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Windows Phone: How to play audio in in XAML app using XNA ...

    https://social.technet.microsoft.com/wiki/contents/articles/27381.windows-phone-how-to-play-audio-in-in-xaml-app-using-xna-library/rss.aspx
    This article shows how to play audio sounds in silverlight using the XNA SoundEffect class. Silverlight has MediaElement element to play Audio and Video, but this element is very heavyweight for playing sound files. When it plays them, it stops all other media playback on the phone. So XNA library can be used for Small size/medium size sound files.

c# - How to play dynamic sounds in XNA? - Stack Overflow

    https://stackoverflow.com/questions/5032450/how-to-play-dynamic-sounds-in-xna
    XNA 4.0 added support for dynamic audio that allows you to: Create a regular immutable sound effect from a raw buffer using the SoundEffect.FromStream method. Create a DynamicSoundEffectInstance object then modify the audio data of this new streaming sound effect object dynamically.

c# - Dynamic audio player for an XNA Game - Stack …

    https://stackoverflow.com/questions/17127499/dynamic-audio-player-for-an-xna-game
    If you're going to use XNA's built in system, just use the regular Content.Load<Song> ("mysong"); method - or try loading it as a SoundEffect using SoundEffect.FromStream (new System.IO.FileStream ("MyFile.mp3", System.IO.FileMode.Open)); - which is intended for .wav sounds but should be compatible with other MS-approved audio files.

Playing multiple MP3s in XNA App

    https://social.msdn.microsoft.com/forums/windowsapps/en-us/b87c70c0-1708-441c-abf4-5a4c8dbac63c/playing-multiple-mp3s-in-xna-app
    1. MediaPlayer is indeed the only way to play MP3 files, and it can only play one file at a time. 2. You need to manage it yourself. 3. Never block Update(). 4. SoundEffect uses WAV-based sound effects and can play multiple effects …

XNA | The Audio File

    https://audio-file.org/tag/xna/
    Posts about XNA written by tom2tec. A volume unit (VU) meter or standard volume indicator (SVI) is a device displaying a representation of the signal level in audio equipment.

SoundEffect Class | Microsoft Docs

    https://docs.microsoft.com/en-us/previous-versions/windows/xna/dd282429(v=xnagamestudio.41)
    A SoundEffect contains the audio data and metadata (such as wave data and loop information) loaded from a sound file. You can create multiple SoundEffectInstance objects, and play them from a single SoundEffect. These objects share the resources of that SoundEffect. You can create a SoundEffect by calling ContentManager.Load.

SoundEffect Class (Microsoft.Xna.Framework.Audio ...

    https://docs.microsoft.com/en-us/previous-versions/windows/silverlight/dotnet-windows-silverlight/dd282429(v=xnagamestudio.35)
    Methods. Creates a new SoundEffectInstance for this SoundEffect. Releases the resources used by the SoundEffect. Creates a SoundEffect object based on the specified data stream. Returns the sample duration based on the specified sample size and sample rate. Returns the size of the audio sample based on duration, sample rate, and audio channels.

MonoGame Tutorial: Audio – GameFromScratch.com

    https://gamefromscratch.com/monogame-tutorial-audio/
    Once again the content loader does not use the file’s extension. Our Song can then be played with a call to MediaPlayer.Play(). In this example we wire up a MediaStateChanged event handler that will be called when the song completes, decreasing the volume and playing the song again. Playing Sound Effects. This example shows playing sound effects.

c# - Loading sound in XNA without the Content Pipeline ...

    https://gamedev.stackexchange.com/questions/20772/loading-sound-in-xna-without-the-content-pipeline
    Step 4 - Use the SoundEffect as normal. Your OGG file is now loaded and can be used like any other SoundEffect loaded through the content pipeline: Show activity on this post. If you're only targeting Windows, I've found that the easiest way is to bypass the XNA Audio API altogether and use something else.

Class SoundEffect | MonoGame Documentation

    https://docs.monogame.net/api/Microsoft.Xna.Framework.Audio.SoundEffect.html
    Class SoundEffect. Represents a loaded sound resource. A SoundEffect represents the buffer used to hold audio data and metadata. SoundEffectInstances are used to play from SoundEffects. Multiple SoundEffectInstance objects can be created and played from the same SoundEffect object. The only limit on the number of loaded SoundEffects is ...

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