Tech
Forums
Jobs
Books
Events
Videos
Live
More
Interviews
Certification
Training
Career
Members
News
Blogs
Contribute
An Article
A Blog
A Video
An Ebook
An Interview Question
Register
Login
2
Answers
xna sound-issue
Dmitrij Solov
7y
224
1
Reply
The program seems to slow down, the system seems overloaded whe I try to play music in xna with the following code. What goes wrong?
using
System;
using
System.Collections.Generic;
using
System.Linq;
using
Microsoft.Xna.Framework;
using
Microsoft.Xna.Framework.Audio;
using
Microsoft.Xna.Framework.Content;
using
Microsoft.Xna.Framework.GamerServices;
using
Microsoft.Xna.Framework.Graphics;
using
Microsoft.Xna.Framework.Input;
using
Microsoft.Xna.Framework.Media;
namespace
WindowsGame1
{
/// <summary>
/// This is the main type for your game
/// </summary>
public
class
Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
//1 erstelle sound-ordner und sound-datei in diesem ordner wie in diesem programm
Song mySong01;
//2
Song mySong02;
//2
public
Game1()
{
graphics =
new
GraphicsDeviceManager(
this
);
Content.RootDirectory =
"Content"
;
}
/// <summary>
/// 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.
/// </summary>
protected
override
void
Initialize()
{
// TODO: Add your initialization logic here
base
.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected
override
void
LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch =
new
SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
mySong01 = Content.Load<Song>(@
"Sound/01-song"
);
//3
mySong02 = Content.Load<Song>(@
"Sound/02-song"
);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected
override
void
UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected
override
void
Update(GameTime gameTime)
{
// Allows the game to exit
if
(Keyboard.GetState().IsKeyDown(Keys.F12))
this
.Exit();
// TODO: Add your update logic here
string
[]keys =
new
string
[]{
"i1"
,
"i2"
,
"i3"
,
"i4"
};
if
(Keyboard.GetState().IsKeyDown(Keys.F4))
keys[0] =
"i1"
;
else
if
(Keyboard.GetState().IsKeyDown(Keys.F5))
keys[0] =
"i2"
;
switch
(keys[0])
{
case
"i1"
:
MediaPlayer.Play(mySong01);
break
;
case
"i2"
:
MediaPlayer.Play(mySong02);
break
;
}
base
.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected
override
void
Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
base
.Draw(gameTime);
}
}
}
Post
Reset
Cancel
Answers (
2
)
Next Recommended Forum
games without extra software
How to scaling an object after 2 minutes in unity?