4
votes
2answers
98 views

What is the most efficient way to work with lip sync/facial expressions in XNA?

I've been searching for an answer forever, but I haven't found one. What options are there for lip sync/facial expressions in video games made with XNA? I have a few models for a game I'm building, ...
1
vote
1answer
81 views

Better to use one line per .wav or one scene per .wav for character speech?

I'm building a game in XNA and I wanted to know how I would organize the character speech portions of the game. These would include both cutscenes and anything else where characters interact. I ...
0
votes
1answer
44 views

XNA SoundEffect with offset

I've been trying to make a soundmanager recently which has several functions which fits my needs. But one thing I can't solve, is the offsetting the soundeffects. Is it possible to play a soundeffect ...
2
votes
1answer
137 views

How can I apply an effect to a sound to simulate hearing it underwater?

I'm using XNA 4.0 and trying to reproduce an "underwater effect" for every sound played. How can I apply an effect to a sound, and what effect should I use to make it sound like as if the player is ...
0
votes
1answer
133 views

XNA - how to prevent a sound from looping

So in XNA I have this code: Variables: SoundEffect optionSelected; In the LoadContent() method: optionSelected = Content.Load<SoundEffect>("gameSounds\\selectOption"); In the Update() ...
1
vote
1answer
213 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
554 views

Portable sound and music for XNA / MonoGame?

What is the best (recommended) way to integrate audio (both sound effect and music) in a game project (using C#/XNA) targeting multiple desktop platforms (W7, W8 Metro, Linux, OSX, ...) via MonoGame. ...
3
votes
3answers
201 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 ...
0
votes
2answers
188 views

Drawing an animation over an already drawn screen

I am working on a XNA WP7 card game whose basic prototype is complete. In game screen, 6 cards are displayed at a time (3 for each of the two players say 1,2 and 3). If player A attacks one of player ...
4
votes
1answer
764 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 ...
6
votes
3answers
3k 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. ...
3
votes
2answers
506 views

Sounds categories volume level in xna

I am preparing sounds system to my game in xna. I am using XACT Tools, and i got problem. There is class SoundCategory. I can change sound level for all sounds in that category easily. SoundCategory ...
6
votes
2answers
1k views

XNA: Why use Xact when I can use Content.Load?

I have to add sound to a game and I found that you can use xact. That's fine, however why not just use Content.Load? Besides the tweaking of the sound, are there any other advantages to using Xact?
9
votes
2answers
813 views

Can you record raw sound data in XNA?

XNA 4 includes the Microsoft.Xna.Framework.Audio.Microphone class which can seemingly read the raw sound data off the microphone via its API as documented: GetData - Gets the latest recorded data ...