If your game has over 5,000 users you could be legally required to purchase a license. Unless you have a good reason, I would recommend you stick to the content pipeline for audio whenever possible.Īlthough MP3 is supported by MonoGame, you probably want to stay away from using it. In this situation, be aware that certain platforms do not support certain formats ( for example, no wma support on Android or iOS, while iOS doesn’t support ogg but does support mp3 ). As you will see shortly though, it is also possible to load audio files outside of the content pipeline. Simply add your audio files ( mp3, mp4, wma, wav, ogg ) to the content pipeline and it will do the rest of the work for you. Fortunately the content pipeline takes care of a great deal of the complications for us. When playing audio there is always the challenge of what formats are supported, especially when you are dealing with multiple different platforms, all of which have different requirements. There is an HD video of this chapter available here. We will be taking a look at both processes. Since the initial release they added a much simplified API. Originally XNA supported one way of playing audio, using XACT (Cross Platform Audio Creation Tool ). In this chapter we are going to look at using audio in XNA.
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