmitter();
}
开发者ID:gabry90,项目名称:BIOXFramework,代码行数:7,代码来源:SoundManager.cs
示例4: PlaySound
public Cue PlaySound(string soundName, AudioListener audioListener, AudioEmitter audioEmitter)
{
Cue result = GetCue(soundName);
result.Apply3D(audioListener, audioEmitter);
result.Play();
return result;
}
开发者ID:Hamsand,项目名称:Swf2XNA,代码行数:7,代码来源:AudioManager.cs
示例5: Destroy
public override void Destroy()
{
isDestroyed = true;
Vector3 pos = position;
//float amount = (float)(min + (float)random.NextDouble() * (max - min));
double min = 0;
double max = MathHelper.TwoPi;
double angle;
for (int i = 0; i < numExplosionSmokeParticles; i++)
{
pos = position;
angle = min + Screen.random.NextDouble() * (max - min);
Matrix.CreateFromAxisAngle(new Vector3(1, 0, 0), rotation.X);
pos.Y += (float)(radius * Math.Sin(angle));
pos.X += (float)(radius * Math.Cos(angle));
drawClass.ringExplosionParticles.AddParticle(pos, Body.Velocity);
pos.Y -= 0.02f;
}
Screen.cue = parentGame.soundBank.GetCue("ring");
AudioEmitter emitter = new AudioEmitter();
emitter.Position = position;
Screen.cue.Apply3D(Screen.listener, emitter);
Screen.cue.Play();
}
开发者ID:alittle1234,项目名称:XNA_Project,代码行数:28,代码来源:Ring.cs
示例6: Apply3DPosition
public void Apply3DPosition(Cue cue, AudioListener listener, AudioEmitter emitter,
Vector3 listenerPosition, Vector3 emitterPosition)
{
listenerPosition = listener.Position;
emitterPosition = emitter.Position;
cue.Apply3D(listener, emitter);
}
开发者ID:bradleat,项目名称:trafps,代码行数:7,代码来源:Audio.cs
示例7: AssemblyLane
public AssemblyLane(ContentManager content, Vector3 position, Vector3 rotation, float scale)
: base(@"Models\AssemblyLane", content, position, rotation, scale)
{
FogEnd = 10000;
emitter = new AudioEmitter();
emitter.Position = position;
}
开发者ID:skakri09,项目名称:LabyrinthExplorer-XNA-3D-game,代码行数:7,代码来源:AssemblyLane.cs
示例8: XnaAudioSource
public XnaAudioSource(AudioEmitter audioEmitter)
{
if (audioEmitter == null)
throw new ArgumentNullException ("audioEmitter");
this.audioEmitter = audioEmitter;
}
开发者ID:ermau,项目名称:Symphony,代码行数:7,代码来源:XnaAudioSource.cs
示例9: ChangeEmitterVelocity
public void ChangeEmitterVelocity(AudioEmitter emitter, float maxVelocity, bool increase, float amount)
{
if (increase)
emitter.Velocity = new Vector3(maxVelocity * amount, 0.0f, 0.0f);
else
emitter.Velocity = new Vector3(-maxVelocity * amount, 0.0f, 0.0f);
}
开发者ID:bradleat,项目名称:trafps,代码行数:7,代码来源:Audio.cs
示例10: CueEmitter
public CueEmitter(Cue sound, Vector3 position)
{
cue = sound;
audioEmitter = new AudioEmitter();
audioEmitter.Position = position;
audioEmitter.Velocity = Vector3.Zero;
}
开发者ID:MintL,项目名称:datx02-rally,代码行数:8,代码来源:EnvironmentSoundManager.cs
示例11: Enemy
public Enemy(string modelName, ContentManager content, float scale)
{
this.modelName = modelName;
LoadContent(content);
modelScale = scale;
emitter = new AudioEmitter();
emitter.Position = position;
}
开发者ID:skakri09,项目名称:LabyrinthExplorer-XNA-3D-game,代码行数:9,代码来源:Enemy.cs
示例12: PositionedSound
public PositionedSound(Cue cue, String cueName, string soundBankFile)
: base()
{
mSound = new Sound(cue, cueName, soundBankFile);
Variables = mSound.Variables;
mSound.OnCueRetrieved += new Sound.OnCueRetrievedHandler(UpdateAudio);
mEmitter = new AudioEmitter();
}
开发者ID:vchelaru,项目名称:FlatRedBall,代码行数:9,代码来源:PositionedSound.cs
示例13: Apply3DAll
public void Apply3DAll(Cue cue, AudioListener listener, AudioEmitter emitter, Vector3 listenerPosition,
Vector3 emitterPosition, Vector3 listenerVelocity, Vector3 emitterVelocity)
{
listenerPosition = listener.Position;
emitterPosition = emitter.Position;
listener.Velocity = listener.Velocity;
emitter.Velocity = emitter.Velocity;
cue.Apply3D(listener, emitter);
}
开发者ID:bradleat,项目名称:trafps,代码行数:9,代码来源:Audio.cs
示例14: HangarSound
public HangarSound(string soundName, Vector3 position, float volume = 1, float customDivFact = 300)
{
this.soundName = soundName;
this.volume = volume;
divFact = customDivFact;
this.position = position;
emitter = new AudioEmitter();
emitter.Position = position;
}
开发者ID:skakri09,项目名称:LabyrinthExplorer-XNA-3D-game,代码行数:9,代码来源:Hangar.cs
示例15: CorvSoundEffectCue
/// <summary>
/// Creates a new instance of CorvSoundEffectCue with attenuation.
/// </summary>
public CorvSoundEffectCue(Cue cue, Vector2 listenerPosition, Vector2 emitterPosition)
: base(cue)
{
this._Listener = new AudioListener();
this._Listener.Position = new Vector3(listenerPosition, 0);
this._Emitter = new AudioEmitter();
this._Emitter.Position = new Vector3(emitterPosition, 0);
Cue.Apply3D(this._Listener, this._Emitter);
}
开发者ID:Octanum,项目名称:Corvus,代码行数:13,代码来源:CorvSoundEffectCue.cs
示例16: Key
public Key(ContentManager content, string keyID)
: base(@"Models\Key", content)
{
emitter = new AudioEmitter();
emitter.Position = position;
this.KeyID = keyID;
screenTransforms = new Matrix[base.model.Bones.Count];
screenWorldMatrix = Matrix.Identity;
GetKeyColor(keyID);
}
开发者ID:skakri09,项目名称:LabyrinthExplorer-XNA-3D-game,代码行数:10,代码来源:Key.cs
示例17: PianoPlayer
public PianoPlayer(Game game)
{
_tune = game.Content.Load<SoundEffect>("piano");
_tuneInstance = _tune.CreateInstance();
_tuneInstance.IsLooped = true;
_emitter = new AudioEmitter();
_emitter.Forward = Vector3.Backward;
_emitter.Up = Vector3.Up;
}
开发者ID:Westerdals,项目名称:PG2200LectureCode2013,代码行数:10,代码来源:PianoPlayer.cs
示例18: SoundInstanceXNA
public SoundInstanceXNA(SoundEffectInstance effect, Func<Vector2?> getEmitterPos, Func<Vector2?> getEmitterMove, float baseVolume, float distanceScale)
{
_instance = effect;
_getEmitterPos = getEmitterPos;
_getEmitterMove = getEmitterMove;
_emitter = new AudioEmitter();
_baseVolume = baseVolume;
_distanceScale = distanceScale;
SetVolume(1);
UpdateSpatial(DEFAULT_LISTENERS);
}
开发者ID:vvnurmi,项目名称:assaultwing,代码行数:11,代码来源:SoundInstanceXNA.cs
示例19: BepuCarActor
/// <summary>
/// Create a car Actor which can interface with the BEPU physics engine
/// </summary>
/// <param name="position"></param>
/// <param name="orientation"></param>
public BepuCarActor(Game game, CarModelRenderer renderer, Matrix worldMatrix)
: base(game, renderer)
{
emitter_ = new AudioEmitter();
CarSoundEmitters.AudioEmitters.Add(emitter_);
// create a pin (for keeping the car stuck to the track)
Capsule pin = new Capsule(new Vector3(0, -0.7f, -2), 0.6f, 0.12f, 1);
pin.Bounciness = 0f;
pin.DynamicFriction = 0f;
pin.StaticFriction = 0f;
// create a body:
CompoundBody body = new CompoundBody();
body.AddBody(new Box(new Vector3(0, 0, 0), 2.5f, .75f, 4.5f, 60));
body.AddBody(new Box(new Vector3(0, .75f / 2 + .3f / 2, .5f), 2.5f, .3f, 2f, 1));
body.AddBody(pin);
body.CenterOfMassOffset = new Vector3(0, -.5f, 0);
body.WorldTransform = worldMatrix;
body.LinearVelocity = Vector3.Zero;
body.AngularVelocity = Vector3.Zero;
// construct the car:
car = new Vehicle(body);
// attach wheels:
Matrix wheelGraphicRotation = Matrix.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);
for (int i = 0; i < 4; i++)
{
Wheel wheel = new Wheel(
new RaycastWheelShape(.375f, wheelGraphicRotation),
new WheelSuspension(2000, 100f, Vector3.Down, .8f,
new Vector3(
( i <= 1 ) ? -1.1f : 1.1f,
0,
( (i & 1) == 0 ) ? 1.8f : - 1.8f)),
new WheelDrivingMotor(2.5f, 30000, 10000),
new WheelBrake(1.5f, 2, .02f),
new WheelSlidingFriction(4, 5));
car.AddWheel(wheel);
// adjust additional values
wheel.Shape.FreezeWheelsWhileBraking = true;
wheel.Suspension.SolverSettings.MaximumIterations = 2;
wheel.Brake.SolverSettings.MaximumIterations = 2;
wheel.SlidingFriction.SolverSettings.MaximumIterations = 2;
wheel.DrivingMotor.SolverSettings.MaximumIterations = 2;
}
// add it to physics
Engine.currentWorld.Space.Add(car);
}
开发者ID:smanoharan,项目名称:242TopGearElectrified,代码行数:59,代码来源:BepuCarActor.cs
示例20: FinalGate
public FinalGate(ContentManager content,
ref List<AABB> collisionList,
Vector3 position, Vector3 rotation, float scale)
: base(@"Models\Environment\FinalGatePillars", content, position, rotation, scale)
{
CreateDoors(content, ref collisionList, position, scale);
base.FogEnd = 3000;
currentState = GateState.CLOSED;
emitter = new AudioEmitter();
emitter.Position = position;
}
开发者ID:skakri09,项目名称:LabyrinthExplorer-XNA-3D-game,代码行数:11,代码来源:FinalGate.cs
注:本文中的Microsoft.Xna.Framework.Audio.AudioEmitter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。 |
请发表评论