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audio - Looping music with intro in XNA using …

    https://stackoverflow.com/questions/2812397/looping-music-with-intro-in-xna-using-soundeffect
    Sound A is an 18 second intro designed to be played once. Sound B is a 1 minute looping track. I'd like to play Sound A once, then once Sound A is done, immediately play Sound B and keep looping Sound B until I tell it to stop. This is supposed to be looping town music in an RPG. I've tried doing this in code using just SoundEffect, but there's ...

c# - Audio looping with XNA on Windows Phone 8 while …

    https://stackoverflow.com/questions/14345784/audio-looping-with-xna-on-windows-phone-8-while-the-sound-is-still-playing
    Audio looping with XNA on Windows Phone 8 while the sound is still playing. Ask Question Asked 8 years, 11 months ago. Active 8 years, 10 months ago. Viewed 1k times 11 1. I need a way to start/stop a loop while the sound is still playing. I've found that the best way to play multiple sounds together is to use XNA.

c# - XNA - how to prevent a sound from looping - Game ...

    https://gamedev.stackexchange.com/questions/62104/xna-how-to-prevent-a-sound-from-looping
    So in XNA I have this code: Variables: SoundEffect optionSelected; In the LoadContent () method: optionSelected = Content.Load<SoundEffect> ("gameSounds\\selectOption"); In the Update () method: optionSelected.Play (); So when it comes time for the sound to play it never stops looping. I want to hear it only once.

SoundEffect Class | Microsoft Docs

    https://docs.microsoft.com/en-us/previous-versions/windows/xna/dd282429(v=xnagamestudio.41)
    Playing a Sound Looping a Sound Adjusting Pitch and Volume Applying a 3D Positional Effect to a Sound. Reference. SoundEffectInstance Class ContentManager.Load Generic Method SoundEffect Members Microsoft.Xna.Framework.Audio Namespace. Platforms. Xbox 360, Windows 7, Windows Vista, Windows XP, Windows Phone

MonoGame Tutorial: Audio - GameFromScratch.com

    https://gamefromscratch.com/monogame-tutorial-audio/
    In this chapter we are going to look at using audio in XNA. Originally XNA supported one way of playing audio, using XACT (Cross Platform Audio Creation Tool ). Since the initial release they added a much simplified API. We will be taking a look at both processes. ... In the above example, we create a single looping sound effect right away ...

Loop a sound from the middle - MonoGame - Tips - …

    https://sorceryforce.net/en/tips/mono-game-loop-play-sound-from-middle-by-xact
    Select the range you want to loop. From the menu, select Tools >Loop>Create loop points. The same is true when you press the "L" button in the toolbar. "loop start" and "loop end" are displayed on both sides of the selection. This is the range to be looped. Choose File > Save from the menu to save the audio data. The file is basically a wave file.

Looping background music in C#/XNA? : gamedev

    https://www.reddit.com/r/gamedev/comments/1dd3bu/looping_background_music_in_cxna/
    If an audio track which is being encoded into mp3 format doesn't divide precisely into multiples of the file's frame duration, then the final frame gets padded out with empty sound. That final period of empty, padded sound completely breaks seamless looping. So if you need to loop sound seamlessly, then mp3 is not the way to go.

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

    https://docs.microsoft.com/en-us/previous-versions/windows/silverlight/dotnet-windows-silverlight/dd282429(v=xnagamestudio.35)
    Initializes a new instance of SoundEffect based on an audio buffer, sample rate, and number of audio channels. SoundEffect (array<Byte [], Int32, Int32, Int32, AudioChannels, Int32, Int32) Initializes a new instance of SoundEffect with specified parameters such as audio sample rate, channels, looping criteria, and a buffer to hold the audio. Top.

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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