using System;
using System.Collections.Generic;
#if ANDROID
using Android.App;
#endif
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.Audio;
namespace Microsoft.Xna.Samples.Sound
{
///
/// This is the main type for your game
///
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
KeyboardState oldSate;
SoundEffect sound;
SpriteBatch spriteBatch;
SoundEffectInstance soundInst;
SpriteFont font;
public Game1 ()
{
graphics = new GraphicsDeviceManager (this);
Content.RootDirectory = "Content";
graphics.PreferMultiSampling = true;
graphics.IsFullScreen = false;
Window.AllowUserResizing = false;
graphics.SupportedOrientations = DisplayOrientation.Portrait | DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight | DisplayOrientation.PortraitUpsideDown;
}
///
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
///
protected override void Initialize ()
{
// TODO: Add your initialization logic here
base.Initialize ();
}
///
/// LoadContent will be called once per game and is the place to load
/// all of your content.
///
protected override void LoadContent ()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
sound = Content.Load("Explosion1");
soundInst = sound.CreateInstance();
font = Content.Load("spriteFont1");
}
///
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
///
/// Provides a snapshot of timing values.
protected override void Update (GameTime gameTime)
{
KeyboardState ks = Keyboard.GetState();
#if ANDROID
if (soundInst.State != SoundState.Playing)
{
soundInst.Volume = 1f;
soundInst.IsLooped = true;
soundInst.Play();
}
#endif
if (ks[Keys.Escape] == KeyState.Down)
base.Exit();
if (ks.IsKeyDown(Keys.A) && oldSate.IsKeyUp(Keys.A))
soundInst.Play();
if (ks.IsKeyDown(Keys.B) && oldSate.IsKeyUp(Keys.B))
soundInst.Stop();
if (ks.IsKeyDown(Keys.C) && oldSate.IsKeyUp(Keys.C))
soundInst.Pause();
if (ks.IsKeyDown(Keys.D) && oldSate.IsKeyUp(Keys.D))
soundInst.IsLooped = !soundInst.IsLooped;
if (ks.IsKeyDown(Keys.E) && oldSate.IsKeyUp(Keys.E))
soundInst.Stop(true);
if (ks.IsKeyDown(Keys.X))
soundInst.Volume = MathHelper.Clamp(soundInst.Volume + 0.01f, 0f, 1f);
else if (ks.IsKeyDown(Keys.Z))
soundInst.Volume = MathHelper.Clamp(soundInst.Volume - 0.01f, 0f, 1f);;
oldSate = ks;
base.Update (gameTime);
}
///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw (GameTime gameTime)
{
graphics.GraphicsDevice.Clear (Color.CornflowerBlue);
spriteBatch.Begin();
spriteBatch.DrawString(font, "A: play\nB: stop\nC: pause\nD: toggle looping\nE: immediate stop\nX/Z volume\nStatus: " +
soundInst.State.ToString() + "\nLooping: " +
soundInst.IsLooped.ToString() + "\nVolume: " +
soundInst.Volume.ToString()
, Vector2.Zero, Color.White);
base.Draw(gameTime);
spriteBatch.End();
}
}
}