how to generate barcode in c#.net with example Playing Sounds in Visual Studio .NET

Creation Denso QR Bar Code in Visual Studio .NET Playing Sounds

7 Playing Sounds
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clever, in that it when the sound effect finishes playing (which causes the state to become stopped) it will automatically restart it. Note that we are using button A to provide a level rather than an edge, and therefore the program does not need to detect when the button is pressed, merely whether it is up or down. Sample Code: 02 RayGun The 02 RayGun project n the resources for th s chapter conta ns a
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program that repeats a sound samp e as ong as the A button s he d down on the gamepad
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Changing Instance Properties
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The preceding code makes the sound repeat by restarting playback when it stops. This works, but it means that the game has to keep checking to see if the sound has finished playing. There is a much easier way of making a sound repeat: we can just set the repeating property of the sound to true:
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shootSoundEffectInstance.IsLooped = true;
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The IsLooped property controls whether or not the sound plays repeatedly. It is normally set to false, which means that the sound will play once and then stop. If this property is set to true, the sound will repeat forever. You can also modify the Pitch and Pan properties of a playing sound. Changing the pitch of a sound makes it higher or lower, and you can set the pitch value between 1 (half the original pitch) and +1 (double the original pitch). This is very useful if you want to make it sound like an engine is speeding up. The Pan value lets you move the sound between the left and right speakers. It can be set between 1 (hard left) and +1 (hard right). We can easily use the values from the gamepad thumbsticks to let us move our raygun sound around and change its pitch. We will find out more about the thumbsticks in 12, Games, Objects, and State.
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shootSoundEffectInstance.Pitch = pad1.ThumbSticks.Left.Y; shootSoundEffectInstance.Pan = pad1.ThumbSticks.Left.X;
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Sample Code: 03 RayGun The 03 RayGun w th p tch and pan project n the resources for th s chapter conta ns a program that repeats a sound samp e as ong as the A button s he d down on the gamepad You can use the eft thumbst ck to change the p tch of the sound and a so move t from eft to r ght
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Sound Bugs from Your Younger Brother
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Your younger brother is quite keen on a raygun of his own and rushes off to create this program. However, he is soon back complaining that the program is faulty because It goes wrong when I run it. You try the program, and sure enough, you get the screen shown in Figure 7-5.
Part II
Images, Sound, and Text
FIGURE 7-5 Throw ng a Nu ReferenceExcept on.
The reason for this is quite simple. Some types in C# are managed by reference. This means that a variable of this type is actually a reference to an object in memory. When you use the variable, the program follows the reference to the object it refers to and uses that object. A reference that is null is not set to refer to an object, so any attempt to follow this reference causes the program to fail. If a program tries to follow the shootSoundEffectInstance reference before it has been set to refer to an object, it is trying to go nowhere. This infringement is picked up by the system running our program, and the program is stopped at this point. The program should work OK, so there must be something missing from the version that your younger brother has entered. You remember that the SoundEffectInstance value should have been set in the LoadContent method. You take a look there and find that your younger brother has left out that statement: protected override void LoadContent()
{ // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); shootSoundEffect = Content.Load<SoundEffect>("shootSound");
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