Tagged Questions
1
vote
1answer
78 views
Alternative to soundeffect.play()?
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 ...
2
votes
1answer
106 views
Sound activated particlesystem
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 ...
3
votes
3answers
166 views
Scaling Sound Effects and Physics with Framerate
(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 ...
4
votes
1answer
313 views
XNA: Check if the sound is playing
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 ...
8
votes
3answers
431 views
Good way to play a sound when something happens? How does this sound?
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 ...
5
votes
3answers
2k views
Loading sound in XNA without the Content Pipeline
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.
...
5
votes
2answers
550 views
What are the most suitable 3D sound engines out there for a FPS?
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 ...
