Difference between revisions of "XNA First Sound Project"

esse quam videri
Jump to: navigation, search
Line 1: Line 1:
 +
==Setup Project in GSE==
 +
 
[[Image:GameStudioExpressNewProject.png]]
 
[[Image:GameStudioExpressNewProject.png]]
  
Line 116: Line 118:
  
 
[[Image:GameStudioExpressNewFolder.png]]
 
[[Image:GameStudioExpressNewFolder.png]]
 +
 +
==XACT Time==
  
 
[[Image:XACTOpen.png]]
 
[[Image:XACTOpen.png]]
Line 138: Line 142:
  
 
[[Image:XACTABuild.png]]
 
[[Image:XACTABuild.png]]
 +
 +
==Import into GSE==
  
 
[[Image:GameStudioExpressAddExistingItem.png]]
 
[[Image:GameStudioExpressAddExistingItem.png]]
 +
 +
[[Image:GameStudioExpressAddExistingItemXAPFile.png]]
 +
 +
[[Image:GameStudioExpressCopyIfNewer.png]]
 +
 +
==Time to Code==

Revision as of 22:43, 2 July 2007

Setup Project in GSE

GameStudioExpressNewProject.png

GameStudioExpressNewProjectSettings.png

GameStudioExpressGame1Files.png

<csharp>

  1. region Using Statements

using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Storage;

  1. endregion

namespace TestGame1 {

   /// <summary>
   /// This is the main type for your game
   /// </summary>
   public class Game1 : Microsoft.Xna.Framework.Game
   {
       GraphicsDeviceManager graphics;
       ContentManager content;


       public Game1()
       {
           graphics = new GraphicsDeviceManager(this);
           content = new ContentManager(Services);
       }


       /// <summary>
       /// Allows the game to perform any initialization it needs to before starting to run.
       /// This is where it can query for any required services and load any non-graphic
       /// related content.  Calling base.Initialize will enumerate through any components
       /// and initialize them as well.
       /// </summary>
       protected override void Initialize()
       {
           // TODO: Add your initialization logic here
           base.Initialize();
       }


       /// <summary>
       /// Load your graphics content.  If loadAllContent is true, you should
       /// load content from both ResourceManagementMode pools.  Otherwise, just
       /// load ResourceManagementMode.Manual content.
       /// </summary>
       /// <param name="loadAllContent">Which type of content to load.</param>
       protected override void LoadGraphicsContent(bool loadAllContent)
       {
           if (loadAllContent)
           {
               // TODO: Load any ResourceManagementMode.Automatic content
           }
           // TODO: Load any ResourceManagementMode.Manual content
       }


       /// <summary>
       /// Unload your graphics content.  If unloadAllContent is true, you should
       /// unload content from both ResourceManagementMode pools.  Otherwise, just
       /// unload ResourceManagementMode.Manual content.  Manual content will get
       /// Disposed by the GraphicsDevice during a Reset.
       /// </summary>
       /// <param name="unloadAllContent">Which type of content to unload.</param>
       protected override void UnloadGraphicsContent(bool unloadAllContent)
       {
           if (unloadAllContent == true)
           {
               content.Unload();
           }
       }


       /// <summary>
       /// Allows the game to run logic such as updating the world,
       /// checking for collisions, gathering input and playing audio.
       /// </summary>
       /// <param name="gameTime">Provides a snapshot of timing values.</param>
       protected override void Update(GameTime gameTime)
       {
           // Allows the default game to exit on Xbox 360 and Windows
           if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
               this.Exit();
           // TODO: Add your update logic here
           base.Update(gameTime);
       }


       /// <summary>
       /// This is called when the game should draw itself.
       /// </summary>
       /// <param name="gameTime">Provides a snapshot of timing values.</param>
       protected override void Draw(GameTime gameTime)
       {
           graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
           // TODO: Add your drawing code here
           base.Draw(gameTime);
       }
   }

} </csharp>

GameStudioExpressNewFolder.png

XACT Time

XACTOpen.png

XACTNewWaveBank.png

XACTNewSoundBank.png

XACTTile.png

XACTReadyForImport.png

XACTNewSound.png

XACTDragFromWaveBank.png

XACTDragFromSoundBank.png

XACTCueCreated.png

XACTSaveAs.png

XACTABuild.png

Import into GSE

GameStudioExpressAddExistingItem.png

GameStudioExpressAddExistingItemXAPFile.png

GameStudioExpressCopyIfNewer.png

Time to Code