So in XNA I have this code: Variables: SoundEffect optionSelected; In the LoadContent() method: optionSelected = Content.Load<SoundEffect>("gameSounds\\selectOption"); In the Update() ...
I have been using a profiler to optimize my game for the Xbox, my aim is as with any optimization to reduce excess CPU and memory usage. I have managed to cut down a lot of the processor time and ...
I am trying to make a particle system that is activated by sound. Like emitting on the beat resizing on the beat and such things. I found some nice tutorials on how to make things like ...
(I'm using XNA and C#) Currently, my game (a shooter) runs flawlessly with 60 FPS (which I developed around). However, if the framerate is changed, there are two major problems: Gunshot sound ...
Quick question: I have a SoundEffect instance, and I would like to know if it is playing at the moment or not. But there's neither a method, nor a property that would allow to check it... So, is ...
So I was thinking about how monolithic my classes get a lot of the time. For example, in the Character class's Jump method, one may have a reference to a sound effect object and play that. By itself ...
I'm working on a "Game Maker"-type of application for Windows where the user imports his own assets to be used in the game. I need to be able to load this content at runtime on the engine side. ...
We are looking for a good 3D sound engine for a game written in C#. We know of irrKlang, which looks great but isn't free for commercial uses, nor is it open source. XNA has an alright one, but it ...