加载关卡后声音无法播放

时间:2013-10-27 12:25:14

标签: c# audio xna xna-4.0

如果我只是在整个开场菜单中播放该歌曲。第一级(即,总是到目前为止)然后它播放得很好。但是,我希望只有当玩家按下回车并且等级1加载时才会播放声音。

相关代码在这里:

protected override void LoadContent()
{
    // Create a new SpriteBatch, which can be used to draw textures.
    spriteBatch = new SpriteBatch(GraphicsDevice);

    // Opening Screen Textures
    test = Content.Load<Texture2D>("test");

    // Load sounds here
    if (gameState == GameState.Level1)
    {
        backgroundSong = Content.Load<SoundEffect>("Call to Adventure");
        SoundEffectInstance backgroundSongInstance = backgroundSong.CreateInstance();
        backgroundSongInstance.IsLooped = true;
        backgroundSong.Play();
    }
}

就像我说的那样,在我制作if循环之前,声音播放得很好。知道我做错了什么吗?当用户按下 Enter 时,游戏从gameState.Menu变为gameState.Level1(图形加载,除了声音一切都有效)。

如果我错过了以上任何内容,请输入完整代码:

public class Game1 : Microsoft.Xna.Framework.Game
{
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;
    const int WINDOW_WIDTH = 800;
    const int WINDOW_HEIGHT = 600;

    // game state
    GameState gameState = GameState.OpeningMenu;

    // menu fields
    Texture2D test;

    // Level 1 textures list
    Texture2D skyBackground;
    //Texture2D dirtTexture;
    Texture2D grassTexture;
    Texture2D leftGrassTexture;
    Texture2D rightGrassTexture;

    // sounds
    SoundEffect backgroundSong;

    // Level 1 platforms
    Platforms platform1;
    Platforms platform2;
    Platforms platform3;
    Platforms platform4;
    Platforms platform5;
    Platforms platform6;
    Platforms platform7;
    Platforms platform8;
    Platforms platform9;

    // drawing variables
    int oneWidthUnit = WINDOW_WIDTH / 40;
    int oneHeightUnit = WINDOW_HEIGHT / 30;
    //int twoWidthUnits = WINDOW_WIDTH / 20;
    //int twoHeightUnits = WINDOW_HEIGHT / 15;

    public Game1()
    {
        graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";

        graphics.PreferredBackBufferWidth = WINDOW_WIDTH;
        graphics.PreferredBackBufferHeight = WINDOW_HEIGHT;
        IsMouseVisible = true;
    }

    protected override void Initialize()
    {
        Window.Title = "Rory's Super Mega Awesome Game of Awesomeness";
        base.Initialize();
    }

    protected override void LoadContent()
    {
        // Create a new SpriteBatch, which can be used to draw textures.
        spriteBatch = new SpriteBatch(GraphicsDevice);

        // Opening Screen Textures
        test = Content.Load<Texture2D>("test");

        // Load sounds here
        if (gameState == GameState.Play)
        {
            backgroundSong = Content.Load<SoundEffect>("Call to Adventure");
            SoundEffectInstance backgroundSongInstance = backgroundSong.CreateInstance();
            backgroundSongInstance.IsLooped = true;
            backgroundSong.Play();
        }

        // Load Level 1 sprite textures here
        skyBackground = Content.Load<Texture2D>("skybackground");
        //dirtTexture = Content.Load<Texture2D>("dirt");
        grassTexture = Content.Load<Texture2D>("grass_top");
        leftGrassTexture = Content.Load<Texture2D>("edge_left");
        rightGrassTexture = Content.Load<Texture2D>("edge_right");

        //create platforms
        platform1 = new Platforms(0, 28 * oneHeightUnit, 15, grassTexture, leftGrassTexture, rightGrassTexture);
        platform2 = new Platforms(26 * oneWidthUnit, 28 * oneHeightUnit, 14, grassTexture, leftGrassTexture, rightGrassTexture);
        platform3 = new Platforms(10 * oneWidthUnit, 23 * oneHeightUnit, 7, grassTexture, leftGrassTexture, rightGrassTexture);
        platform4 = new Platforms(18 * oneWidthUnit, 19 * oneHeightUnit, 5, grassTexture, leftGrassTexture, rightGrassTexture);
        platform5 = new Platforms(5 * oneWidthUnit, 15 * oneHeightUnit, 9, grassTexture, leftGrassTexture, rightGrassTexture);
        platform6 = new Platforms(19 * oneWidthUnit, 11 * oneHeightUnit, 3, grassTexture, leftGrassTexture, rightGrassTexture);
        platform7 = new Platforms(23 * oneWidthUnit, 7 * oneHeightUnit, 3, grassTexture, leftGrassTexture, rightGrassTexture);
        platform8 = new Platforms(30 * oneWidthUnit, 7 * oneHeightUnit, 7, grassTexture, leftGrassTexture, rightGrassTexture);
        platform9 = new Platforms(34 * oneWidthUnit, 14 * oneHeightUnit, 6, grassTexture, leftGrassTexture, rightGrassTexture);

    }

    protected override void Update(GameTime gameTime)
    {
        // goes from menu to level 1 when player presses enter
        if (gameState == GameState.OpeningMenu && Keyboard.GetState().IsKeyDown(Keys.Enter))
        {
            gameState = GameState.Play;
        }

        base.Update(gameTime);
    }

    protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.CornflowerBlue);

        spriteBatch.Begin();

        // draw opening menu
        if (gameState == GameState.OpeningMenu)
        {
            Rectangle rec = new Rectangle(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
            spriteBatch.Draw(test, rec, Color.White);
        }

        // draw level 1
        else if (gameState == GameState.Play)
        {
            DrawScenery();

            platform1.Draw(spriteBatch);
            platform2.Draw(spriteBatch);
            platform3.Draw(spriteBatch);
            platform4.Draw(spriteBatch);
            platform5.Draw(spriteBatch);
            platform6.Draw(spriteBatch);
            platform7.Draw(spriteBatch);
            platform8.Draw(spriteBatch);
            platform9.Draw(spriteBatch);
        }

        spriteBatch.End();

        base.Draw(gameTime);
    }

    #region Drawing Code

    // draw the sky
    private void DrawScenery()
    {
        Rectangle backgroundRectangle = new Rectangle(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
        spriteBatch.Draw(skyBackground, backgroundRectangle, Color.White);
    }

    #endregion
}

1 个答案:

答案 0 :(得分:2)

LoadContent通常调用一次,以加载内容,而Update()每秒调用约60次(取决于)。您检测跳转的代码很好,看起来您希望在更改游戏状态时执行LoadContent中的代码。事实并非如此,代码无法知道你想要这样做(你可以创建一个事件处理程序)。您应该创建一个类似PlaySounds()的方法,并且(之前)您可以在加载游戏/级别时调用它。现在,当您按 Enter

时,您将调用它

您还应该继续加载所有需要的内容,因为您不会再次返回LoadContent()

protected override void LoadContent()
{
    // Create a new SpriteBatch, which can be used to draw textures.
    spriteBatch = new SpriteBatch(GraphicsDevice);

    // Opening Screen Textures
    test = Content.Load<Texture2D>("test");

    //LOAD but DONT PLAY sound
    backgroundSong = Content.Load<SoundEffect>("Call to Adventure");
    backgroundSongInstance = backgroundSong.CreateInstance();
    backgroundSongInstance.IsLooped = true;

    //Rest of code cut out for example!
}

继续使SoundEffectInstance backgroundSongInstance成为一个新变量,这样你就可以更好地控制它(因为它会在退出Update()方法的范围时被销毁,所以我们以后可以访问它

Update方法中:

 //Goes from menu to level 1 when player presses enter
 if (gameState == GameState.OpeningMenu && Keyboard.GetState().IsKeyDown(Keys.Enter))
 {
      gameState = GameState.Play;
      //Start playing sound
      backgroundSongInstance.Play();
 }
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