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Sounds categories volume level in xna - Game Development ...
https://gamedev.stackexchange.com/questions/13204/sounds-categories-volume-level-in-xna
Assuming that's the case, whatever volume the user picks IS the value you set in .SetVolume(float); For example, every time the Music Volume slider changes, it changes a float variable from 0.0 to 1.0 and at that time, you call .SetVolume(sliderValue); If you are trying to implement an Up/Down volume control which moves in increments, you don't need to add .05f …
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
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.
SoundEffectInstance Class | Microsoft Docs
https://docs.microsoft.com/en-us/previous-versions/windows/xna/dd282421(v=xnagamestudio.41)
However, the user can play only 16 sound effects at one time. Attempts to play a SoundEffectInstance beyond this limit will fail. On Windows, there is no hard limit. Playing too many instances can lead to performance degradation. On Xbox 360, the limit is 300 sound effect instances loaded or playing. Dispose of old instances if you need more.
Cue Class | Microsoft Docs
https://docs.microsoft.com/en-us/previous-versions/windows/xna/bb196047(v=xnagamestudio.41)
A sound also has specific properties such as volume and pitch. The sound designer can adjust these properties. The advantage to using the Audio API to reference cues rather than specific sounds is that an audio designer can reassign sounds to a cue in the sound bank without programmer intervention.
Class SoundEffect | MonoGame Documentation
https://docs.monogame.net/api/Microsoft.Xna.Framework.Audio.SoundEffect.html
volume: Volume, ranging from 0.0 (silence) to 1.0 (full volume). Volume during playback is scaled by SoundEffect.MasterVolume. Single: pitch: Pitch adjustment, ranging from -1.0 (down an octave) to 0.0 (no change) to 1.0 (up an octave). Single: pan: Panning, ranging from -1.0 (left speaker) to 0.0 (centered), 1.0 (right speaker).
SoundEffectInstance Class …
https://docs.microsoft.com/en-us/previous-versions/windows/silverlight/dotnet-windows-silverlight/dd282421%28v%3dxnagamestudio.35%29
Provides a single playing, paused, or stopped instance of a SoundEffect sound. Inheritance Hierarchy System.Object Microsoft.Xna.Framework.Audio.SoundEffectInstance
RUS: Нет звука в играх, основанных на XNA. ENG: No sound ...
https://answers.microsoft.com/en-us/xbox/forum/all/rus-%d0%bd%d0%b5%d1%82/d1875766-019f-45b6-8523-efcefdc62a66
Какие DLL-файлы использует XNA Framework? Установить я могу их сам. Eng: There's absolutely no sound in games based on XNA Framework, and I already said that in the title. These games include Terraria and Stardew Valley. These games appear in the volume mixer, but no sound whatsoever, and no errors appear.
c# - XNA MediaPlayer.Volume setter being extremely …
https://stackoverflow.com/questions/3732070/xna-mediaplayer-volume-setter-being-extremely-slow
I've recently added audio to my game loaded under the "Song" class from the XNA framework. Everything seemed to work fine, until I decided to add the possibility to change the volume of the song, using the MediaPlayer.Volume setter.
xna - Sound emmiters with panning and volume in 2D - Game ...
https://gamedev.stackexchange.com/questions/9774/sound-emmiters-with-panning-and-volume-in-2d
public bool SetSoundForCamera(SoundEffectInstance sound, Vector2 position, float baseVolume) { Vector2 screenDistance = (position-cameraCenter) / cameraHalfSize; float fade = MathHelper.Clamp(2f - screenDistance.Length(), 0, 1); sound.Volume = fade * fade * baseVolume; sound.Pan = MathHelper.Clamp(screenDistance.X, -1, 1); return fade > 0; }
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