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audio - C# XNA SoundEffect.FromStream - Stack Overflow

    https://stackoverflow.com/questions/17187503/c-sharp-xna-soundeffect-fromstream
    c# audio xna stream soundeffect. Share. Improve this question. Follow asked Jun 19 '13 at 9:20. user2320928 user2320928. 249 1 1 gold badge 6 6 silver badges 16 16 bronze badges. 1. I've found this searching on Google, maybe …

XNA Audio Stream Demo - YouTube

    https://www.youtube.com/watch?v=j6Sl8YXQ04w
    Streams audio data.Song: ghosts 'n' stuff by Deadmau5

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

    https://gamedev.stackexchange.com/questions/20772/loading-sound-in-xna-without-the-content-pipeline
    However I don't want the user to have to install anything more than the XNA runtime, so calling the content pipeline at runtime is out. For images I'm doing fine using Texture2D.FromStream. I've also noticed that XNA 4.0 added a FromStream method to the SoundEffect class but it only accepts PCM wave files.

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.

Class SoundEffect | MonoGame Documentation

    https://docs.monogame.net/api/Microsoft.Xna.Framework.Audio.SoundEffect.html
    Creates a new SoundEffect object based on the specified data stream. This internally calls FromStream (Stream). Declaration public static SoundEffect FromFile (string path) Parameters Returns Remarks The stream must point to the head of a valid wave file in the RIFF bitstream format. The formats supported are:

Download Microsoft XNA Game Studio 4.0 from Official ...

    https://www.microsoft.com/en-us/download/details.aspx?id=23714
    XNA Game Studio 4.0 is a programming environment that allows you to use Visual Studio 2010 to create games for Windows Phone, the Xbox 360 console, and Windows-based computers. XNA Game Studio 4.0 includes the XNA Framework 4.0, which is a set of managed libraries designed for game development based on Microsoft .NET Framework 4.

Prepend data to stream in C# - Code Review Stack Exchange

    https://codereview.stackexchange.com/questions/107469/prepend-data-to-stream-in-c
    XNA can take a WAV file stream and turn that into a SoundEffect (seen below in "case ".wav""). Since WAV files are large, I want to enable MP3 audio as one of the resources, so I found MP3Sharp , a cross-platform library that converts mp3 file data into PCM data.(just the wavform data, no headers.)

[WPSL]Windows Phone using XNA to record audio

    https://social.msdn.microsoft.com/Forums/en-US/e9261a90-8c1c-4f22-b663-0a2fa10802fb/wpslwindows-phone-using-xna-to-record-audio
    void microphone_BufferReady(object sender, EventArgs e) { // Retrieve audio data microphone.GetData(buffer); // Store the audio data in a stream stream.Write(buffer, 0, buffer.Length); } private void recordButton_Click(object sender, EventArgs e) { // Get audio data in 1/2 second chunks microphone.BufferDuration = TimeSpan.FromMilliseconds(500); // Allocate …

XACT Streaming Sound Banks?

    https://social.msdn.microsoft.com/Forums/en-US/85594964-8220-483c-a27f-8bc10f112a42/xact-streaming-sound-banks
    Do the XNA XACT apis not support streaming sound banks? When the wave bank's "Type" property is set to "InMemory", everything works fine. However, if I change it to "Streaming" I get the exception below on this line of code: waveBank = new WaveBank(audioEngine, "Assets/Wave Bank.xwb");

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