Sound in xna game
Thanks for the reply and effort put into it though! I really appreciate that someone tried to help me. Here's some additional info I think may help if you want to continue researching the problem: My OS is Windows 7 I use headphones The biggest clue probably - for the game Terraria there's an API called TModLoader for loading modifications in the game.
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Efficient playing of sound in XNA Recently I demonstrated an example of maintaining state for an object over it life time to a group of students. So what is a more optimal solution. As it is static. No need to create an instance. SoundEffects[ "die" ]. There is no hard limit on the PC, although you will obviously hit device limitations quickly enough. In the above example, we create a single looping sound effect right away.
Then each frame we check to see if the user presses 1,2,3 or 4 and play an instance of the corresponding sound effect. If the user hits the spacebar we either mute or set to full volume the global MasterVolume of the SoundEffect class. This will affect all playing sound effects. In this example, we load a single SoundEffect and start it looping infinitely. We then create an AudioListener and AudioEmitter instance.
The AudioListener represents the location of your ear within the virtual world, while the AudioEmitter represents the position of the sound effect.
The default location of both is a Vector3 at 0,0,0. You set the position of a SoundEffect by calling Apply3D. In our Update call, if the user hits an arrow key we updated the Position of the AudioListener accordingly. After changing the position of a sound you have to call Apply3D again.
As you hit the arrow keys you will notice the audio pans and changes volume to correspond with the updated position. It is very important that your source audio file is in Mono as opposed to Stereo format if you use Apply3D, or an exception will be thrown.
XACT is still available and it enables your audio designer to have advanced control over the music and sound effects that appear in your game, while the programmer uses a simple programmatic interface. Start by running AudConsole3. Now create a Cue by dragging and dropping the Sound Bank to the Cue window. Multiple files can be added to a cue if desired. You can rename the Cue, set the probability to play if you set several Sounds in the Cue and change the instance properties of the Cue in the properties window to your left:.
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