Note The ++ before the currentCueNr indicates you want the value of currentCueNr to be incremented in Office Word

Printing DataMatrix in Office Word Note The ++ before the currentCueNr indicates you want the value of currentCueNr to be incremented

Note The ++ before the currentCueNr indicates you want the value of currentCueNr to be incremented
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before the whole line gets evaluated. If you wrote currentCueNr++, the condition will be false if the currentCueNr is 4, and after that, the value is incremented to 5, which will give an OutOfRange exception at the GetCue method. By writing ++currentCueNr, if the currentCueNr is 4, the value is first incremented to 5, so the condition will be true, and the value will be reset to 0.
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By putting the Update call on the audioEngine in this method, all you have to call in the Update method is this UpdateSounds method.
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The Code
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Since you can find all the code for the looping background playlist earlier in the chapter, the following code starts a looping sound as defined in the first part of this recipe by pressing the spacebar and ends it by pressing the Enter key: protected override void Update(GameTime gameTime) { GamePadState gamePadState = GamePad.GetState(PlayerIndex.One); if (gamePadState.Buttons.Back == ButtonState.Pressed) this.Exit(); KeyboardState keyState = Keyboard.GetState();
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CH A PT ER 7 A DD I NG S OUN DS TO Y OUR XN A 2. 0 PROJE CT
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if (keyState.IsKeyDown(Keys.Space) || (gamePadState.Buttons.B == ButtonState.Pressed)) { if ((cue1 == null) || (cue1.IsStopped)) { cue1 = soundBank.GetCue("audio1"); cue1.Play(); } } if (keyState.IsKeyDown(Keys.Enter) || (gamePadState.Buttons.A == ButtonState.Pressed)) if (cue1 != null) cue1.Stop(AudioStopOptions.Immediate); audioEngine.Update(); base.Update(gameTime); } The first time the spacebar is pressed, the cue1 variable will be null. When the user presses the Enter key, the cue is stopped. When the user presses the spacebar again, the cue is restarted. Once again, note that you need to re-create the cue1 variable (by calling the GetCue method) after the cue has been stopped.
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7-3. Play Sounds from a 3D Location Relative to the Camera: 3D Sound
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The Problem
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To add some more realism to your 3D game, you want to be able to give each of your sounds a location in 3D space. This way, an explosion to the right of your camera will be played mainly on the right speaker, so the user gets the impression the explosion is really on his right side. Even if the explosion is not in sight of the camera, the user will be able to know something happened on his right side.
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The Solution
XNA has made all of this easy. For each sound, you have to set the 3D location of the camera and the location of the sound origin using the Apply3D method of the Cue object of the sound. Note that every time the camera or the sound source moves, you need to update your Cue by calling this method.
CHAPTER 7 ADDIN G SOUNDS TO YOUR XNA 2.0 PROJEC T
How It Works
If you want to set the 3D position of a sound source, you first need to create an AudioEmitter object for the sound source and an AudioListener object for your camera. When you pass both to the Apply3D method of the Cue, XNA will calculate how the sound is distributed over the speakers (or headphones) connected to your system. This method creates both objects: private void UpdateSoundPosition(Cue cue, Vector3 sourcePos, Vector3 camPos, Vector3 camForward, Vector3 camUp) { AudioEmitter emitter = new AudioEmitter(); emitter.Position = sourcePos; AudioListener listener = new AudioListener(); listener.Position = camPos; listener.Forward = camForward; listener.Up = camUp; cue.Apply3D(listener, emitter); } For the emitter (your audio source), you need to set only the position. For the listener (your camera), however, you also need to set the Forward and Up vectors, because when the camera is rotated over 180 degrees, left and right are switched. When you have created and filled both objects, you can pass them to the Apply3D method of the Cue. This needs to be done whenever either the sound source or your camera moves. You need to call this Apply3D method before you call the Play method on the cue for the first time. Therefore, make sure you don t call Play on your Cue yet: protected override void Initialize() { fpsCam = new QuakeCamera(GraphicsDevice.Viewport, new Vector3(0,0,5) , 0, 0); audioEngine = new AudioEngine("Content/Audio/MyXACTproject.xgs"); waveBank = new WaveBank(audioEngine, "Content/Audio/myWaveBank.xwb"); soundBank = new SoundBank(audioEngine, "Content/Audio/mySoundBank.xsb"); cue1 = soundBank.GetCue("audio1"); base.Initialize(); } In your Update method, whenever you update the position of your camera or the position of the audio source, you should call the UpdateSoundPosition method:
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