I thought for sure people would be posting this everywhere so i didnt bother to post it at all..but it seems I am wrong and I havent found any yet so I am going to post how to do it.
Essentially all we have to do is create a MediaLibrary and get the desired source for it. Its really simple I promise.
First add this to your namespaces:
using Microsoft.Xna.Framework.Media;
now create a MediaLibrary variable
MediaLibrary mediaLibrary;
then in your Initialize or LoadContent() methods do:
mediaLibrary = new MediaLibrary(MediaSource.GetAvailableMediaSources()[0]);//get the first media source and use that
Now to play the music found in the media library simply do
MediaPlayer.Play(mediaLibrary.Songs); //play all songs in the media library
Simple right? As a note there can sometimes be more than 1 media source so if you want you can loop through all the available MediaSources with a simple foreach loop.
so for example that can be done like so:
foreach (MediaSource mediaSource in MediaSource.GetAvailableMediaSources())
{
if (mediaSource.MediaSourceType == MediaSourceType.LocalDevice)
{
mediaLibrary = new MediaLibrary(mediaSource);
break;//break out of loop
}
}
And thats it…nothing else to it extremly simple but just in case here is a general idea of what you should have.
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace MusicExample
{
///
/// This is the main type for your game
///
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
MediaLibrary mediaLibrary;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
///
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
///
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
///
/// LoadContent will be called once per game and is the place to load
/// all of your content.
///
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
foreach (MediaSource mediaSource in MediaSource.GetAvailableMediaSources())
{
if (mediaSource.MediaSourceType == MediaSourceType.LocalDevice)
{
mediaLibrary = new MediaLibrary(mediaSource);
break;
}
}
MediaPlayer.Play(mediaLibrary.Songs);
// TODO: use this.Content to load your game content here
}
///
/// UnloadContent will be called once per game and is the place to unload
/// all content.
///
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
///
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
///
/// Provides a snapshot of timing values.
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}
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