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| To add your own sounds to the soundbank, you can define a new <tt>CueDefinition</tt> and add a name: | | To add your own sounds to the soundbank, you can define a new <tt>CueDefinition</tt> and add a name: |
| <syntaxhighlight lang="c#"> | | <syntaxhighlight lang="c#"> |
− | CueDefinition cue_definition = new CueDefinition(); | + | CueDefinition myCueDefinition = new CueDefinition(); |
| | | |
| // Adding the name for the cue, which will be | | // Adding the name for the cue, which will be |
| // the name of the sound when using sound functions. | | // the name of the sound when using sound functions. |
− | cue_definition.name = "myNewSound";
| + | myCueDefinition.name = "myNewSound"; |
| </syntaxhighlight> | | </syntaxhighlight> |
| | | |
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| // If this sound is played multiple times in quick succession, | | // If this sound is played multiple times in quick succession, |
| // only one sound instance will play at a time. | | // only one sound instance will play at a time. |
− | cue_definition.instanceLimit = 1;
| + | myCueDefinition.instanceLimit = 1; |
− | cue_definition.limitBehavior = CueDefinition.LimitBehavior.ReplaceOldest;
| + | myCueDefinition.limitBehavior = CueDefinition.LimitBehavior.ReplaceOldest; |
| </syntaxhighlight> | | </syntaxhighlight> |
| | | |
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| <syntaxhighlight lang="c#"> | | <syntaxhighlight lang="c#"> |
| // Setting the sound effect to the new cue. | | // Setting the sound effect to the new cue. |
− | cue_definition.SetSound(sound_effect, Game1.audioEngine.GetCategoryIndex("Default"), false);
| + | myCueDefinition.SetSound(sound_effect, Game1.audioEngine.GetCategoryIndex("Default"), false); |
| | | |
| // Adding the cue to the sound bank. | | // Adding the cue to the sound bank. |
− | Game1.soundBank.AddCue(cue_definition); | + | Game1.soundBank.AddCue(myCueDefinition); |
| </syntaxhighlight> | | </syntaxhighlight> |
| | | |
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| <syntaxhighlight lang="c#"> | | <syntaxhighlight lang="c#"> |
| // Get the cue to manipulate. | | // Get the cue to manipulate. |
− | var cue_definition = Game1.soundBank.GetCueDefinition("debuffHit"); | + | var existingCueDef = Game1.soundBank.GetCueDefinition("debuffHit"); |
| | | |
| // Get the audio file and add it to a new SoundEffect, to replace the old one. | | // Get the audio file and add it to a new SoundEffect, to replace the old one. |
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| | | |
| // Assign the new sound effect to this cue. | | // Assign the new sound effect to this cue. |
− | cue_definition.SetSound(sound_effect, audioEngine.GetCategoryIndex("Default"), false);
| + | existingCueDef.SetSound(sound_effect, audioEngine.GetCategoryIndex("Default"), false); |
| </syntaxhighlight> | | </syntaxhighlight> |
| | | |