Browse Source

Recreated the RpgAudio.xap to be PCM and not ADPCM so our sounds work in RolePlayingGame.

Kenneth Pouncey 13 years ago
parent
commit
9652fc2d53

+ 2 - 2
Samples/MacOS/RolePlayingGame/AudioManager.cs

@@ -76,8 +76,8 @@ namespace RolePlaying
             try
             {
                 audioEngine = new AudioEngine(settingsFile);
-                //waveBank = new WaveBank(audioEngine, waveBankFile);
-                //soundBank = new SoundBank(audioEngine, soundBankFile);
+                waveBank = new WaveBank(audioEngine, waveBankFile);
+                soundBank = new SoundBank(audioEngine, soundBankFile);
             }
             catch (NoAudioHardwareException)
             {

BIN
Samples/MacOS/RolePlayingGame/Content/Audio/RPGAudio.xgs


BIN
Samples/MacOS/RolePlayingGame/Content/Audio/Sound Bank.xsb


BIN
Samples/MacOS/RolePlayingGame/Content/Audio/Wave Bank.xwb


BIN
Samples/MacOS/RolePlayingGame/Content/Audio/Waves/BattleTheme.wav


+ 6 - 1
StarterKits/MacOS/VectorRumble/Gameplay/Ship.cs

@@ -735,7 +735,7 @@ namespace VectorRumble
 	                                // fire ahead of us
 	                                weapon.Fire(Vector2.Normalize(forward));
 	                            }
-	
+
 	                            // Lets drop some Mines
 	                            if (currentKeyboardState.IsKeyDown(Keys.S))
 	                            {
@@ -797,6 +797,11 @@ namespace VectorRumble
                         {
                             weapon.Fire(Vector2.Normalize(rightStick));
                         }
+	                            if (currentGamePadState.Buttons.RightShoulder == ButtonState.Pressed)
+	                            {
+	                                // fire ahead of us
+	                                weapon.Fire(Vector2.Normalize(forward));
+	                            }
                         // check for laying mines
                         if ((currentGamePadState.Buttons.B == ButtonState.Pressed) &&
                             (lastGamePadState.Buttons.B == ButtonState.Released))

+ 1 - 1
StarterKits/MacOS/VectorRumble/VectorRumble.csproj

@@ -16,7 +16,7 @@
     <DebugType>full</DebugType>
     <Optimize>false</Optimize>
     <OutputPath>bin\Debug</OutputPath>
-    <DefineConstants>DEBUG;MONOMAC;AUDIO</DefineConstants>
+    <DefineConstants>DEBUG;MONOMAC; AUDIO</DefineConstants>
     <ErrorReport>prompt</ErrorReport>
     <WarningLevel>4</WarningLevel>
     <ConsolePause>false</ConsolePause>

+ 12 - 0
Tests/MacOS/MouseGetStateAndIsMouseVisibleTester/MouseGetStateAndIsMouseVisibleTester/Game1.cs

@@ -41,8 +41,20 @@ namespace MouseGetStateAndIsMouseVisibleTester
 			
 			 // Subscribe to the game window's ClientSizeChanged event.
 			Window.ClientSizeChanged += Window_ClientSizeChanged;
+			Activated += HandleActivated;
+			Deactivated += HandleDeactivated;
         }
 
+        void HandleDeactivated (object sender, EventArgs e)
+        {
+               Console.WriteLine("DeActivated - IsActive? " + IsActive);
+        }
+
+        void HandleActivated (object sender, EventArgs e)
+        {
+			Console.WriteLine("Activated - IsActive? " + IsActive);
+	}
+
     void Window_ClientSizeChanged( object sender, EventArgs e )
     {
 			// Make changes to handle the new window size.

+ 1 - 1
Tests/MacOS/TextureScaleColorTest/Game1.cs

@@ -73,7 +73,7 @@ namespace MonoTest
 				new Vector2(400,240),
 				SpriteEffects.None,
 				0);
-            spriteBatch.DrawString(FontCalibri14, "There should be no\n transparency near the corners...\n\nThis box should be solid green.", new Vector2(150,150), Color.Silver, 0, Vector2.Zero, 1, SpriteEffects.None, 1);
+            spriteBatch.DrawString(FontCalibri14, "There should be no transparency\nnear the corners?\n\nThis box should be solid green.", new Vector2(150,150), Color.Silver, 0, Vector2.Zero, 1, SpriteEffects.None, 1);
 			spriteBatch.End();
 		}
 	}