Search Results
Search type | Search syntax |
---|---|
Tags | [tag] |
Exact | "words here" |
Author |
user:1234 user:me (yours) |
Score |
score:3 (3+) score:0 (none) |
Answers |
answers:3 (3+) answers:0 (none) isaccepted:yes hasaccepted:no inquestion:1234 |
Views | views:250 |
Code | code:"if (foo != bar)" |
Sections |
title:apples body:"apples oranges" |
URL | url:"*.example.com" |
Saves | in:saves |
Status |
closed:yes duplicate:no migrated:no wiki:no |
Types |
is:question is:answer |
Exclude |
-[tag] -apples |
For more details on advanced search visit our help page |
Audio (heard) output of a game.
0
votes
2
answers
752
views
Best source for sound effects? [closed]
What is a good source for sound effects for use in an indie game production (C#, XNA)?
The sounds do not need to be free.
They, however, should have a clear licence for commercial use. … I am specifically looking for sound effects. No music and no ways to make my own sounds.
All help is greatly appreciated! …
1
vote
1
answer
205
views
Can I rely on SoundEffects being stopped when unloaded?
I am using XNA's SoundEffect class to play sounds. I have to unload all sounds from the corresponding ContentManager for technical reasons, while some of them are still playing.
What happens to sound …
7
votes
1
answer
439
views
How should I attenuate sound in a 2D game where you can zoom in and out?
However, it is not practical to play these sound all the time at full volume as in a large level the overlap of many of such noises would be quite unpleasant to the ear. … However, this is partly not a great solution as (for example) in a zoomed state the player might be quite far away from the sound source (like a water fall) but still be able to see it on screen but not …
2
votes
1
answer
776
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. …