From sadlerman at randylaptop.com Sun Mar 4 21:36:02 2007 From: sadlerman at randylaptop.com (damien c. sadler - head of x-sight interactive) Date: Sun, 4 Mar 2007 21:36:02 -0000 Subject: [AGDev-newbies] my first audio game Message-ID: <002a01c75ea5$1fc72c70$5100a8c0@xsight> hi. damien sadler here, otherwise known as x-sight interactive. i am currently working on my first audio game using vb6. before vb6 i used to use autoit, which i realise now is bad for game design. now i've switched to vb6 and have started to recode my whole game again. so obviously i still got to get some stuff going with vb6. if someone could help me with this it'd be great. i have made a public function in a module called SNDLoad. this function will return a direct sound buffer for a filename passed through a parameter. this function will check the parameter, and if the filename doesn't end with .wav, the function will assume that the sound file is encrypted and attempt to decrypt it with the encryption key, which can also be passed as a parameter. then it will load the sound through direct sound. there is also another module specifying constants like MusicPath, SpeechPath, SoundsPath, etc. i'm now trying to use this function in the actual game code, and the line that tries to call the function: ret=SNDLoad(MusicPath & "\logo.xsi", MusicPath & "\logo.wav", "") where "" is my encryption key (which i can't give out for obvious reasons), is coming up with an error: method or data member not found. what does this mean, and how can i fix it, or don't you deal with direct programming queries? i originally thought it was because the sound manager module was calling a function in it which referred to another module which it perhaps didn't have access to, but then i put that function into that module and it still isn't working. thanks. regards, damien c. sadler -------------- next part -------------- An HTML attachment was scrubbed... URL: From agdev-newbies at htpad.com Sat Mar 17 04:23:11 2007 From: agdev-newbies at htpad.com (Hardy) Date: Sat, 17 Mar 2007 00:23:11 -0400 Subject: [AGDev-newbies] I need help with my multiplayer net games Message-ID: <001701c7684c$110d8390$6501a8c0@DESKTOPCOMCAST> Hello audio gamers, I have a problem and would like some real help. Here's my problem: I'm about to start programming some big "multiplayer" games for the blind. The games will be text-based games (no heavy load graphics). Such as football with time outs, instant replay rules, game clock, play clock, sound ranking performance test for each player on each play, multiple players on each team (quarterback, running back, tight-end, wide receivers, defensive back, defensive corners, defensive safety, punt returner, punter, and kicker), benching players, trading players, drafting players, penalty calls, dual sappi voice play-by-play callers, ability to start a game against the computer, full season play with perhaps a real prize (cash and trophy) at the end of the super bowl, and more. I am going to write my game interface using my 'visual studio 2005' software in c++. All the players will have a copy of my game interface on their computers. The game interface will send each player's move or 'turn decision' to a 'constantly' running script on the Internet, which will be 'listening' for clients on the Internet. The script will then send the 'move' to all the other players of the game so everyone has the same instance of the game at the same time. I have never done this before. I'm not sure how to do the all day listening part of the programming. I have a domain (htpad.com) with the host4profit website hosting service. They have two files in my root directory: '.bash_profile' and '.bashrc'. I know these two files have something to do with the 'bash' shell. I was also told I would need to create something called a 'daemon bash script' if I wanted a script that would continuously 'listen' on the Internet for clients in order to process their moves. I'm not sure if this is correct. My question is this: Am I on the write track, and how do I create a 'safe' daemon script that will not make my host provider nervous? Is a daemon simply a program that I write in 'bash' and is always running on my host's server and it simply calls my pearl script that does all the 'ios::socket' listening? I'm not sure what a daemon is and how to create one. Please explain or give me a link to a text file explaining the daemon file. Basically, I'm not sure how I can keep a script on the Internet running 24 hours-a-day listening for clients wanting to take a turn at a current game, join a current game, or start a new game. Thanks, Mr. Hardy Read one man's journey: http://www.htpad.com/journey -------------- next part -------------- An HTML attachment was scrubbed... URL: From mail at sabahattin-gucukoglu.com Sat Mar 17 10:51:14 2007 From: mail at sabahattin-gucukoglu.com (Sabahattin Gucukoglu) Date: Sat, 17 Mar 2007 10:51:14 -0000 Subject: [AGDev-newbies] I need help with my multiplayer net games In-Reply-To: <001701c7684c$110d8390$6501a8c0@DESKTOPCOMCAST> References: <001701c7684c$110d8390$6501a8c0@DESKTOPCOMCAST> Message-ID: <45FBC822.8280.5CC99BE@mail.sabahattin-gucukoglu.com> Hi Mr. Hardy, On 17 Mar 2007 at 0:23, Mr. Hardy said: > I am going to write my game interface using my 'visual studio 2005' > software in c++. All the players will have a copy of my game interface on > their computers. The game interface will send each player's move or 'turn > decision' to a 'constantly' running script on the Internet, which will be > 'listening' for clients on the Internet. The script will then send the > 'move' to all the other players of the game so everyone has the same > instance of the game at the same time. I have never done this before. I'm > not sure how to do the all day listening part of the programming. Depends on your scripting/programming language of choice and the operating system at the webhost. Presumably, the script runs under certain privileges suitable for accessing data needed by the game, not unlike a MUD. It follows then that your script/program probably does socket I/O by hand and was started by your webhoster or by a shell you invoke, although certainly other configurations using superservers are possible so that your script is started up each time a client connection arrives (this doesn't seem to make sense for your type of game, though, which needs client state for all connected peers in one process and it only applies to Unix). May I recommend Tcl for your server's implementation language? It allows you to write very efficient event-driven network servers. > I have a domain (htpad.com) with the host4profit website hosting service. > They have two files in my root directory: '.bash_profile' and '.bashrc'. I > know these two files have something to do with the 'bash' shell. Indeed. The former is run when you log in, the latter when you start another bash instance. Can you do shell logins, with telnet or ssh perhaps? > I was also told I would need to create something called a 'daemon bash > script' if I wanted a script that would continuously 'listen' on the > Internet for clients in order to process their moves. I'm not sure if > this is correct. Er ... never heard of bash being used to write daemons before, no. But yes, certainly, you want a daemon. > My question is this: Am I on the write track, and how do I create a 'safe' > daemon script that will not make my host provider nervous? Well, I don't really know if you're any closer to your goal because I don't really know enough about your webhost, your programming abilities or your common knowledge. But that's not an obstacle as long as there are people or references to help you learn. To me, you are ambling along the road to enlightenment, but I think you'll need some filling in first. The people are here. As to security of your program (which is what you're talking about when your provider says ''Safe``), you can't blame them for wanting you to be careful. Let them see it if you have to, or consult a guru in your chosen language. Your provider is talking about the potential for an attacker to somehow compromise or subvert your script or program, make it do something it shouldn't, let the attacker get potentially elevated or sensitive privileges (like those of the webserver or the superuser) on the host provider's machine. Remember, your script is accessible publically over the net - you have to handle input very, very, very carefully. Be completely paranoid and untrusting of anything said on the network by anyone who doesn't have the authority. So naturally they'll be nervous. You have to write security-sensitively. Make your server Open Source and all eyes will see it (I consider this sort of thing a genuine practical advantage of Open Source, but perhaps you feel differently). > Is a daemon simply a program that I write in 'bash' and is always running > on my host's server and it simply calls my pearl script that does all the > 'ios::socket' listening? I'm not sure what a daemon is and how to create > one. Please explain or give me a link to a text file explaining the daemon > file. A daemon is just a program that, when run, detaches itself from the terminal and continues its work in its own process group in the background. So, an idle process not affected by users or terminals, typically regulating itself non-interactively, logging to the system log facility or to files, and altering its own credentials, environment and working directory to suit itself. vsFTPD, sshd, sendmail, thttpd - these are all daemons (and, to make matters totally perfect, the ones I use :-) ). An absolutely minimal daemon simply uses the fork() and setsid() calls, and a slightly more conscientious one closes or redirects standard file descriptors and changes its working directory (a handy shortcut is the daemon() call). These are C subroutines, but all that is doable with perl; you shouldn't be needing bash at all (and, again, how the hell do you write a daemon with bash?) Yes, it's always running on your host (hopefully!). Your perl program should daemonise itself and then use bind(), listen(), accept(), etc. You must make your program multiplex several clients simultaneously in your example case - but that's another story which I'll go into later. > Basically, I'm not sure how I can keep a script on the Internet running 24 > hours-a-day listening for clients wanting to take a turn at a current game, > join a current game, or start a new game. This is all very general, I really can't help any further. I don't know enough about your software, I don't even know what platform your host runs! I've assumed it's running a Unix-like operating system, which is almost always the case. Cheers, Sabahattin -- Sabahattin Gucukoglu sabahattingucukoglucom> Address harvesters, snag this: feedme at yamta.org Phone: +44 20 88008915 Mobile: +44 7986 053399 From agdev-newbies at htpad.com Sat Mar 17 16:37:53 2007 From: agdev-newbies at htpad.com (Hardy) Date: Sat, 17 Mar 2007 12:37:53 -0400 Subject: [AGDev-newbies] making the multi player game server in pearl and clients in c++ Message-ID: <001701c768b2$ae009690$6501a8c0@DESKTOPCOMCAST> Hello helpers, I am not sure what 'tcl' is, but I plan to create the server for the multiplayer net games in pearl and my client interfaces in c++. I plan to make a basic connection between the two early next week. I will post the basic script and ask if I'm on the right track. Perhaps everyone can help me turn it into a daemon and add the security as we go. Thanks, Mr. Saleem Hardy Read one man's journey: http://www.htpad.com/journey -------------- next part -------------- An HTML attachment was scrubbed... URL: From tward1978 at earthlink.net Mon Mar 19 12:10:21 2007 From: tward1978 at earthlink.net (Thomas Ward) Date: Mon, 19 Mar 2007 08:10:21 -0400 Subject: [AGDev-newbies] I need help with my multiplayer net games In-Reply-To: <001701c7684c$110d8390$6501a8c0@DESKTOPCOMCAST> References: <001701c7684c$110d8390$6501a8c0@DESKTOPCOMCAST> Message-ID: <45FE7DAD.7070604@earthlink.net> Hi, I'm playing catchup on email today. So sory for the lateness of this post. Quote The script will then send the ?move? to all the other players of the game so everyone has the same instance of the game at the same time. I have never done this before. I'm not sure how to do the all day listening part of the programming. End quote Well, obviously we are dealing with a client and server side connection between the Windows clients and the Unix server hosting the game. How to do this all depends on the scripting language being used or the programming language being used for the game. What you are doing is not all that different than programming a mud or anyother network based game. You should be able to find code examples of this on the net. As far all day listening your program must be running as a ddaemon on the server and it should scan the ports for incoming connections and close out old games etc. Quote They have two files in my root directory: ?.bash_profile? and ?.bashrc?. I know these two files have something to do with the ?bash? shell. End quote Yes, they do. The .bash_profile is used for setting up specific settings when you login such as paths, export variables, and several other things. The .bashrc file is used for new instances of bash. This is kind of Unix 101 basics. Quote I was also told I would need to create something called a ?daemon bash script? if I wanted a script that would continuously ?listen? on the Internet for clients in order to process their moves. I?m not sure if this is correct. End quote Yes, you will require a daemon. These are programs or scripts that is manually run or is loaded upon startup which run in the background, and constantly monators for new connections or requests from the operating system or from outside. For example, take a daemon program like sendmail. It runs in the background scanning, I believe port 25, for incoming mail packets on the smtp port. When it recieves a packet containing someones email it processes it and delivers it to the proper inbox on the server. Since it operates in the background it is totally transparent to the Unix user, but is always running. As far as using a bash script as a daemon I don't see how that is possible. Bash scripts are generally executable text files containing bash commands that carry out simple instructions. If you are looking for a script language you will likely want to use perl, python, or tcl for this kind of thing. Although, you might be best using a full blown program for your game. Quote My question is this: Am I on the write track, and how do I create a ?safe? daemon script that will not make my host provider nervous? End quote Not knowing you personally or your programming skills that is hard to say. Though judging from the nature of the questions you need to educate yourself on some Unix-type operating system basics as well as understand about daemons and how they work. Any good book on Linux server admin stuff could get you pointed in the right direction. If you took the time to download and use something like Fedora Linux 6 or Ubuntu 6.10 on another computer or on a split partition on your system you could have some hands on experience programming for Unix operating systems as well as hands on practice on using them from an admin point of view. Not only that if you had a box running Linux you could test all your game code by connecting to your home server before putting it on the actual server. When I was in college we had to do Unix programming, and I installed Linux on my home computer, and I have been using the os ever since for server side development, testing, and for home server stuff. Quote Is a daemon simply a program that I write in 'bash' and is always running on my host's server and it simply calls my pearl script that does all the 'ios::socket' listening? I'm not sure what a daemon is and how to create one. Please explain or give me a link to a text file explaining the daemon file. End quote Yes and no. Bash is not a programming language, but a shell. It can be scripted, but as stated above those scripts are basically instructions which tells bash to copy this or that file, delete this or that, or whatever the case might be. I think I have already explained Daemons and where to find out about them earlier. Generally, if you study linux programming and administration you will find something about creating daemons, how to launch them, etc. Also there should be lots of open source exampls you can look at out there which will aid you discover ways to go about this. Your questions happens to be about an area which I myself not real experenced with, but can lend some pointers where to get started. From tward1978 at earthlink.net Mon Mar 19 12:16:24 2007 From: tward1978 at earthlink.net (Thomas Ward) Date: Mon, 19 Mar 2007 08:16:24 -0400 Subject: [AGDev-newbies] making the multi player game server in pearl and clients in c++ In-Reply-To: <001701c768b2$ae009690$6501a8c0@DESKTOPCOMCAST> References: <001701c768b2$ae009690$6501a8c0@DESKTOPCOMCAST> Message-ID: <45FE7F18.6090803@earthlink.net> Hi, TCL is a scripting language commonly used on FreeBSD, Solaris, Linux, and other Unix -like operating systems It is actually pretty nice. Hardy wrote: > Hello helpers, > > I am not sure what 'tcl' is, but I plan to create the server for the > multiplayer net games in pearl and my client interfaces in c++. > > I plan to make a basic connection between the two early next week. I > will post the basic script and ask if I'm on the right track. Perhaps > everyone can help me turn it into a daemon and add the security as we go. > > Thanks, Mr. Saleem Hardy > Read one man's journey: > http://www.htpad.com/journey > ------------------------------------------------------------------------ > > _______________________________________________ > AGDev-newbies mailing list > AGDev-newbies at lists.agdev.org > http://lists.agdev.org/cgi-bin/mailman/listinfo/agdev-newbies > From agdev-newbies at htpad.com Wed Mar 21 00:26:05 2007 From: agdev-newbies at htpad.com (Hardy) Date: Tue, 20 Mar 2007 20:26:05 -0400 Subject: [AGDev-newbies] stopping programming on my game to learn about daemons Message-ID: <001101c76b4f$9ae51000$6501a8c0@DESKTOPCOMCAST> Hello helpers, I see it's not just about writing the code for the game. It's going to be about me learning quite a few new concepts. However, I'm completely willing. One of you told me I would need to run a pearl script as a daemon. I have two questions about this: Do I run the daemon and have the daemon call other subs or '.pl' pearl files to actually run the socket listening for clients part of the program, or do I write the daemon to do everything? It seems the smaller the daemon, the better. However, that may simply be my lack of understanding daemons. my understanding of a daemon is that it is one of my pearl (.cgi) scripts I some how cause to run in the background and handle all incoming clients playing the game. This seems to be the sticky point. my second question is how to cause the pearl script to become a self running daemon? This seems to be the second sticky point. here is what I read in the online pearl 5.8.8 manual: http://perldoc.perl.org/perlipc.html Handling the SIGHUP Signal in Daemons A process that usually starts when the system boots and shuts down when the system is shut down is called a daemon (Disk And Execution MONitor). If a daemon process has a configuration file which is modified after the process has been started, there should be a way to tell that process to re-read its configuration file, without stopping the process. Many daemons provide this mechanism using the SIGHUP signal handler. When you want to tell the daemon to re-read the file you simply send it the SIGHUP signal. Not all platforms automatically reinstall their (native) signal handlers after a signal delivery. This means that the handler works only the first time the signal is sent. The solution to this problem is to use POSIX signal handlers if available, their behaviour is well-defined. The following example implements a simple daemon, which restarts itself every time the SIGHUP signal is received. The actual code is located in the subroutine code() , which simply prints some debug info to show that it works and should be replaced with the real code. #!/usr/bin/perl -w use POSIX(); use FindBin(); use File::Basename(); useFile::Spec::Functions; $|=1; # make the daemon cross-platform, so exec always calls the script # itself with the right path, no matter how the script was invoked. my $script = File::Basename::basename($0); my $SELF = catfile $FindBin::Bin, $script; # POSIX unmasks the sigprocmask properly my $sigset = POSIX::SigSet->new(); my $action = POSIX::SigAction->new('sigHUP_handler', $sigset, &POSIX::SA_NODEFER); POSIX::sigaction(&POSIX::SIGHUP, $action); sub sigHUP_handler { print "got SIGHUP\n"; exec ($SELF, @ARGV) or die "Couldn't restart: $!\n"; } code(); sub code { print "PID: $$\n"; print "ARGV: @ARGV\n"; my $c = 0; while (++$c) { sleep 2; print "$c\n"; } } __END__ the above code example and explanation is starting to sink in but I want to know from you if I am on the right track before I start studying this code and the manual. also, I'm assuming the '__END__' was just a note from the manual writers that the example was over. However, if not, please let me know if it's something that needs to be in the code. in this example, I believe the section that reads: -- code (); sub code { } -- this is the sub where my game programming would be located. I.E. the socket listening, etc. Could I place a call to another sub which is located in another file (using require)? would this make for better programming? to make the daemon as small as possible because it would be running all the time? basically, I need to know if I am finally on the write track and if I should dig into the pearl manual with this example daemon script? Thanks, Mr. Saleem Hardy Read one man's journey: http://www.htpad.com/journey -------------- next part -------------- An HTML attachment was scrubbed... URL: From tward1978 at earthlink.net Wed Mar 21 01:25:21 2007 From: tward1978 at earthlink.net (Thomas Ward) Date: Tue, 20 Mar 2007 21:25:21 -0400 Subject: [AGDev-newbies] stopping programming on my game to learn about daemons In-Reply-To: <001101c76b4f$9ae51000$6501a8c0@DESKTOPCOMCAST> References: <001101c76b4f$9ae51000$6501a8c0@DESKTOPCOMCAST> Message-ID: <46008981.9010204@earthlink.net> Hi Hardy, Quote One of you told me I would need to run a pearl script as a daemon. I have two questions about this: Do I run the daemon and have the daemon call other subs or '.pl' pearl files to actually run the socket listening for clients part of the program, or do I write the daemon to do everything? It seems the smaller the daemon, the better. End quote You would write your perl daemon as you would anyother perl program calling other perl mods, subs, and other perl scripts. The only major difference is your perl program needs to register itself as a daemon. Keep in mind we are talking about perl. The entire purpose of the language is to be a quick and easy script language which is designed by default to import other mods, extentions, and other perl scripts. Quote my second question is how to cause the pearl script to become a self running daemon? End quote Most Unix type operating systems such as Linux use posix type signal handlers for system daemons. Posix daemons should be well documented for perl and Python as they are quite common. So research how to support Posix daemons, and incorperate that in to your program. Once incorperated in to your program you could start a daemon on Fedora Linux as the root administrator you would do something like service MyProgram.pl start which would sent a signal up signal to the os, and remain running until the service MyProgram.pl stop was called, or the operating system is rebooted. Of course I am assuming you would have root privlages which is doubtful since you don't have your own server. As I said in my previous post getting your own copy of Ubunto 6.10 or Fedora 6.0 with the Orca screen reader would help you learn Unix basics and help you test and design Unix type programs right from your home. Quote the above code example and explanation is starting to sink in but I want to know from you if I am on the right track before I start studying this code and the manual. End quote Yes, you are getting on the right track. Quote also, I'm assuming the '__END__' was just a note from the manual writers that the example was over. However, if not, please let me know if it's something that needs to be in the code. End quote I'm not a perl expert as I have only dabbled in the language now and then, but the end looks to me as if it is part of the code. Quote Could I place a call to another sub which is located in another file (using require)? would this make for better programming? to make the daemon as small as possible because it would be running all the time? End quote Yes. I don't see any problem with that. However, I will freely admit here I am skating on my own theory more than actual proven test and trial and error. From seanpm at triad.rr.com Wed Mar 21 02:55:31 2007 From: seanpm at triad.rr.com (Sean Mealin) Date: Tue, 20 Mar 2007 22:55:31 -0400 Subject: [AGDev-newbies] multiple files for a program Message-ID: <000601c76b64$6418b170$8705a8c0@spm001> Hi everyone; I have encountered a problem that I can't find the answer for. I have 2 files; Creat_2D_Array.cs and Main.cs. One file holds a class with methods that can add things to a 2D array, and the other file has a class with my Main method in it. When the Main method is in the same file as the Creat_2D_Array class, everything works OK. When it is in the other file, I keep on getting an error saying that I have to create an instance of the class before using class methods --even though I already have. Does anyone have any ideas on how I can get it where I can use the Creat_2D_Array class from another file? I have put the 2 files at the bottom of this email. The idea here, is to have a array object with methods to add and subtract things from an array; so I could do: Creat_2D_Array array01=new Creat_2D_Array(10,10); Array01.ADD(1,1); ETC. Thanks! Sean --- Creat_2D_Array.cs ---- using System; class Creat_2D_Array { int[,] World2D; public Creat_2D_Array(int par1,int par2) { World2D = new int[par1, par2]; } public void ADD(int thing, int x, int y) { World2D[x, y] = (int)thing; } public void clear(int x,int y) { World2D[x,y]=0; } ----------- Main.cs ---------- * using System; * * class tester * { * Creat_2D_Array World01; * * public static void Main() * { * World01 = new Creat_2D_Array(10, 10); * * } * } } -------------- next part -------------- An HTML attachment was scrubbed... URL: From agdev-newbies at htpad.com Wed Mar 21 03:11:25 2007 From: agdev-newbies at htpad.com (Hardy) Date: Tue, 20 Mar 2007 23:11:25 -0400 Subject: [AGDev-newbies] starting and stopping a daemon Message-ID: <000801c76b66$be167ed0$6501a8c0@DESKTOPCOMCAST> Hello helpers, you all are being very helpful. I'm beginning to understand the concepts needed to developed my multiplayer game project. the last poster said: --- Most Unix type operating systems such as Linux use posix type signal handlers for system daemons. Posix daemons should be well documented for perl and Python as they are quite common. So research how to support Posix daemons, and incorperate that in to your program. Once incorperated in to your program you could start a daemon on Fedora Linux as the root administrator you would do something like service MyProgram.pl start which would sent a signal up signal to the os, and remain running until the service MyProgram.pl stop was called, or the operating system is rebooted. Of course I am assuming you would have root privlages which is doubtful since you don't have your own server. --- my host provider has these two files in the root of my root web folder: --- .bash_profile .bashrc --- can I use these 'bash shell' files to send the two instructions listed in your explanation? service MyProgram.pl start ... and ... service MyProgram.pl stop if not, I believe my host provider gives us permission to use 'telnet' and 'ssh' on a limited basis. can I use one or both of these to send those instructions? Thanks, Mr. Saleem Hardy Read one man's journey: http://www.htpad.com/journey -------------- next part -------------- An HTML attachment was scrubbed... URL: From tward1978 at earthlink.net Wed Mar 21 17:45:43 2007 From: tward1978 at earthlink.net (Thomas Ward) Date: Wed, 21 Mar 2007 13:45:43 -0400 Subject: [AGDev-newbies] starting and stopping a daemon In-Reply-To: <000801c76b66$be167ed0$6501a8c0@DESKTOPCOMCAST> References: <000801c76b66$be167ed0$6501a8c0@DESKTOPCOMCAST> Message-ID: <46016F47.8030107@earthlink.net> Hi Hardy, Quote--- my host provider has these two files in the root of my root web folder: .bash_profile .bashrc End quote Those are common Unix settings files. Everyone, who has a user account on a server will get these files in there home directory provided the shell being used is bash. Which in your case is bash. Quote can I use these 'bash shell' files to send the two instructions listed in your explanation? service MyProgram.pl start ... and ... service MyProgram.pl stop End quote No. Bash settings files such as those listed above aren't used that way to start and stop daemons. Besides which they only effect what happens when you log in to your own personal user account and not system wide. This is the major difference between Windows and Unix. Most Unix stuff is local to your user login unless specifically launched by the sys admin with the root super account. First, the service command only appears in some distributions of Linux such as Fedora, Centos, Red Hat, and other Red Hat based Linux operating systems. FreeBSD, Solaris, and other Linux operating systems have there own way to manually start and stop a daemon. You will need to first discover what os exactly they are using, version, and distribution. Just saying they are using say Linux is not specific enough is there is 100 different brands of that os in use in the world today with Sues, Fedora, Red Hat, Ubuntu, Debian, and a couple of others being the more well known. There are many clones of BSD out there with NetBSD, FreeBSD, OpenBSD, etc being a few I can think of off the top of my head. So know the operating system you are dealing with. There is a far greater number of operating systems out there for servers than there are for the home PC which seams to mostly run Windows. Though many triditional server opreating systems like BSD, Linux, etc have PC versions. Second, normal user accounts have no control over starting and stopping daemons. That is reserved for the servers sys admin with the root account, or a user with super user privlages via sudo. Generally, outside clients as yourself don't have root or sudo rights to that box for good reason. Therefore that is the reason I suggest if you have a second computer laying around you can install Linux or FreeBSD on, and develope on that box you will have the advantage of both client side and server side testing of your application. I have a Ubuntu Linux box which serves this very purpose for me. Though, I haven't done any Unix progrmming in a few months. Quote if not, I believe my host provider gives us permission to use 'telnet' and 'ssh' on a limited basis. can I use one or both of these to send those instructions? End quote Yes and no. If you have been added to sudo you could launch the proper daemon with sudo, rights, but if you don't then logging into a shell won't do you any good. The admin of your server will have to start the daemon for you if you don't have access to sudo. Inclosing I like to make a few observations and really help you out with the basic concepts involved with what you are doing. The Unix operating system and Unix clones like Linux, FreeBSD, NetBSD, Solaris, you name it have a completely different way of operation than that of Windows. When programming server side apps where you are going to directly design an app for that operating system you need to know something about it's basic opperations weather or not you use a copy at home. For this reason I can not stress enough get some books on Unix or Linux administration and learn about those operating sysems. If you want a free home user Unix clone called Linux is a wonderful way to find out how Unix-like operating systems work. Every Unix operating system out there has several levels of permissions. The most powerful account on a Unix system is called root. Logged in with this user name and with the super user password the admin has full and total access to everything on the os. Since this is a dangerous situation for servers most admins set up user accounts that have some super user rights via sudo. Ubuntu Linux is setup this way by default not allowing root access out of the box, and all admin stuff is done via sudo. Once an account is added to sudo a user can run sudo followed by the admin action to be taken and generally it will be carried out unless the action requires full root access. At the very basic level the first permission set is owner. The owner, probably you, has full control over a file. You can set permissions to say 700 where you have read, write, and execute actions on a file and groups and other people do not. All except for root who as I said has control over everything. Then, there is groups. Groups is another way of setting up permissions on programs and files. In short if certain users are added to a group polacy only the users in that specific group can access that content where those not in the group polacy can not. This is nice if you want certain users access to something and everyone else to stay out. The last permission set is everyone else. Generally, most admins set this to 0 no read, write, or execute on files they do not own or have group access to. When you think about it it makes total sense to keep unwanted users out. So understanding permissions on files and programs is but one difference between Windows and Unix you absolutely must understand before going very far with your project. Unix wants to know who has rights and who does not on any given file or program on that system. It won't simply let just any user walk up and do service httpd stop resulting in shutting off the apache web server on Fedora Linux 6 servers. That would instantly bring down and crash any web sites the server was hosting, and no admin wants that. So commands such as service are reserved for those who not only know what they are doing, but who has the authority to make such decisions. Since you are programming a daemon you need to learn some basic info on Unix daemons and how they operate. So good luck. You have allot of work ahead of you. Smile. From tward1978 at earthlink.net Wed Mar 21 18:04:49 2007 From: tward1978 at earthlink.net (Thomas Ward) Date: Wed, 21 Mar 2007 14:04:49 -0400 Subject: [AGDev-newbies] multiple files for a program In-Reply-To: <000601c76b64$6418b170$8705a8c0@spm001> References: <000601c76b64$6418b170$8705a8c0@spm001> Message-ID: <460173C1.6030403@earthlink.net> Hi Sean, I haven't had a full chance to look over your program in too much depth yet as I have a full schedule today, but one thing that stands out immediately to me neither of your classes has been enclosed in a namespace. In a game as complex as Montezuma's Revenge most of my classes are ranked by namespaces with the major game specific ones in the Montezuma namespace, and the common ones I use for audio, speech, etc in the Engine namespace. That is just one example how I organize my classes. I do know when creating instances of objects from classes it always checks in the current namespace for that class before looking elsewhere unless specifically pointed to look in system or some other namespace. So I am wondering if the absence of clear namespaces is causing it to bomb on compilation. I've got to get going real soon, but I will drop your code in C#.NET later today and mail the list with a cleaner and working implementation of your code. From agdev-newbies at htpad.com Wed Mar 21 20:44:14 2007 From: agdev-newbies at htpad.com (Hardy) Date: Wed, 21 Mar 2007 16:44:14 -0400 Subject: [AGDev-newbies] the unix box Message-ID: <000d01c76bf9$c1158430$6501a8c0@DESKTOPCOMCAST> Hello helpers, the last poster said: --- Therefore that is the reason I suggest if you have a second computer laying around you can install Linux or FreeBSD on, and develope on that box you will have the advantage of both client side and server side testing of your application. I have a Ubuntu Linux box which serves this very purpose for me. Though, I haven't done any Unix progrmming in a few months. --- Will I still be able to write the pearl daemon and all of my other files in pearl using the 'box' you spoke of or will I need to program everything using Unix? Having the box on my computer sounds like a good idea. This way I can get the training I need and my host will know everything works and is bug free before implementation. Thanks, Mr. Saleem Hardy Read one man's journey: http://www.htpad.com/journey -------------- next part -------------- An HTML attachment was scrubbed... URL: From agdev-newbies at htpad.com Wed Mar 21 21:11:06 2007 From: agdev-newbies at htpad.com (Hardy) Date: Wed, 21 Mar 2007 17:11:06 -0400 Subject: [AGDev-newbies] what I need to do to make my game project happen Message-ID: <001401c76bfd$7a418280$6501a8c0@DESKTOPCOMCAST> Hello everyone, I've learned a great deal from all of you about what I need to do in order to develop my multiplayer game project for the blind. however, before I continue, please check over the below list and let me know if my overall understanding is correct: - I need to create a Posix daemon. I believe I can run this daemon script by calling the script directly from my browser (htpad.com/cgi-bin/myDaemon.cgi). It will stop running when I close my browser connection. It will not always be running but I can worry about that later. - I need to create the game interfaces (clients accessing the daemon server). These clients will only have access to the daemon script for as long as I am running the server using my browser. I can worry about asking my host for all-day access when I have a solid system operating. Please, is there anything wrong in the logic above, because I would really like to get started. If the above is good working logic, I can get started and have something to practice on within a few weeks of learning. Thanks, Mr. Saleem Hardy Read one man's journey: http://www.htpad.com/journey -------------- next part -------------- An HTML attachment was scrubbed... URL: From GuitarBabe at earthlink.net Mon Mar 26 09:01:22 2007 From: GuitarBabe at earthlink.net (Guitar Babe) Date: Mon, 26 Mar 2007 00:01:22 -0800 Subject: [AGDev-newbies] For Thomas Ward et al' error list coming up in VS 2005 Message-ID: <5.2.1.1.0.20070326000035.02b83ce0@mail.onemodelplace.com> Hey Tom et al' Well, with help from another list, I am finally able to use the VS 2005 IDE edit window with JFW without the error list continuously coming up and pulling the focus away from the edit window. If you go to the tools menu, and then to options, and then to the projects and solutions list item, you should find there, an option to always show the error list when a build finishes with errors. If you uncheck this, the blasted window will stop coming up every five seconds when editing code. lol! This way you can view the window manually if you want to from the view menu or with it's hot key. HTH and have a wonderful day!... Smiles, C-Quinn -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.446 / Virus Database: 268.18.14/727 - Release Date: 3/19/2007 11:49 AM From CaraQuinn at onemodelplace.com Mon Mar 26 08:57:11 2007 From: CaraQuinn at onemodelplace.com (Cara Quinn) Date: Sun, 25 Mar 2007 23:57:11 -0800 Subject: [AGDev-newbies] For Tom et al' error list coming up in VS 2005 Message-ID: <5.2.1.1.0.20070325235026.00dfe9e8@mail.onemodelplace.com> Hey Tom et al' Well, with help from another list, I am finally able to use the VS 2005 IDE edit window with JFW without the error list continuously coming up and pulling the focus away from the edit window. If you go to the tools menu, and then to options, and then to the projects and solutions list item, you should find there, an option to always show the error list when a build finishes with errors. If you uncheck this, the blasted window will stop coming up every five seconds when editing code. lol! This way you can view the window manually if you want to from the view menu or with it's hot key. HTH and have a wonderful day!... Smiles, C-Quinn --- View my on-line portfolio at: http://www.onemodelplace.com/CaraQuinn "The only things I really think are important, are love, and each other. -Then, anything is possible..." http://home.earthlink.net/~cara-quinn -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.446 / Virus Database: 268.18.14/727 - Release Date: 3/19/2007 11:49 AM From GuitarBabe at earthlink.net Fri Mar 30 11:36:49 2007 From: GuitarBabe at earthlink.net (Guitar Babe) Date: Fri, 30 Mar 2007 02:36:49 -0800 Subject: [AGDev-newbies] total newby question from a not quite newby! lol! Message-ID: <5.2.1.1.0.20070330021517.00df65d0@mail.onemodelplace.com> Not a newby but I'm playing one on this list! lol! -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.446 / Virus Database: 268.18.18/734 - Release Date: 3/26/2007 2:31 PM From GuitarBabe at earthlink.net Fri Mar 30 11:55:18 2007 From: GuitarBabe at earthlink.net (Guitar Babe) Date: Fri, 30 Mar 2007 02:55:18 -0800 Subject: [AGDev-newbies] total newby question from a not quite newby! lol! In-Reply-To: <5.2.1.1.0.20070330021517.00df65d0@mail.onemodelplace.com> Message-ID: <5.2.1.1.0.20070330025440.02edf538@pop.earthlink.net> well for some reason my note didn't make it, will try again... Smiles, Cara At 02:36 AM 3/30/2007 -0800, you wrote: > Not a newby but I'm playing one on this list! lol! > > > >-- >No virus found in this outgoing message. >Checked by AVG Free Edition. >Version: 7.5.446 / Virus Database: 268.18.18/734 - Release Date: 3/26/2007 >2:31 PM > > >_______________________________________________ >AGDev-newbies mailing list >AGDev-newbies at lists.agdev.org >http://lists.agdev.org/cgi-bin/mailman/listinfo/agdev-newbies -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.446 / Virus Database: 268.18.18/734 - Release Date: 3/26/2007 2:31 PM From GuitarBabe at earthlink.net Fri Mar 30 12:10:12 2007 From: GuitarBabe at earthlink.net (Guitar Babe) Date: Fri, 30 Mar 2007 03:10:12 -0800 Subject: [AGDev-newbies] total newby question from a not quite newby! lol! Message-ID: <5.2.1.1.0.20070330025744.00df76e8@pop.earthlink.net> Not a newby but I'm playing one on this list! lol! Well, as I said, apparently windows hates me as this note has been totally transported off to the great beyond somewhere, and totally off my system! AAARRRGGG!!! Go figure... Anyway, the practical upshot of it was that I'd love it if one of you kind souls could take a few minutes and send along the C# code for the following 1 Create / initialize a sound device 2 set its cooperative level (this seems to be the difficulty) 3 create / initialize a secondary sound buffer 4 play the buffer The probs I'm having are that I've found at least three differing ways to do each of these, and the docs for the DX sdk are just plain sketchy in my opinion for especially the set cooperative level method. So I'm wondering if one of ya sweeties wouldn't mind helping me out?... I'll post my code below so you can laugh! lol! I mean, so you can look it over and advise if you would... I'd also love to know where the best place for the below lines to live would be? I'm planning to have the play call, as a windows event on a button click, but first just need to get the darned thing to work! before I go moving it all around... lol! Anyway, thanks so much for your help!... Smiles, Cara public Form1() { InitializeComponent(); Device dsDevice = null; dsDevice = new Device(); dsDevice.SetCooperativeLevel(dsDevice, Priority); SecondaryBuffer secBuff = null; BufferDescription desc = new BufferDescription(); desc.Flags = BufferCaps.ControlPan | BufferCaps.ControlVolume | BufferCaps.ControlFrequency; secBuff = new SecondaryBuffer(blah.wav, desc, dsDevice); secBuff.Play(0, 0); } -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.446 / Virus Database: 268.18.18/734 - Release Date: 3/26/2007 2:31 PM From tward1978 at earthlink.net Fri Mar 30 15:47:27 2007 From: tward1978 at earthlink.net (Thomas Ward) Date: Fri, 30 Mar 2007 10:47:27 -0400 Subject: [AGDev-newbies] what I need to do to make my game project happen In-Reply-To: <001401c76bfd$7a418280$6501a8c0@DESKTOPCOMCAST> References: <001401c76bfd$7a418280$6501a8c0@DESKTOPCOMCAST> Message-ID: <460D22FF.50708@earthlink.net> Hi Hardy, Sounds good. The only thing I am not sure about is starting the daemon with your web browser. Generally those are started from a shell. Do you have ssh access to the server? That is what I would use to start your daemon. Hardy wrote: > Hello everyone, > > I've learned a great deal from all of you about what I need to do in > order to develop my multiplayer game project for the blind. however, > before I continue, please check over the below list and let me know if > my overall understanding is correct: > > - I need to create a Posix daemon. I believe I can run this daemon > script by calling the script directly from my browser > (htpad.com/cgi-bin/myDaemon.cgi > ). It will stop running > when I close my browser connection. It will not always be running but > I can worry about that later. > - I need to create the game interfaces (clients accessing the daemon > server). These clients will only have access to the daemon script for > as long as I am running the server using my browser. I can worry about > asking my host for all-day access when I have a solid system operating. > > Please, is there anything wrong in the logic above, because I would > really like to get started. If the above is good working logic, I can > get started and have something to practice on within a few weeks of > learning. > > Thanks, Mr. Saleem Hardy > Read one man's journey: > http://www.htpad.com/journey > ------------------------------------------------------------------------ > > _______________________________________________ > AGDev-newbies mailing list > AGDev-newbies at lists.agdev.org > http://lists.agdev.org/cgi-bin/mailman/listinfo/agdev-newbies > From tward1978 at earthlink.net Fri Mar 30 15:57:17 2007 From: tward1978 at earthlink.net (Thomas Ward) Date: Fri, 30 Mar 2007 10:57:17 -0400 Subject: [AGDev-newbies] the unix box In-Reply-To: <000d01c76bf9$c1158430$6501a8c0@DESKTOPCOMCAST> References: <000d01c76bf9$c1158430$6501a8c0@DESKTOPCOMCAST> Message-ID: <460D254D.6050806@earthlink.net> Hi Hardy, Most Linux distributions includes the perl runtime libraries as a core part of the os. For example when installing Fedora Linux if you tell it to install development packages you will get perl, Python, C++, and other language development and runtime stuff. Ubuntu which comes stripped down has a basic perl runtime, and the rest can be gotten via app-get which is an update utility. No matter what Linux you use perl is easy to install and use under Linux. Once installed you can set the file permissions on your perl program to 700 which makes it executable. For example chmod -700 myprogram.pl Now, to launch it from the current directory do ./myprogram.pl and it will run. Of course you can also do perl myprogram.pl as well. Whichever way you like launching your perl scripts. In fact Linux ignores file extentions such as exe, pl, txt, wav, for the most part so in Linux they are there more for your sake rather than the os. You could just call your program myprogram and leave the pl off if you wish. Hardy wrote: > Hello helpers, > > the last poster said: > --- > Therefore that is the reason I suggest if you have a second computer > laying around you can install Linux or FreeBSD on, and develope on > that box you will have the advantage of both client side and server > side testing of your application. I have a Ubuntu Linux box which > serves this very purpose for me. Though, I haven't done any Unix > progrmming in a few months. > --- > > Will I still be able to write the pearl daemon and all of my other > files in pearl using the 'box' you spoke of or will I need to program > everything using Unix? > > Having the box on my computer sounds like a good idea. This way I can > get the training I need and my host will know everything works and is > bug free before implementation. > > Thanks, Mr. Saleem Hardy > Read one man's journey: > http://www.htpad.com/journey > ------------------------------------------------------------------------ > > _______________________________________________ > AGDev-newbies mailing list > AGDev-newbies at lists.agdev.org > http://lists.agdev.org/cgi-bin/mailman/listinfo/agdev-newbies > From tward1978 at earthlink.net Fri Mar 30 16:00:34 2007 From: tward1978 at earthlink.net (Thomas Ward) Date: Fri, 30 Mar 2007 11:00:34 -0400 Subject: [AGDev-newbies] For Thomas Ward et al' error list coming up in VS 2005 In-Reply-To: <5.2.1.1.0.20070326000035.02b83ce0@mail.onemodelplace.com> References: <5.2.1.1.0.20070326000035.02b83ce0@mail.onemodelplace.com> Message-ID: <460D2612.8010805@earthlink.net> Hi Cara, This sounds great. Glad to see this works. I will give it a try. As you can tell I am behind on my email. Guitar Babe wrote: > Hey Tom et al' > > Well, with help from another list, I am finally able to use the VS > 2005 IDE edit window with JFW without the error list continuously > coming up and pulling the focus away from the edit window. > > If you go to the tools menu, and then to options, and then to the > projects and solutions list item, you should find there, an option to > always show the error list when a build finishes with errors. If you > uncheck this, the blasted window will stop coming up every five > seconds when editing code. lol! > > This way you can view the window manually if you want to from the > view menu or with it's hot key. > > HTH and have a wonderful day!... > > Smiles, > > C-Quinn > > From tward1978 at earthlink.net Fri Mar 30 16:08:12 2007 From: tward1978 at earthlink.net (Thomas Ward) Date: Fri, 30 Mar 2007 11:08:12 -0400 Subject: [AGDev-newbies] total newby question from a not quite newby! lol! In-Reply-To: <5.2.1.1.0.20070330025744.00df76e8@pop.earthlink.net> References: <5.2.1.1.0.20070330025744.00df76e8@pop.earthlink.net> Message-ID: <460D27DC.2000708@earthlink.net> Hi Cara, I have written a generic Audio class for all my games which acts as an intermediate layer between my games and DirectSound. I setup a soundcard for playback, can load up to 100 sound buffers, pan sounds, rewind sounds, stop them etc. If you want let me know and I will send it along to you. It think it will answer your questions and give you ideas how to get things going in your own projects. From GuitarBabe at earthlink.net Fri Mar 30 18:35:02 2007 From: GuitarBabe at earthlink.net (Guitar Babe) Date: Fri, 30 Mar 2007 09:35:02 -0800 Subject: [AGDev-newbies] total newby question from a not quite newby! lol! In-Reply-To: <460D27DC.2000708@earthlink.net> References: <5.2.1.1.0.20070330025744.00df76e8@pop.earthlink.net> <5.2.1.1.0.20070330025744.00df76e8@pop.earthlink.net> Message-ID: <5.2.1.1.0.20070330093345.0483eb68@pop.earthlink.net> Ah, Thomas, by all means, send hither the info! If you would be so kind. You so rock!!!... Thanks, CQ At 11:08 AM 3/30/2007 -0400, you wrote: >Hi Cara, >I have written a generic Audio class for all my games which acts as an >intermediate layer between my games and DirectSound. I setup a soundcard >for playback, can load up to 100 sound buffers, pan sounds, rewind sounds, >stop them etc. If you want let me know and I will send it along to you. It >think it will answer your questions and give you ideas how to get things >going in your own projects. > > >_______________________________________________ >AGDev-newbies mailing list >AGDev-newbies at lists.agdev.org >http://lists.agdev.org/cgi-bin/mailman/listinfo/agdev-newbies > > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. >Version: 7.5.446 / Virus Database: 268.18.18/734 - Release Date: 3/26/2007 >2:31 PM -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.446 / Virus Database: 268.18.18/734 - Release Date: 3/26/2007 2:31 PM From tward1978 at earthlink.net Sat Mar 31 17:56:37 2007 From: tward1978 at earthlink.net (Thomas Ward) Date: Sat, 31 Mar 2007 12:56:37 -0400 Subject: [AGDev-newbies] DirectX Audio class. In-Reply-To: <5.2.1.1.0.20070330093345.0483eb68@pop.earthlink.net> References: <5.2.1.1.0.20070330025744.00df76e8@pop.earthlink.net> <5.2.1.1.0.20070330025744.00df76e8@pop.earthlink.net> <5.2.1.1.0.20070330093345.0483eb68@pop.earthlink.net> Message-ID: <460E92C5.5070908@earthlink.net> Hi all, Here is an audio class taken from Monty for loading, playing, rewinding, stopping, and panning sound effects. The class has been setup to play up to 100 different effects ranging from 0 to 99. Since this ws taken from a side-Scroller the audio is assumed to be for a 2D type game. For 3D buffers that is a totally different ball of wax. using System; using System.Windows.Forms; using Microsoft.DirectX; using Microsoft.DirectX.DirectSound; namespace Engine { public class Audio: Form { // Audio device object. This object is // used for gaining access to the system audio device. private Device audio = null; // Now, we need to declare some BufferDescription objects // for storing buffer settings. private BufferDescription dscMusic = null; private BufferDescription dscSound = null; // We are going to declare 100 secondary buffers // numbered from 0 to 99. // These buffers will hold all the game sound effects. private SecondaryBuffer buffer0 = null; private SecondaryBuffer buffer1 = null; private SecondaryBuffer buffer2 = null; private SecondaryBuffer buffer3 = null; private SecondaryBuffer buffer4 = null; private SecondaryBuffer buffer5 = null; private SecondaryBuffer buffer6 = null; private SecondaryBuffer buffer7 = null; private SecondaryBuffer buffer8 = null; private SecondaryBuffer buffer9 = null; private SecondaryBuffer buffer10 = null; private SecondaryBuffer buffer11 = null; private SecondaryBuffer buffer12 = null; private SecondaryBuffer buffer13 = null; private SecondaryBuffer buffer14 = null; private SecondaryBuffer buffer15 = null; private SecondaryBuffer buffer16 = null; private SecondaryBuffer buffer17 = null; private SecondaryBuffer buffer18 = null; private SecondaryBuffer buffer19 = null; private SecondaryBuffer buffer20 = null; private SecondaryBuffer buffer21 = null; private SecondaryBuffer buffer22 = null; private SecondaryBuffer buffer23 = null; private SecondaryBuffer buffer24 = null; private SecondaryBuffer buffer25 = null; private SecondaryBuffer buffer26 = null; private SecondaryBuffer buffer27 = null; private SecondaryBuffer buffer28 = null; private SecondaryBuffer buffer29 = null; private SecondaryBuffer buffer30 = null; private SecondaryBuffer buffer31 = null; private SecondaryBuffer buffer32 = null; private SecondaryBuffer buffer33 = null; private SecondaryBuffer buffer34 = null; private SecondaryBuffer buffer35 = null; private SecondaryBuffer buffer36 = null; private SecondaryBuffer buffer37 = null; private SecondaryBuffer buffer38 = null; private SecondaryBuffer buffer39 = null; private SecondaryBuffer buffer40 = null; private SecondaryBuffer buffer41 = null; private SecondaryBuffer buffer42 = null; private SecondaryBuffer buffer43 = null; private SecondaryBuffer buffer44 = null; private SecondaryBuffer buffer45 = null; private SecondaryBuffer buffer46 = null; private SecondaryBuffer buffer47 = null; private SecondaryBuffer buffer48 = null; private SecondaryBuffer buffer49 = null; private SecondaryBuffer buffer50 = null; private SecondaryBuffer buffer51 = null; private SecondaryBuffer buffer52 = null; private SecondaryBuffer buffer53 = null; private SecondaryBuffer buffer54 = null; private SecondaryBuffer buffer55 = null; private SecondaryBuffer buffer56 = null; private SecondaryBuffer buffer57 = null; private SecondaryBuffer buffer58 = null; private SecondaryBuffer buffer59 = null; private SecondaryBuffer buffer60 = null; private SecondaryBuffer buffer61 = null; private SecondaryBuffer buffer62 = null; private SecondaryBuffer buffer63 = null; private SecondaryBuffer buffer64 = null; private SecondaryBuffer buffer65 = null; private SecondaryBuffer buffer66 = null; private SecondaryBuffer buffer67 = null; private SecondaryBuffer buffer68 = null; private SecondaryBuffer buffer69 = null; private SecondaryBuffer buffer70 = null; private SecondaryBuffer buffer71 = null; private SecondaryBuffer buffer72 = null; private SecondaryBuffer buffer73 = null; private SecondaryBuffer buffer74 = null; private SecondaryBuffer buffer75 = null; private SecondaryBuffer buffer76 = null; private SecondaryBuffer buffer77 = null; private SecondaryBuffer buffer78 = null; private SecondaryBuffer buffer79 = null; private SecondaryBuffer buffer80 = null; private SecondaryBuffer buffer81 = null; private SecondaryBuffer buffer82 = null; private SecondaryBuffer buffer83 = null; private SecondaryBuffer buffer84 = null; private SecondaryBuffer buffer85 = null; private SecondaryBuffer buffer86 = null; private SecondaryBuffer buffer87 = null; private SecondaryBuffer buffer88 = null; private SecondaryBuffer buffer89 = null; private SecondaryBuffer buffer90 = null; private SecondaryBuffer buffer91 = null; private SecondaryBuffer buffer92 = null; private SecondaryBuffer buffer93 = null; private SecondaryBuffer buffer94 = null; private SecondaryBuffer buffer95 = null; private SecondaryBuffer buffer96 = null; private SecondaryBuffer buffer97 = null; private SecondaryBuffer buffer98 = null; private SecondaryBuffer buffer99 = null; // Here we are going to declare a secondary buffer // to hold our game music. private SecondaryBuffer music = null; /// /// Function: AcquireAudioDevice(). /// Description: Acquires the computers audio device for sound playback. /// public void AcquireAudioDevice() { if (audio == null) { // First, we will initialize the audio hardware object by // creating a new instance of the audio device object. audio = new Device(); // We must set the cooperative level on the audio device. // In this case we want normal so that other sounds, screen readers, etc // may also access the sound system at the same time. audio.SetCooperativeLevel(this, CooperativeLevel.Normal); // Now, we will create instances of our // sound buffer settings. dscMusic = new BufferDescription(); dscSound = new BufferDescription(); // we want to silence game music when the window does // not have focus. dscMusic.GlobalFocus = false; // We want to store and play music via software rather than hardware buffers. dscMusic.LocateInSoftware = true; // We want to be able to increase and decrease music volume. dscMusic.ControlVolume = true; // When sounds are playing silence them // when the game window does not have focus. dscSound.GlobalFocus = false; // We want to control sound rate and pitch. dscSound.ControlFrequency = true; // Place sound buffers in software buffers. dscSound.LocateInSoftware = true; // We need to be able to control the stereo panning on the sounds. // This allows the sounds to move // around the speakers to simulate movement of the game objects. dscSound.ControlPan = true; // We need to control the volume of the sounds. // This will simulate objects coming closer and moving further away. dscSound.ControlVolume = true; } } /// /// Function: MusicClose(). /// Description: Closes the active music buffer. /// public void MusicClose() { if (music != null) { music.Stop(); music.Dispose(); music = null; } } /// /// Function: MusicOpen(file). /// Description: Opens the specified music file for playback. /// public void MusicOpen(string file) { // First, we must double check to see if the audio device // his accessible. // If inaccessible try and aquire it. If unable to acquire it // alert thegamer. if (audio == null) { // Try and acquire the audio device. try { AcquireAudioDevice(); } // Error! We must not have been able to access the // audio device. catch (Exception) { MessageBox.Show("Error! Audio device is inaccessible."); } } // If the music sound buffer is presently being used // stop and close it before proceeding with the open operation. if (music != null) { music.Stop(); music.Dispose(); music = null; } // Now, that the buffer is empty // we can proceed with the open operation. if (music == null) { // Try to open the music file. try { music = new SecondaryBuffer(@file, dscMusic, audio); } // If music open operation failed // catch error. catch (Exception) { string error = "Error! Unable to open " + file + "."; MessageBox.Show(error); } } } /// /// Function: MusicPlay(loop, volume). /// Description: Plays the music file if it is open. /// public void MusicPlay(bool loop, int volume) { // If the file is loaded try // and set volume. if (music != null) { // Calculate volume. volume = -1000 * volume; // If volume is greater than 0 // set volume to 0. if (volume > 0) { volume = 0; } // If volume is less than -10000 // set volume to -10000. if (volume < -10000) { volume = -10000; } // Set music volume. music.Volume = volume; // Play music. music.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Show an error message. else { MessageBox.Show("Error! Unable to play music."); } } /// /// Function: MusicPlaying(). /// Description: Returns the playing status of the music buffer. /// public bool MusicPlaying() { // If the sound is loaded // check the actual status of the file. // True is playing and false is not playing. if (music != null) { return music.Status.Playing; } // Else always return a false // play status for the music. else { return false; } } /// /// Function: MusicStop(). /// Description: Stops and rewinds the music file. /// public void MusicStop() { // If the music file is loaded // Stop and rewind the file. if (music != null) { music.Stop(); music.SetCurrentPosition(0); } } /// /// Function: SoundClose(buffer). /// Description: Closes the specified sound buffer. /// public void SoundClose(int buffer) { // Close buffer 0. if (buffer == 0 && buffer0 != null) { buffer0.Stop(); buffer0.Dispose(); buffer0 = null; } // Close buffer 1. if (buffer == 1 && buffer1 != null) { buffer1.Stop(); buffer1.Dispose(); buffer1 = null; } // Close buffer 2. if (buffer == 2 && buffer2 != null) { buffer2.Stop(); buffer2.Dispose(); buffer2 = null; } // Close buffer 3. if (buffer == 3 && buffer3 != null) { buffer3.Stop(); buffer3.Dispose(); buffer3 = null; } // Close buffer 4. if (buffer == 4 && buffer4 != null) { buffer4.Stop(); buffer4.Dispose(); buffer4 = null; } // Close buffer 5. if (buffer == 5 && buffer5 != null) { buffer5.Stop(); buffer5.Dispose(); buffer5 = null; } // Close buffer 6. if (buffer == 6 && buffer6 != null) { buffer6.Stop(); buffer6.Dispose(); buffer6 = null; } // Close buffer 7. if (buffer == 7 && buffer7 != null) { buffer7.Stop(); buffer7.Dispose(); buffer7 = null; } // Close buffer 8. if (buffer == 8 && buffer8 != null) { buffer8.Stop(); buffer8.Dispose(); buffer8 = null; } // Close buffer 9. if (buffer == 9 && buffer9 != null) { buffer9.Stop(); buffer9.Dispose(); buffer9 = null; } // Close buffer 10. if (buffer == 10 && buffer10 != null) { buffer10.Stop(); buffer10.Dispose(); buffer10 = null; } // Close buffer 11. if (buffer == 11 && buffer11 != null) { buffer11.Stop(); buffer11.Dispose(); buffer11 = null; } // Close buffer 12. if (buffer == 12 && buffer12 != null) { buffer12.Stop(); buffer12.Dispose(); buffer12 = null; } // Close buffer 13. if (buffer == 13 && buffer13 != null) { buffer13.Stop(); buffer13.Dispose(); buffer13 = null; } // Close buffer 14. if (buffer == 14 && buffer14 != null) { buffer14.Stop(); buffer14.Dispose(); buffer14 = null; } // Close buffer 15. if (buffer == 15 && buffer15 != null) { buffer15.Stop(); buffer15.Dispose(); buffer15 = null; } // Close buffer 16. if (buffer == 16 && buffer16 != null) { buffer16.Stop(); buffer16.Dispose(); buffer16 = null; } // Close buffer 17. if (buffer == 17 && buffer17 != null) { buffer17.Stop(); buffer17.Dispose(); buffer17 = null; } // Close buffer 18. if (buffer == 18 && buffer18 != null) { buffer18.Stop(); buffer18.Dispose(); buffer18 = null; } // Close buffer 19. if (buffer == 19 && buffer19 != null) { buffer19.Stop(); buffer19.Dispose(); buffer19 = null; } // Close buffer 20. if (buffer == 20 && buffer20 != null) { buffer20.Stop(); buffer20.Dispose(); buffer20 = null; } // Close buffer 21. if (buffer == 21 && buffer21 != null) { buffer21.Stop(); buffer21.Dispose(); buffer21 = null; } // Close buffer 22. if (buffer == 22 && buffer22 != null) { buffer22.Stop(); buffer22.Dispose(); buffer22 = null; } // Close buffer 23. if (buffer == 23 && buffer23 != null) { buffer23.Stop(); buffer23.Dispose(); buffer23 = null; } // Close buffer 24. if (buffer == 24 && buffer24 != null) { buffer24.Stop(); buffer24.Dispose(); buffer24 = null; } // Close buffer 25. if (buffer == 25 && buffer25 != null) { buffer25.Stop(); buffer25.Dispose(); buffer25 = null; } // Close buffer 26. if (buffer == 26 && buffer26 != null) { buffer26.Stop(); buffer26.Dispose(); buffer26 = null; } // Close buffer 27. if (buffer == 27 && buffer27 != null) { buffer27.Stop(); buffer27.Dispose(); buffer27 = null; } // Close buffer 28. if (buffer == 28 && buffer28 != null) { buffer28.Stop(); buffer28.Dispose(); buffer28 = null; } // Close buffer 29. if (buffer == 29 && buffer29 != null) { buffer29.Stop(); buffer29.Dispose(); buffer29 = null; } // Close buffer 30. if (buffer == 30 && buffer30 != null) { buffer30.Stop(); buffer30.Dispose(); buffer30 = null; } // Close buffer 31. if (buffer == 31 && buffer31 != null) { buffer31.Stop(); buffer31.Dispose(); buffer31 = null; } // Close buffer 32. if (buffer == 32 && buffer32 != null) { buffer32.Stop(); buffer32.Dispose(); buffer32 = null; } // Close buffer 33. if (buffer == 33 && buffer33 != null) { buffer33.Stop(); buffer33.Dispose(); buffer33 = null; } // Close buffer 34. if (buffer == 34 && buffer34 != null) { buffer34.Stop(); buffer34.Dispose(); buffer34 = null; } // Close buffer 35. if (buffer == 35 && buffer35 != null) { buffer35.Stop(); buffer35.Dispose(); buffer35 = null; } // Close buffer 36. if (buffer == 36 && buffer36 != null) { buffer36.Stop(); buffer36.Dispose(); buffer36 = null; } // Close buffer 37. if (buffer == 37 && buffer37 != null) { buffer37.Stop(); buffer37.Dispose(); buffer37 = null; } // Close buffer 38. if (buffer == 38 && buffer38 != null) { buffer38.Stop(); buffer38.Dispose(); buffer38 = null; } // Close buffer 39. if (buffer == 39 && buffer39 != null) { buffer39.Stop(); buffer39.Dispose(); buffer39 = null; } // Close buffer 40. if (buffer == 40 && buffer40 != null) { buffer40.Stop(); buffer40.Dispose(); buffer40 = null; } // Close buffer 41. if (buffer == 41 && buffer41 != null) { buffer41.Stop(); buffer41.Dispose(); buffer41 = null; } // Close buffer 42. if (buffer == 42 && buffer42 != null) { buffer42.Stop(); buffer42.Dispose(); buffer42 = null; } // Close buffer 43. if (buffer == 43 && buffer43 != null) { buffer43.Stop(); buffer43.Dispose(); buffer43 = null; } // Close buffer 44. if (buffer == 44 && buffer44 != null) { buffer44.Stop(); buffer44.Dispose(); buffer44 = null; } // Close buffer 45. if (buffer == 45 && buffer45 != null) { buffer45.Stop(); buffer45.Dispose(); buffer45 = null; } // Close buffer 46. if (buffer == 46 && buffer46 != null) { buffer46.Stop(); buffer46.Dispose(); buffer46 = null; } // Close buffer 47. if (buffer == 47 && buffer47 != null) { buffer47.Stop(); buffer47.Dispose(); buffer47 = null; } // Close buffer 48. if (buffer == 48 && buffer48 != null) { buffer48.Stop(); buffer48.Dispose(); buffer48 = null; } // Close buffer 49. if (buffer == 49 && buffer49 != null) { buffer49.Stop(); buffer49.Dispose(); buffer49 = null; } // Close buffer 50. if (buffer == 50 && buffer50 != null) { buffer50.Stop(); buffer50.Dispose(); buffer50 = null; } // Close buffer 51. if (buffer == 51 && buffer51 != null) { buffer51.Stop(); buffer51.Dispose(); buffer51 = null; } // Close buffer 52. if (buffer == 52 && buffer52 != null) { buffer52.Stop(); buffer52.Dispose(); buffer52 = null; } // Close buffer 53. if (buffer == 53 && buffer53 != null) { buffer53.Stop(); buffer53.Dispose(); buffer53 = null; } // Close buffer 54. if (buffer == 54 && buffer54 != null) { buffer54.Stop(); buffer54.Dispose(); buffer54 = null; } // Close buffer 55. if (buffer == 55 && buffer55 != null) { buffer55.Stop(); buffer55.Dispose(); buffer55 = null; } // Close buffer 56. if (buffer == 56 && buffer56 != null) { buffer56.Stop(); buffer56.Dispose(); buffer56 = null; } // Close buffer 57. if (buffer == 57 && buffer57 != null) { buffer57.Stop(); buffer57.Dispose(); buffer57 = null; } // Close buffer 58. if (buffer == 58 && buffer58 != null) { buffer58.Stop(); buffer58.Dispose(); buffer58 = null; } // Close buffer 59. if (buffer == 59 && buffer59 != null) { buffer59.Stop(); buffer59.Dispose(); buffer59 = null; } // Close buffer 60. if (buffer == 60 && buffer60 != null) { buffer60.Stop(); buffer60.Dispose(); buffer60 = null; } // Close buffer 61. if (buffer == 61 && buffer61 != null) { buffer61.Stop(); buffer61.Dispose(); buffer61 = null; } // Close buffer 62. if (buffer == 62 && buffer62 != null) { buffer62.Stop(); buffer62.Dispose(); buffer62 = null; } // Close buffer 63. if (buffer == 63 && buffer63 != null) { buffer63.Stop(); buffer63.Dispose(); buffer63 = null; } // Close buffer 64. if (buffer == 64 && buffer64 != null) { buffer64.Stop(); buffer64.Dispose(); buffer64 = null; } // Close buffer 65. if (buffer == 65 && buffer65 != null) { buffer65.Stop(); buffer65.Dispose(); buffer65 = null; } // Close buffer 66. if (buffer == 66 && buffer66 != null) { buffer66.Stop(); buffer66.Dispose(); buffer66 = null; } // Close buffer 67. if (buffer == 67 && buffer67 != null) { buffer67.Stop(); buffer67.Dispose(); buffer67 = null; } // Close buffer 68. if (buffer == 68 && buffer68 != null) { buffer68.Stop(); buffer68.Dispose(); buffer68 = null; } // Close buffer 69. if (buffer == 69 && buffer69 != null) { buffer69.Stop(); buffer69.Dispose(); buffer69 = null; } // Close buffer 70. if (buffer == 70 && buffer70 != null) { buffer70.Stop(); buffer70.Dispose(); buffer70 = null; } // Close buffer 71. if (buffer == 71 && buffer71 != null) { buffer71.Stop(); buffer71.Dispose(); buffer71 = null; } // Close buffer 72. if (buffer == 72 && buffer72 != null) { buffer72.Stop(); buffer72.Dispose(); buffer72 = null; } // Close buffer 73. if (buffer == 73 && buffer73 != null) { buffer73.Stop(); buffer73.Dispose(); buffer73 = null; } // Close buffer 74. if (buffer == 74 && buffer74 != null) { buffer74.Stop(); buffer74.Dispose(); buffer74 = null; } // Close buffer 75. if (buffer == 75 && buffer75 != null) { buffer75.Stop(); buffer75.Dispose(); buffer75 = null; } // Close buffer 76. if (buffer == 76 && buffer76 != null) { buffer76.Stop(); buffer76.Dispose(); buffer76 = null; } // Close buffer 77. if (buffer == 77 && buffer77 != null) { buffer77.Stop(); buffer77.Dispose(); buffer77 = null; } // Close buffer 78. if (buffer == 78 && buffer78 != null) { buffer78.Stop(); buffer78.Dispose(); buffer78 = null; } // Close buffer 79. if (buffer == 79 && buffer79 != null) { buffer79.Stop(); buffer79.Dispose(); buffer79 = null; } // Close buffer 80. if (buffer == 80 && buffer80 != null) { buffer80.Stop(); buffer80.Dispose(); buffer80 = null; } // Close buffer 81. if (buffer == 81 && buffer81 != null) { buffer81.Stop(); buffer81.Dispose(); buffer81 = null; } // Close buffer 82. if (buffer == 82 && buffer82 != null) { buffer82.Stop(); buffer82.Dispose(); buffer82 = null; } // Close buffer 83. if (buffer == 83 && buffer83 != null) { buffer83.Stop(); buffer83.Dispose(); buffer83 = null; } // Close buffer 84. if (buffer == 84 && buffer84 != null) { buffer84.Stop(); buffer84.Dispose(); buffer84 = null; } // Close buffer 85. if (buffer == 85 && buffer85 != null) { buffer85.Stop(); buffer85.Dispose(); buffer85 = null; } // Close buffer 86. if (buffer == 86 && buffer86 != null) { buffer86.Stop(); buffer86.Dispose(); buffer86 = null; } // Close buffer 87. if (buffer == 87 && buffer87 != null) { buffer87.Stop(); buffer87.Dispose(); buffer87 = null; } // Close buffer 88. if (buffer == 88 && buffer88 != null) { buffer88.Stop(); buffer88.Dispose(); buffer88 = null; } // Close buffer 89. if (buffer == 89 && buffer89 != null) { buffer89.Stop(); buffer89.Dispose(); buffer89 = null; } // Close buffer 90. if (buffer == 90 && buffer90 != null) { buffer90.Stop(); buffer90.Dispose(); buffer90 = null; } // Close buffer 91. if (buffer == 91 && buffer91 != null) { buffer91.Stop(); buffer91.Dispose(); buffer91 = null; } // Close buffer 92. if (buffer == 92 && buffer92 != null) { buffer92.Stop(); buffer92.Dispose(); buffer92 = null; } // Close buffer 93. if (buffer == 93 && buffer93 != null) { buffer93.Stop(); buffer93.Dispose(); buffer93 = null; } // Close buffer 94. if (buffer == 94 && buffer94 != null) { buffer94.Stop(); buffer94.Dispose(); buffer94 = null; } // Close buffer 95. if (buffer == 95 && buffer95 != null) { buffer95.Stop(); buffer95.Dispose(); buffer95 = null; } // Close buffer 96. if (buffer == 96 && buffer96 != null) { buffer96.Stop(); buffer96.Dispose(); buffer96 = null; } // Close buffer 97. if (buffer == 97 && buffer97 != null) { buffer97.Stop(); buffer97.Dispose(); buffer97 = null; } // Close buffer 98. if (buffer == 98 && buffer98 != null) { buffer98.Stop(); buffer98.Dispose(); buffer98 = null; } // Close buffer 99. if (buffer == 99 && buffer99 != null) { buffer99.Stop(); buffer99.Dispose(); buffer99 = null; } } /// /// Function: SoundDirection(buffer, direction). /// Description: Changes the position of the sound direction using /// the DirectX DirectSound pan control. /// public void SoundDirection(int buffer, int direction) { // If the developer enters an invalid value catch it here. if (direction < -10000 || direction > 10000) { direction = 0; string error = "Error! sound " + buffer.ToString() + " direction value is out of range."; MessageBox.Show(error); } // Pan buffer 0. if (buffer == 0 && buffer0 != null) { buffer0.Pan = direction; } // Pan buffer 1. if (buffer == 1 && buffer1 != null) { buffer1.Pan = direction; } // Pan buffer 2. if (buffer == 2 && buffer2 != null) { buffer2.Pan = direction; } // Pan buffer 3. if (buffer == 3 && buffer3 != null) { buffer3.Pan = direction; } // Pan buffer 4. if (buffer == 4 && buffer4 != null) { buffer4.Pan = direction; } // Pan buffer 5. if (buffer == 5 && buffer5 != null) { buffer5.Pan = direction; } // Pan buffer 6. if (buffer == 6 && buffer6 != null) { buffer6.Pan = direction; } // Pan buffer 7. if (buffer == 7 && buffer7 != null) { buffer7.Pan = direction; } // Pan buffer 8. if (buffer == 8 && buffer8 != null) { buffer8.Pan = direction; } // Pan buffer 9. if (buffer == 9 && buffer9 != null) { buffer9.Pan = direction; } // Pan buffer 10. if (buffer == 10 && buffer10 != null) { buffer10.Pan = direction; } // Pan buffer 11. if (buffer == 11 && buffer11 != null) { buffer11.Pan = direction; } // Pan buffer 12. if (buffer == 12 && buffer12 != null) { buffer12.Pan = direction; } // Pan buffer 13. if (buffer == 13 && buffer13 != null) { buffer13.Pan = direction; } // Pan buffer 14. if (buffer == 14 && buffer14 != null) { buffer14.Pan = direction; } // Pan buffer 15. if (buffer == 15 && buffer15 != null) { buffer15.Pan = direction; } // Pan buffer 16. if (buffer == 16 && buffer16 != null) { buffer16.Pan = direction; } // Pan buffer 17. if (buffer == 17 && buffer17 != null) { buffer17.Pan = direction; } // Pan buffer 18. if (buffer == 18 && buffer18 != null) { buffer18.Pan = direction; } // Pan buffer 19. if (buffer == 19 && buffer19 != null) { buffer19.Pan = direction; } // Pan buffer 20. if (buffer == 20 && buffer20 != null) { buffer20.Pan = direction; } // Pan buffer 21. if (buffer == 21 && buffer21 != null) { buffer21.Pan = direction; } // Pan buffer 22. if (buffer == 22 && buffer22 != null) { buffer22.Pan = direction; } // Pan buffer 23. if (buffer == 23 && buffer23 != null) { buffer23.Pan = direction; } // Pan buffer 24. if (buffer == 24 && buffer24 != null) { buffer24.Pan = direction; } // Pan buffer 25. if (buffer == 25 && buffer25 != null) { buffer25.Pan = direction; } // Pan buffer 26. if (buffer == 26 && buffer26 != null) { buffer26.Pan = direction; } // Pan buffer 27. if (buffer == 27 && buffer27 != null) { buffer27.Pan = direction; } // Pan buffer 28. if (buffer == 28 && buffer28 != null) { buffer28.Pan = direction; } // Pan buffer 29. if (buffer == 29 && buffer29 != null) { buffer29.Pan = direction; } // Pan buffer 30. if (buffer == 30 && buffer30 != null) { buffer30.Pan = direction; } // Pan buffer 31. if (buffer == 31 && buffer31 != null) { buffer31.Pan = direction; } // Pan buffer 32. if (buffer == 32 && buffer32 != null) { buffer32.Pan = direction; } // Pan buffer 33. if (buffer == 33 && buffer33 != null) { buffer33.Pan = direction; } // Pan buffer 34. if (buffer == 34 && buffer34 != null) { buffer34.Pan = direction; } // Pan buffer 35. if (buffer == 35 && buffer35 != null) { buffer35.Pan = direction; } // Pan buffer 36. if (buffer == 36 && buffer36 != null) { buffer36.Pan = direction; } // Pan buffer 37. if (buffer == 37 && buffer37 != null) { buffer37.Pan = direction; } // Pan buffer 38. if (buffer == 38 && buffer38 != null) { buffer38.Pan = direction; } // Pan buffer 39. if (buffer == 39 && buffer39 != null) { buffer39.Pan = direction; } // Pan buffer 40. if (buffer == 40 && buffer40 != null) { buffer40.Pan = direction; } // Pan buffer 41. if (buffer == 41 && buffer41 != null) { buffer41.Pan = direction; } // Pan buffer 42. if (buffer == 42 && buffer42 != null) { buffer42.Pan = direction; } // Pan buffer 43. if (buffer == 43 && buffer43 != null) { buffer43.Pan = direction; } // Pan buffer 44. if (buffer == 44 && buffer44 != null) { buffer44.Pan = direction; } // Pan buffer 45. if (buffer == 45 && buffer45 != null) { buffer45.Pan = direction; } // Pan buffer 46. if (buffer == 46 && buffer46 != null) { buffer46.Pan = direction; } // Pan buffer 47. if (buffer == 47 && buffer47 != null) { buffer47.Pan = direction; } // Pan buffer 48. if (buffer == 48 && buffer48 != null) { buffer48.Pan = direction; } // Pan buffer 49. if (buffer == 49 && buffer49 != null) { buffer49.Pan = direction; } // Pan buffer 50. if (buffer == 50 && buffer50 != null) { buffer50.Pan = direction; } // Pan buffer 51. if (buffer == 51 && buffer51 != null) { buffer51.Pan = direction; } // Pan buffer 52. if (buffer == 52 && buffer52 != null) { buffer52.Pan = direction; } // Pan buffer 53. if (buffer == 53 && buffer53 != null) { buffer53.Pan = direction; } // Pan buffer 54. if (buffer == 54 && buffer54 != null) { buffer54.Pan = direction; } // Pan buffer 55. if (buffer == 55 && buffer55 != null) { buffer55.Pan = direction; } // Pan buffer 56. if (buffer == 56 && buffer56 != null) { buffer56.Pan = direction; } // Pan buffer 57. if (buffer == 57 && buffer57 != null) { buffer57.Pan = direction; } // Pan buffer 58. if (buffer == 58 && buffer58 != null) { buffer58.Pan = direction; } // Pan buffer 59. if (buffer == 59 && buffer59 != null) { buffer59.Pan = direction; } // Pan buffer 60. if (buffer == 60 && buffer60 != null) { buffer60.Pan = direction; } // Pan buffer 61. if (buffer == 61 && buffer61 != null) { buffer61.Pan = direction; } // Pan buffer 62. if (buffer == 62 && buffer62 != null) { buffer62.Pan = direction; } // Pan buffer 63. if (buffer == 63 && buffer63 != null) { buffer63.Pan = direction; } // Pan buffer 64. if (buffer == 64 && buffer64 != null) { buffer64.Pan = direction; } // Pan buffer 65. if (buffer == 65 && buffer65 != null) { buffer65.Pan = direction; } // Pan buffer 66. if (buffer == 66 && buffer66 != null) { buffer66.Pan = direction; } // Pan buffer 67. if (buffer == 67 && buffer67 != null) { buffer67.Pan = direction; } // Pan buffer 68. if (buffer == 68 && buffer68 != null) { buffer68.Pan = direction; } // Pan buffer 69. if (buffer == 69 && buffer69 != null) { buffer69.Pan = direction; } // Pan buffer 70. if (buffer == 70 && buffer70 != null) { buffer70.Pan = direction; } // Pan buffer 71. if (buffer == 71 && buffer71 != null) { buffer71.Pan = direction; } // Pan buffer 72. if (buffer == 72 && buffer72 != null) { buffer72.Pan = direction; } // Pan buffer 73. if (buffer == 73 && buffer73 != null) { buffer73.Pan = direction; } // Pan buffer 74. if (buffer == 74 && buffer74 != null) { buffer74.Pan = direction; } // Pan buffer 75. if (buffer == 75 && buffer75 != null) { buffer75.Pan = direction; } // Pan buffer 76. if (buffer == 76 && buffer76 != null) { buffer76.Pan = direction; } // Pan buffer 77. if (buffer == 77 && buffer77 != null) { buffer77.Pan = direction; } // Pan buffer 78. if (buffer == 78 && buffer78 != null) { buffer78.Pan = direction; } // Pan buffer 79. if (buffer == 79 && buffer79 != null) { buffer79.Pan = direction; } // Pan buffer 80. if (buffer == 80 && buffer80 != null) { buffer80.Pan = direction; } // Pan buffer 81. if (buffer == 81 && buffer81 != null) { buffer81.Pan = direction; } // Pan buffer 82. if (buffer == 82 && buffer82 != null) { buffer82.Pan = direction; } // Pan buffer 83. if (buffer == 83 && buffer83 != null) { buffer83.Pan = direction; } // Pan buffer 84. if (buffer == 84 && buffer84 != null) { buffer84.Pan = direction; } // Pan buffer 85. if (buffer == 85 && buffer85 != null) { buffer85.Pan = direction; } // Pan buffer 86. if (buffer == 86 && buffer86 != null) { buffer86.Pan = direction; } // Pan buffer 87. if (buffer == 87 && buffer87 != null) { buffer87.Pan = direction; } // Pan buffer 88. if (buffer == 88 && buffer88 != null) { buffer88.Pan = direction; } // Pan buffer 89. if (buffer == 89 && buffer89 != null) { buffer89.Pan = direction; } // Pan buffer 90. if (buffer == 90 && buffer90 != null) { buffer90.Pan = direction; } // Pan buffer 91. if (buffer == 91 && buffer91 != null) { buffer91.Pan = direction; } // Pan buffer 92. if (buffer == 92 && buffer92 != null) { buffer92.Pan = direction; } // Pan buffer 93. if (buffer == 93 && buffer93 != null) { buffer93.Pan = direction; } // Pan buffer 94. if (buffer == 94 && buffer94 != null) { buffer94.Pan = direction; } // Pan buffer 95. if (buffer == 95 && buffer95 != null) { buffer95.Pan = direction; } // Pan buffer 96. if (buffer == 96 && buffer96 != null) { buffer96.Pan = direction; } // Pan buffer 97. if (buffer == 97 && buffer97 != null) { buffer97.Pan = direction; } // Pan buffer 98. if (buffer == 98 && buffer98 != null) { buffer98.Pan = direction; } // Pan buffer 99. if (buffer == 99 && buffer99 != null) { buffer99.Pan = direction; } } /// /// Function: SoundDistance(buffer, distance). /// Description: Changes the sounds volume to sound /// distant using the DirectX DirectSound volume control. /// public void SoundDistance(int buffer, int distance) { // If the value is out of range // catch the error here. if (distance > 0 || distance < -10000) { distance = 0; string error = "Error! sound " + buffer.ToString() + " sound distance value is out of range."; MessageBox.Show(error); } // Change volume forbuffer 0. if (buffer == 0 && buffer0 != null) { buffer0.Volume = distance; } // Change volume forbuffer 1. if (buffer == 1 && buffer1 != null) { buffer1.Volume = distance; } // Change volume forbuffer 2. if (buffer == 2 && buffer2 != null) { buffer2.Volume = distance; } // Change volume forbuffer 3. if (buffer == 3 && buffer3 != null) { buffer3.Volume = distance; } // Change volume forbuffer 4. if (buffer == 4 && buffer4 != null) { buffer4.Volume = distance; } // Change volume forbuffer 5. if (buffer == 5 && buffer5 != null) { buffer5.Volume = distance; } // Change volume forbuffer 6. if (buffer == 6 && buffer6 != null) { buffer6.Volume = distance; } // Change volume forbuffer 7. if (buffer == 7 && buffer7 != null) { buffer7.Volume = distance; } // Change volume forbuffer 8. if (buffer == 8 && buffer8 != null) { buffer8.Volume = distance; } // Change volume forbuffer 9. if (buffer == 9 && buffer9 != null) { buffer9.Volume = distance; } // Change volume forbuffer 10. if (buffer == 10 && buffer10 != null) { buffer10.Volume = distance; } // Change volume forbuffer 11. if (buffer == 11 && buffer11 != null) { buffer11.Volume = distance; } // Change volume forbuffer 12. if (buffer == 12 && buffer12 != null) { buffer12.Volume = distance; } // Change volume forbuffer 13. if (buffer == 13 && buffer13 != null) { buffer13.Volume = distance; } // Change volume forbuffer 14. if (buffer == 14 && buffer14 != null) { buffer14.Volume = distance; } // Change volume forbuffer 15. if (buffer == 15 && buffer15 != null) { buffer15.Volume = distance; } // Change volume forbuffer 16. if (buffer == 16 && buffer16 != null) { buffer16.Volume = distance; } // Change volume forbuffer 17. if (buffer == 17 && buffer17 != null) { buffer17.Volume = distance; } // Change volume forbuffer 18. if (buffer == 18 && buffer18 != null) { buffer18.Volume = distance; } // Change volume forbuffer 19. if (buffer == 19 && buffer19 != null) { buffer19.Volume = distance; } // Change volume forbuffer 20. if (buffer == 20 && buffer20 != null) { buffer20.Volume = distance; } // Change volume forbuffer 21. if (buffer == 21 && buffer21 != null) { buffer21.Volume = distance; } // Change volume forbuffer 22. if (buffer == 22 && buffer22 != null) { buffer22.Volume = distance; } // Change volume forbuffer 23. if (buffer == 23 && buffer23 != null) { buffer23.Volume = distance; } // Change volume forbuffer 24. if (buffer == 24 && buffer24 != null) { buffer24.Volume = distance; } // Change volume forbuffer 25. if (buffer == 25 && buffer25 != null) { buffer25.Volume = distance; } // Change volume forbuffer 26. if (buffer == 26 && buffer26 != null) { buffer26.Volume = distance; } // Change volume forbuffer 27. if (buffer == 27 && buffer27 != null) { buffer27.Volume = distance; } // Change volume forbuffer 28. if (buffer == 28 && buffer28 != null) { buffer28.Volume = distance; } // Change volume forbuffer 29. if (buffer == 29 && buffer29 != null) { buffer29.Volume = distance; } // Change volume forbuffer 30. if (buffer == 30 && buffer30 != null) { buffer30.Volume = distance; } // Change volume forbuffer 31. if (buffer == 31 && buffer31 != null) { buffer31.Volume = distance; } // Change volume forbuffer 32. if (buffer == 32 && buffer32 != null) { buffer32.Volume = distance; } // Change volume forbuffer 33. if (buffer == 33 && buffer33 != null) { buffer33.Volume = distance; } // Change volume forbuffer 34. if (buffer == 34 && buffer34 != null) { buffer34.Volume = distance; } // Change volume forbuffer 35. if (buffer == 35 && buffer35 != null) { buffer35.Volume = distance; } // Change volume forbuffer 36. if (buffer == 36 && buffer36 != null) { buffer36.Volume = distance; } // Change volume forbuffer 37. if (buffer == 37 && buffer37 != null) { buffer37.Volume = distance; } // Change volume forbuffer 38. if (buffer == 38 && buffer38 != null) { buffer38.Volume = distance; } // Change volume forbuffer 39. if (buffer == 39 && buffer39 != null) { buffer39.Volume = distance; } // Change volume forbuffer 40. if (buffer == 40 && buffer40 != null) { buffer40.Volume = distance; } // Change volume forbuffer 41. if (buffer == 41 && buffer41 != null) { buffer41.Volume = distance; } // Change volume forbuffer 42. if (buffer == 42 && buffer42 != null) { buffer42.Volume = distance; } // Change volume forbuffer 43. if (buffer == 43 && buffer43 != null) { buffer43.Volume = distance; } // Change volume forbuffer 44. if (buffer == 44 && buffer44 != null) { buffer44.Volume = distance; } // Change volume forbuffer 45. if (buffer == 45 && buffer45 != null) { buffer45.Volume = distance; } // Change volume forbuffer 46. if (buffer == 46 && buffer46 != null) { buffer46.Volume = distance; } // Change volume forbuffer 47. if (buffer == 47 && buffer47 != null) { buffer47.Volume = distance; } // Change volume forbuffer 48. if (buffer == 48 && buffer48 != null) { buffer48.Volume = distance; } // Change volume forbuffer 49. if (buffer == 49 && buffer49 != null) { buffer49.Volume = distance; } // Change volume forbuffer 50. if (buffer == 50 && buffer50 != null) { buffer50.Volume = distance; } // Change volume forbuffer 51. if (buffer == 51 && buffer51 != null) { buffer51.Volume = distance; } // Change volume forbuffer 52. if (buffer == 52 && buffer52 != null) { buffer52.Volume = distance; } // Change volume forbuffer 53. if (buffer == 53 && buffer53 != null) { buffer53.Volume = distance; } // Change volume forbuffer 54. if (buffer == 54 && buffer54 != null) { buffer54.Volume = distance; } // Change volume forbuffer 55. if (buffer == 55 && buffer55 != null) { buffer55.Volume = distance; } // Change volume forbuffer 56. if (buffer == 56 && buffer56 != null) { buffer56.Volume = distance; } // Change volume forbuffer 57. if (buffer == 57 && buffer57 != null) { buffer57.Volume = distance; } // Change volume forbuffer 58. if (buffer == 58 && buffer58 != null) { buffer58.Volume = distance; } // Change volume forbuffer 59. if (buffer == 59 && buffer59 != null) { buffer59.Volume = distance; } // Change volume forbuffer 60. if (buffer == 60 && buffer60 != null) { buffer60.Volume = distance; } // Change volume forbuffer 61. if (buffer == 61 && buffer61 != null) { buffer61.Volume = distance; } // Change volume forbuffer 62. if (buffer == 62 && buffer62 != null) { buffer62.Volume = distance; } // Change volume forbuffer 63. if (buffer == 63 && buffer63 != null) { buffer63.Volume = distance; } // Change volume forbuffer 64. if (buffer == 64 && buffer64 != null) { buffer64.Volume = distance; } // Change volume forbuffer 65. if (buffer == 65 && buffer65 != null) { buffer65.Volume = distance; } // Change volume forbuffer 66. if (buffer == 66 && buffer66 != null) { buffer66.Volume = distance; } // Change volume forbuffer 67. if (buffer == 67 && buffer67 != null) { buffer67.Volume = distance; } // Change volume forbuffer 68. if (buffer == 68 && buffer68 != null) { buffer68.Volume = distance; } // Change volume forbuffer 69. if (buffer == 69 && buffer69 != null) { buffer69.Volume = distance; } // Change volume forbuffer 70. if (buffer == 70 && buffer70 != null) { buffer70.Volume = distance; } // Change volume forbuffer 71. if (buffer == 71 && buffer71 != null) { buffer71.Volume = distance; } // Change volume forbuffer 72. if (buffer == 72 && buffer72 != null) { buffer72.Volume = distance; } // Change volume forbuffer 73. if (buffer == 73 && buffer73 != null) { buffer73.Volume = distance; } // Change volume forbuffer 74. if (buffer == 74 && buffer74 != null) { buffer74.Volume = distance; } // Change volume forbuffer 75. if (buffer == 75 && buffer75 != null) { buffer75.Volume = distance; } // Change volume forbuffer 76. if (buffer == 76 && buffer76 != null) { buffer76.Volume = distance; } // Change volume forbuffer 77. if (buffer == 77 && buffer77 != null) { buffer77.Volume = distance; } // Change volume forbuffer 78. if (buffer == 78 && buffer78 != null) { buffer78.Volume = distance; } // Change volume forbuffer 79. if (buffer == 79 && buffer79 != null) { buffer79.Volume = distance; } // Change volume forbuffer 80. if (buffer == 80 && buffer80 != null) { buffer80.Volume = distance; } // Change volume forbuffer 81. if (buffer == 81 && buffer81 != null) { buffer81.Volume = distance; } // Change volume forbuffer 82. if (buffer == 82 && buffer82 != null) { buffer82.Volume = distance; } // Change volume forbuffer 83. if (buffer == 83 && buffer83 != null) { buffer83.Volume = distance; } // Change volume forbuffer 84. if (buffer == 84 && buffer84 != null) { buffer84.Volume = distance; } // Change volume forbuffer 85. if (buffer == 85 && buffer85 != null) { buffer85.Volume = distance; } // Change volume forbuffer 86. if (buffer == 86 && buffer86 != null) { buffer86.Volume = distance; } // Change volume forbuffer 87. if (buffer == 87 && buffer87 != null) { buffer87.Volume = distance; } // Change volume forbuffer 88. if (buffer == 88 && buffer88 != null) { buffer88.Volume = distance; } // Change volume forbuffer 89. if (buffer == 89 && buffer89 != null) { buffer89.Volume = distance; } // Change volume forbuffer 90. if (buffer == 90 && buffer90 != null) { buffer90.Volume = distance; } // Change volume forbuffer 91. if (buffer == 91 && buffer91 != null) { buffer91.Volume = distance; } // Change volume forbuffer 92. if (buffer == 92 && buffer92 != null) { buffer92.Volume = distance; } // Change volume forbuffer 93. if (buffer == 93 && buffer93 != null) { buffer93.Volume = distance; } // Change volume forbuffer 94. if (buffer == 94 && buffer94 != null) { buffer94.Volume = distance; } // Change volume forbuffer 95. if (buffer == 95 && buffer95 != null) { buffer95.Volume = distance; } // Change volume forbuffer 96. if (buffer == 96 && buffer96 != null) { buffer96.Volume = distance; } // Change volume forbuffer 97. if (buffer == 97 && buffer97 != null) { buffer97.Volume = distance; } // Change volume forbuffer 98. if (buffer == 98 && buffer98 != null) { buffer98.Volume = distance; } // Change volume forbuffer 99. if (buffer == 99 && buffer99 != null) { buffer99.Volume = distance; } } /// /// Function: SoundOpen(buffer, file). /// Description: Opens the specified sound file /// and places it in one of the sound buffers for playback. /// public void SoundOpen(int buffer, string file) { // First, we must double check to see if the audio device // his accessible. // If inaccessible try and aquire it. If unable to acquire it // alert thegamer. if (audio == null) { // Try and acquire the audio device. try { AcquireAudioDevice(); } // Error! We must not have been able to access the // audio device. catch (Exception) { MessageBox.Show("Error! Audio device is inaccessible."); } } // We need a variable to hold our error message. string error = "Error! Unable to open " + file + "."; // Close the sound buffer before // attempting to open the new file. SoundClose(buffer); // Open buffer 0. if (buffer == 0 && buffer0 == null) { // Try to open the sound file. try { buffer0 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch(Exception) { MessageBox.Show(error); } } // Open buffer 1. if (buffer == 1 && buffer1 == null) { // Try to open the sound file. try { buffer1 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch(Exception) { MessageBox.Show(error); } } // Open buffer 2. if (buffer == 2 && buffer2 == null) { // Try to open the sound file. try { buffer2 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch(Exception) { MessageBox.Show(error); } } // Open buffer 3. if (buffer == 3 && buffer3 == null) { // Try to open the sound file. try { buffer3 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch(Exception) { MessageBox.Show(error); } } // Open buffer 4. if (buffer == 4 && buffer4 == null) { // Try to open the sound file. try { buffer4 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch(Exception) { MessageBox.Show(error); } } // Open buffer 5. if (buffer == 5 && buffer5 == null) { // Try to open the sound file. try { buffer5 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch(Exception) { MessageBox.Show(error); } } // Open buffer 6. if (buffer == 6 && buffer6 == null) { // Try to open the sound file. try { buffer6 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch(Exception) { MessageBox.Show(error); } } // Open buffer 7. if (buffer == 7 && buffer7 == null) { // Try to open the sound file. try { buffer7 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch(Exception) { MessageBox.Show(error); } } // Open buffer 8. if (buffer == 8 && buffer8 == null) { // Try to open the sound file. try { buffer8 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch(Exception) { MessageBox.Show(error); } } // Open buffer 9. if (buffer == 9 && buffer9 == null) { // Try to open the sound file. try { buffer9 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch(Exception) { MessageBox.Show(error); } } // Open buffer 10. if (buffer == 10 && buffer10 == null) { // Try to open the sound file. try { buffer10 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 11. if (buffer == 11 && buffer11 == null) { // Try to open the sound file. try { buffer11 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 12. if (buffer == 12 && buffer12 == null) { // Try to open the sound file. try { buffer12 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 13. if (buffer == 13 && buffer13 == null) { // Try to open the sound file. try { buffer13 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 14. if (buffer == 14 && buffer14 == null) { // Try to open the sound file. try { buffer14 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 15. if (buffer == 15 && buffer15 == null) { // Try to open the sound file. try { buffer15 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 16. if (buffer == 16 && buffer16 == null) { // Try to open the sound file. try { buffer16 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 17. if (buffer == 17 && buffer17 == null) { // Try to open the sound file. try { buffer17 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 18. if (buffer == 18 && buffer18 == null) { // Try to open the sound file. try { buffer18 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 19. if (buffer == 19 && buffer19 == null) { // Try to open the sound file. try { buffer19 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 20. if (buffer == 20 && buffer20 == null) { // Try to open the sound file. try { buffer20 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 21. if (buffer == 21 && buffer21 == null) { // Try to open the sound file. try { buffer21 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 22. if (buffer == 22 && buffer22 == null) { // Try to open the sound file. try { buffer22 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 23. if (buffer == 23 && buffer23 == null) { // Try to open the sound file. try { buffer23 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 24. if (buffer == 24 && buffer24 == null) { // Try to open the sound file. try { buffer24 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 25. if (buffer == 25 && buffer25 == null) { // Try to open the sound file. try { buffer25 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 26. if (buffer == 26 && buffer26 == null) { // Try to open the sound file. try { buffer26 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 27. if (buffer == 27 && buffer27 == null) { // Try to open the sound file. try { buffer27 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 28. if (buffer == 28 && buffer28 == null) { // Try to open the sound file. try { buffer28 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 29. if (buffer == 29 && buffer29 == null) { // Try to open the sound file. try { buffer29 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 30. if (buffer == 30 && buffer30 == null) { // Try to open the sound file. try { buffer30 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 31. if (buffer == 31 && buffer31 == null) { // Try to open the sound file. try { buffer31 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 32. if (buffer == 32 && buffer32 == null) { // Try to open the sound file. try { buffer32 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 33. if (buffer == 33 && buffer33 == null) { // Try to open the sound file. try { buffer33 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 34. if (buffer == 34 && buffer34 == null) { // Try to open the sound file. try { buffer34 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 35. if (buffer == 35 && buffer35 == null) { // Try to open the sound file. try { buffer35 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 36. if (buffer == 36 && buffer36 == null) { // Try to open the sound file. try { buffer36 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 37. if (buffer == 37 && buffer37 == null) { // Try to open the sound file. try { buffer37 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 38. if (buffer == 38 && buffer38 == null) { // Try to open the sound file. try { buffer38 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 39. if (buffer == 39 && buffer39 == null) { // Try to open the sound file. try { buffer39 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 40. if (buffer == 40 && buffer40 == null) { // Try to open the sound file. try { buffer40 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 41. if (buffer == 41 && buffer41 == null) { // Try to open the sound file. try { buffer41 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 42. if (buffer == 42 && buffer42 == null) { // Try to open the sound file. try { buffer42 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 43. if (buffer == 43 && buffer43 == null) { // Try to open the sound file. try { buffer43 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 44. if (buffer == 44 && buffer44 == null) { // Try to open the sound file. try { buffer44 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 45. if (buffer == 45 && buffer45 == null) { // Try to open the sound file. try { buffer45 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 46. if (buffer == 46 && buffer46 == null) { // Try to open the sound file. try { buffer46 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 47. if (buffer == 47 && buffer47 == null) { // Try to open the sound file. try { buffer47 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 48. if (buffer == 48 && buffer48 == null) { // Try to open the sound file. try { buffer48 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 49. if (buffer == 49 && buffer49 == null) { // Try to open the sound file. try { buffer49 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 50. if (buffer == 50 && buffer50 == null) { // Try to open the sound file. try { buffer50 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 51. if (buffer == 51 && buffer51 == null) { // Try to open the sound file. try { buffer51 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 52. if (buffer == 52 && buffer52 == null) { // Try to open the sound file. try { buffer52 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 53. if (buffer == 53 && buffer53 == null) { // Try to open the sound file. try { buffer53 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 54. if (buffer == 54 && buffer54 == null) { // Try to open the sound file. try { buffer54 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 55. if (buffer == 55 && buffer55 == null) { // Try to open the sound file. try { buffer55 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 56. if (buffer == 56 && buffer56 == null) { // Try to open the sound file. try { buffer56 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 57. if (buffer == 57 && buffer57 == null) { // Try to open the sound file. try { buffer57 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 58. if (buffer == 58 && buffer58 == null) { // Try to open the sound file. try { buffer58 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 59. if (buffer == 59 && buffer59 == null) { // Try to open the sound file. try { buffer59 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 60. if (buffer == 60 && buffer60 == null) { // Try to open the sound file. try { buffer60 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 61. if (buffer == 61 && buffer61 == null) { // Try to open the sound file. try { buffer61 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 62. if (buffer == 62 && buffer62 == null) { // Try to open the sound file. try { buffer62 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 63. if (buffer == 63 && buffer63 == null) { // Try to open the sound file. try { buffer63 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 64. if (buffer == 64 && buffer64 == null) { // Try to open the sound file. try { buffer64 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 65. if (buffer == 65 && buffer65 == null) { // Try to open the sound file. try { buffer65 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 66. if (buffer == 66 && buffer66 == null) { // Try to open the sound file. try { buffer66 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 67. if (buffer == 67 && buffer67 == null) { // Try to open the sound file. try { buffer67 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 68. if (buffer == 68 && buffer68 == null) { // Try to open the sound file. try { buffer68 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 69. if (buffer == 69 && buffer69 == null) { // Try to open the sound file. try { buffer69 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 70. if (buffer == 70 && buffer70 == null) { // Try to open the sound file. try { buffer70 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 71. if (buffer == 71 && buffer71 == null) { // Try to open the sound file. try { buffer71 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 72. if (buffer == 72 && buffer72 == null) { // Try to open the sound file. try { buffer72 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 73. if (buffer == 73 && buffer73 == null) { // Try to open the sound file. try { buffer73 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 74. if (buffer == 74 && buffer74 == null) { // Try to open the sound file. try { buffer74 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 75. if (buffer == 75 && buffer75 == null) { // Try to open the sound file. try { buffer75 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 76. if (buffer == 76 && buffer76 == null) { // Try to open the sound file. try { buffer76 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 77. if (buffer == 77 && buffer77 == null) { // Try to open the sound file. try { buffer77 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 78. if (buffer == 78 && buffer78 == null) { // Try to open the sound file. try { buffer78 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 79. if (buffer == 79 && buffer79 == null) { // Try to open the sound file. try { buffer79 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 80. if (buffer == 80 && buffer80 == null) { // Try to open the sound file. try { buffer80 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 81. if (buffer == 81 && buffer81 == null) { // Try to open the sound file. try { buffer81 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 82. if (buffer == 82 && buffer82 == null) { // Try to open the sound file. try { buffer82 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 83. if (buffer == 83 && buffer83 == null) { // Try to open the sound file. try { buffer83 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 84. if (buffer == 84 && buffer84 == null) { // Try to open the sound file. try { buffer84 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 85. if (buffer == 85 && buffer85 == null) { // Try to open the sound file. try { buffer85 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 86. if (buffer == 86 && buffer86 == null) { // Try to open the sound file. try { buffer86 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 87. if (buffer == 87 && buffer87 == null) { // Try to open the sound file. try { buffer87 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 88. if (buffer == 88 && buffer88 == null) { // Try to open the sound file. try { buffer88 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 89. if (buffer == 89 && buffer89 == null) { // Try to open the sound file. try { buffer89 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 90. if (buffer == 90 && buffer90 == null) { // Try to open the sound file. try { buffer90 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 91. if (buffer == 91 && buffer91 == null) { // Try to open the sound file. try { buffer91 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 92. if (buffer == 92 && buffer92 == null) { // Try to open the sound file. try { buffer92 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 93. if (buffer == 93 && buffer93 == null) { // Try to open the sound file. try { buffer93 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 94. if (buffer == 94 && buffer94 == null) { // Try to open the sound file. try { buffer94 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 95. if (buffer == 95 && buffer95 == null) { // Try to open the sound file. try { buffer95 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 96. if (buffer == 96 && buffer96 == null) { // Try to open the sound file. try { buffer96 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 97. if (buffer == 97 && buffer97 == null) { // Try to open the sound file. try { buffer97 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 98. if (buffer == 98 && buffer98 == null) { // Try to open the sound file. try { buffer98 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } // Open buffer 99. if (buffer == 99 && buffer99 == null) { // Try to open the sound file. try { buffer99 = new SecondaryBuffer(@file, dscSound, audio); } // If file could not be opened // catch error exception. catch (Exception) { MessageBox.Show(error); } } } /// /// Function: SoundPan(buffer, pan). /// Description: Pans the buffer from left to right. /// This is especially useful in games like Space Invaders where we are interested in sounds /// either to our left, center, or right of us. /// public void SoundPan(int buffer, int pan) { // If a pan value was entered > 10000 // reset it and continue. if (pan > 10000) { pan = 10000; } // If a pan value was entered < -10000 // reset it and continue. if (pan < -10000) { pan = -10000; } // Pan buffer 0. if (buffer == 0 && buffer0 != null) { buffer0.Pan = pan; } // Pan buffer 1. if (buffer == 1 && buffer1 != null) { buffer1.Pan = pan; } // Pan buffer 2. if (buffer == 2 && buffer2 != null) { buffer2.Pan = pan; } // Pan buffer 3. if (buffer == 3 && buffer3 != null) { buffer3.Pan = pan; } // Pan buffer 4. if (buffer == 4 && buffer4 != null) { buffer4.Pan = pan; } // Pan buffer 5. if (buffer == 5 && buffer5 != null) { buffer5.Pan = pan; } // Pan buffer 6. if (buffer == 6 && buffer6 != null) { buffer6.Pan = pan; } // Pan buffer 7. if (buffer == 7 && buffer7 != null) { buffer7.Pan = pan; } // Pan buffer 8. if (buffer == 8 && buffer8 != null) { buffer8.Pan = pan; } // Pan buffer 9. if (buffer == 9 && buffer9 != null) { buffer9.Pan = pan; } // Pan buffer 10. if (buffer == 10 && buffer10 != null) { buffer10.Pan = pan; } // Pan buffer 11. if (buffer == 11 && buffer11 != null) { buffer11.Pan = pan; } // Pan buffer 12. if (buffer == 12 && buffer12 != null) { buffer12.Pan = pan; } // Pan buffer 13. if (buffer == 13 && buffer13 != null) { buffer13.Pan = pan; } // Pan buffer 14. if (buffer == 14 && buffer14 != null) { buffer14.Pan = pan; } // Pan buffer 15. if (buffer == 15 && buffer15 != null) { buffer15.Pan = pan; } // Pan buffer 16. if (buffer == 16 && buffer16 != null) { buffer16.Pan = pan; } // Pan buffer 17. if (buffer == 17 && buffer17 != null) { buffer17.Pan = pan; } // Pan buffer 18. if (buffer == 18 && buffer18 != null) { buffer18.Pan = pan; } // Pan buffer 19. if (buffer == 19 && buffer19 != null) { buffer19.Pan = pan; } // Pan buffer 20. if (buffer == 20 && buffer20 != null) { buffer20.Pan = pan; } // Pan buffer 21. if (buffer == 21 && buffer21 != null) { buffer21.Pan = pan; } // Pan buffer 22. if (buffer == 22 && buffer22 != null) { buffer22.Pan = pan; } // Pan buffer 23. if (buffer == 23 && buffer23 != null) { buffer23.Pan = pan; } // Pan buffer 24. if (buffer == 24 && buffer24 != null) { buffer24.Pan = pan; } // Pan buffer 25. if (buffer == 25 && buffer25 != null) { buffer25.Pan = pan; } // Pan buffer 26. if (buffer == 26 && buffer26 != null) { buffer26.Pan = pan; } // Pan buffer 27. if (buffer == 27 && buffer27 != null) { buffer27.Pan = pan; } // Pan buffer 28. if (buffer == 28 && buffer28 != null) { buffer28.Pan = pan; } // Pan buffer 29. if (buffer == 29 && buffer29 != null) { buffer29.Pan = pan; } // Pan buffer 30. if (buffer == 30 && buffer30 != null) { buffer30.Pan = pan; } // Pan buffer 31. if (buffer == 31 && buffer31 != null) { buffer31.Pan = pan; } // Pan buffer 32. if (buffer == 32 && buffer32 != null) { buffer32.Pan = pan; } // Pan buffer 33. if (buffer == 33 && buffer33 != null) { buffer33.Pan = pan; } // Pan buffer 34. if (buffer == 34 && buffer34 != null) { buffer34.Pan = pan; } // Pan buffer 35. if (buffer == 35 && buffer35 != null) { buffer35.Pan = pan; } // Pan buffer 36. if (buffer == 36 && buffer36 != null) { buffer36.Pan = pan; } // Pan buffer 37. if (buffer == 37 && buffer37 != null) { buffer37.Pan = pan; } // Pan buffer 38. if (buffer == 38 && buffer38 != null) { buffer38.Pan = pan; } // Pan buffer 39. if (buffer == 39 && buffer39 != null) { buffer39.Pan = pan; } // Pan buffer 40. if (buffer == 40 && buffer40 != null) { buffer40.Pan = pan; } // Pan buffer 41. if (buffer == 41 && buffer41 != null) { buffer41.Pan = pan; } // Pan buffer 42. if (buffer == 42 && buffer42 != null) { buffer42.Pan = pan; } // Pan buffer 43. if (buffer == 43 && buffer43 != null) { buffer43.Pan = pan; } // Pan buffer 44. if (buffer == 44 && buffer44 != null) { buffer44.Pan = pan; } // Pan buffer 45. if (buffer == 45 && buffer45 != null) { buffer45.Pan = pan; } // Pan buffer 46. if (buffer == 46 && buffer46 != null) { buffer46.Pan = pan; } // Pan buffer 47. if (buffer == 47 && buffer47 != null) { buffer47.Pan = pan; } // Pan buffer 48. if (buffer == 48 && buffer48 != null) { buffer48.Pan = pan; } // Pan buffer 49. if (buffer == 49 && buffer49 != null) { buffer49.Pan = pan; } // Pan buffer 50. if (buffer == 50 && buffer50 != null) { buffer50.Pan = pan; } // Pan buffer 51. if (buffer == 51 && buffer51 != null) { buffer51.Pan = pan; } // Pan buffer 52. if (buffer == 52 && buffer52 != null) { buffer52.Pan = pan; } // Pan buffer 53. if (buffer == 53 && buffer53 != null) { buffer53.Pan = pan; } // Pan buffer 54. if (buffer == 54 && buffer54 != null) { buffer54.Pan = pan; } // Pan buffer 55. if (buffer == 55 && buffer55 != null) { buffer55.Pan = pan; } // Pan buffer 56. if (buffer == 56 && buffer56 != null) { buffer56.Pan = pan; } // Pan buffer 57. if (buffer == 57 && buffer57 != null) { buffer57.Pan = pan; } // Pan buffer 58. if (buffer == 58 && buffer58 != null) { buffer58.Pan = pan; } // Pan buffer 59. if (buffer == 59 && buffer59 != null) { buffer59.Pan = pan; } // Pan buffer 60. if (buffer == 60 && buffer60 != null) { buffer60.Pan = pan; } // Pan buffer 61. if (buffer == 61 && buffer61 != null) { buffer61.Pan = pan; } // Pan buffer 62. if (buffer == 62 && buffer62 != null) { buffer62.Pan = pan; } // Pan buffer 63. if (buffer == 63 && buffer63 != null) { buffer63.Pan = pan; } // Pan buffer 64. if (buffer == 64 && buffer64 != null) { buffer64.Pan = pan; } // Pan buffer 65. if (buffer == 65 && buffer65 != null) { buffer65.Pan = pan; } // Pan buffer 66. if (buffer == 66 && buffer66 != null) { buffer66.Pan = pan; } // Pan buffer 67. if (buffer == 67 && buffer67 != null) { buffer67.Pan = pan; } // Pan buffer 68. if (buffer == 68 && buffer68 != null) { buffer68.Pan = pan; } // Pan buffer 69. if (buffer == 69 && buffer69 != null) { buffer69.Pan = pan; } // Pan buffer 70. if (buffer == 70 && buffer70 != null) { buffer70.Pan = pan; } // Pan buffer 71. if (buffer == 71 && buffer71 != null) { buffer71.Pan = pan; } // Pan buffer 72. if (buffer == 72 && buffer72 != null) { buffer72.Pan = pan; } // Pan buffer 73. if (buffer == 73 && buffer73 != null) { buffer73.Pan = pan; } // Pan buffer 74. if (buffer == 74 && buffer74 != null) { buffer74.Pan = pan; } // Pan buffer 75. if (buffer == 75 && buffer75 != null) { buffer75.Pan = pan; } // Pan buffer 76. if (buffer == 76 && buffer76 != null) { buffer76.Pan = pan; } // Pan buffer 77. if (buffer == 77 && buffer77 != null) { buffer77.Pan = pan; } // Pan buffer 78. if (buffer == 78 && buffer78 != null) { buffer78.Pan = pan; } // Pan buffer 79. if (buffer == 79 && buffer79 != null) { buffer79.Pan = pan; } // Pan buffer 80. if (buffer == 80 && buffer80 != null) { buffer80.Pan = pan; } // Pan buffer 81. if (buffer == 81 && buffer81 != null) { buffer81.Pan = pan; } // Pan buffer 82. if (buffer == 82 && buffer82 != null) { buffer82.Pan = pan; } // Pan buffer 83. if (buffer == 83 && buffer83 != null) { buffer83.Pan = pan; } // Pan buffer 84. if (buffer == 84 && buffer84 != null) { buffer84.Pan = pan; } // Pan buffer 85. if (buffer == 85 && buffer85 != null) { buffer85.Pan = pan; } // Pan buffer 86. if (buffer == 86 && buffer86 != null) { buffer86.Pan = pan; } // Pan buffer 87. if (buffer == 87 && buffer87 != null) { buffer87.Pan = pan; } // Pan buffer 88. if (buffer == 88 && buffer88 != null) { buffer88.Pan = pan; } // Pan buffer 89. if (buffer == 89 && buffer89 != null) { buffer89.Pan = pan; } // Pan buffer 90. if (buffer == 90 && buffer90 != null) { buffer90.Pan = pan; } // Pan buffer 91. if (buffer == 91 && buffer91 != null) { buffer91.Pan = pan; } // Pan buffer 92. if (buffer == 92 && buffer92 != null) { buffer92.Pan = pan; } // Pan buffer 93. if (buffer == 93 && buffer93 != null) { buffer93.Pan = pan; } // Pan buffer 94. if (buffer == 94 && buffer94 != null) { buffer94.Pan = pan; } // Pan buffer 95. if (buffer == 95 && buffer95 != null) { buffer95.Pan = pan; } // Pan buffer 96. if (buffer == 96 && buffer96 != null) { buffer96.Pan = pan; } // Pan buffer 97. if (buffer == 97 && buffer97 != null) { buffer97.Pan = pan; } // Pan buffer 98. if (buffer == 98 && buffer98 != null) { buffer98.Pan = pan; } // Pan buffer 99. if (buffer == 99 && buffer99 != null) { buffer99.Pan = pan; } } /// /// Function: SoundPlay(buffer, loop). /// Description: Plays the specified sound buffer. /// public void SoundPlay(int buffer, bool loop) { // Play buffer 0. if (buffer == 0 && buffer0 != null) { buffer0.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 1. if (buffer == 1 && buffer1 != null) { buffer1.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 2. if (buffer == 2 && buffer2 != null) { buffer2.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 3. if (buffer == 3 && buffer3 != null) { buffer3.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 4. if (buffer == 4 && buffer4 != null) { buffer4.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 5. if (buffer == 5 && buffer5 != null) { buffer5.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 6. if (buffer == 6 && buffer6 != null) { buffer6.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 7. if (buffer == 7 && buffer7 != null) { buffer7.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 8. if (buffer == 8 && buffer8 != null) { buffer8.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 9. if (buffer == 9 && buffer9 != null) { buffer9.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 10. if (buffer == 10 && buffer10 != null) { buffer10.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 11. if (buffer == 11 && buffer11 != null) { buffer11.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 12. if (buffer == 12 && buffer12 != null) { buffer12.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 13. if (buffer == 13 && buffer13 != null) { buffer13.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 14. if (buffer == 14 && buffer14 != null) { buffer14.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 15. if (buffer == 15 && buffer15 != null) { buffer15.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 16. if (buffer == 16 && buffer16 != null) { buffer16.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 17. if (buffer == 17 && buffer17 != null) { buffer17.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 18. if (buffer == 18 && buffer18 != null) { buffer18.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 19. if (buffer == 19 && buffer19 != null) { buffer19.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 20. if (buffer == 20 && buffer20 != null) { buffer20.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 21. if (buffer == 21 && buffer21 != null) { buffer21.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 22. if (buffer == 22 && buffer22 != null) { buffer22.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 23. if (buffer == 23 && buffer23 != null) { buffer23.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 24. if (buffer == 24 && buffer24 != null) { buffer24.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 25. if (buffer == 25 && buffer25 != null) { buffer25.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 26. if (buffer == 26 && buffer26 != null) { buffer26.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 27. if (buffer == 27 && buffer27 != null) { buffer27.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 28. if (buffer == 28 && buffer28 != null) { buffer28.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 29. if (buffer == 29 && buffer29 != null) { buffer29.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 30. if (buffer == 30 && buffer30 != null) { buffer30.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 31. if (buffer == 31 && buffer31 != null) { buffer31.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 32. if (buffer == 32 && buffer32 != null) { buffer32.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 33. if (buffer == 33 && buffer33 != null) { buffer33.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 34. if (buffer == 34 && buffer34 != null) { buffer34.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 35. if (buffer == 35 && buffer35 != null) { buffer35.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 36. if (buffer == 36 && buffer36 != null) { buffer36.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 37. if (buffer == 37 && buffer37 != null) { buffer37.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 38. if (buffer == 38 && buffer38 != null) { buffer38.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 39. if (buffer == 39 && buffer39 != null) { buffer39.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 40. if (buffer == 40 && buffer40 != null) { buffer40.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 41. if (buffer == 41 && buffer41 != null) { buffer41.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 42. if (buffer == 42 && buffer42 != null) { buffer42.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 43. if (buffer == 43 && buffer43 != null) { buffer43.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 44. if (buffer == 44 && buffer44 != null) { buffer44.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 45. if (buffer == 45 && buffer45 != null) { buffer45.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 46. if (buffer == 46 && buffer46 != null) { buffer46.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 47. if (buffer == 47 && buffer47 != null) { buffer47.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 48. if (buffer == 48 && buffer48 != null) { buffer48.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 49. if (buffer == 49 && buffer49 != null) { buffer49.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 50. if (buffer == 50 && buffer50 != null) { buffer50.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 51. if (buffer == 51 && buffer51 != null) { buffer51.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 52. if (buffer == 52 && buffer52 != null) { buffer52.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 53. if (buffer == 53 && buffer53 != null) { buffer53.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 54. if (buffer == 54 && buffer54 != null) { buffer54.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 55. if (buffer == 55 && buffer55 != null) { buffer55.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 56. if (buffer == 56 && buffer56 != null) { buffer56.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 57. if (buffer == 57 && buffer57 != null) { buffer57.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 58. if (buffer == 58 && buffer58 != null) { buffer58.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 59. if (buffer == 59 && buffer59 != null) { buffer59.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 60. if (buffer == 60 && buffer60 != null) { buffer60.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 61. if (buffer == 61 && buffer61 != null) { buffer61.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 62. if (buffer == 62 && buffer62 != null) { buffer62.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 63. if (buffer == 63 && buffer63 != null) { buffer63.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 64. if (buffer == 64 && buffer64 != null) { buffer64.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 65. if (buffer == 65 && buffer65 != null) { buffer65.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 66. if (buffer == 66 && buffer66 != null) { buffer66.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 67. if (buffer == 67 && buffer67 != null) { buffer67.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 68. if (buffer == 68 && buffer68 != null) { buffer68.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 69. if (buffer == 69 && buffer69 != null) { buffer69.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 70. if (buffer == 70 && buffer70 != null) { buffer70.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 71. if (buffer == 71 && buffer71 != null) { buffer71.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 72. if (buffer == 72 && buffer72 != null) { buffer72.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 73. if (buffer == 73 && buffer73 != null) { buffer73.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 74. if (buffer == 74 && buffer74 != null) { buffer74.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 75. if (buffer == 75 && buffer75 != null) { buffer75.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 76. if (buffer == 76 && buffer76 != null) { buffer76.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 77. if (buffer == 77 && buffer77 != null) { buffer77.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 78. if (buffer == 78 && buffer78 != null) { buffer78.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 79. if (buffer == 79 && buffer79 != null) { buffer79.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 80. if (buffer == 80 && buffer80 != null) { buffer80.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 81. if (buffer == 81 && buffer81 != null) { buffer81.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 82. if (buffer == 82 && buffer82 != null) { buffer82.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 83. if (buffer == 83 && buffer83 != null) { buffer83.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 84. if (buffer == 84 && buffer84 != null) { buffer84.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 85. if (buffer == 85 && buffer85 != null) { buffer85.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 86. if (buffer == 86 && buffer86 != null) { buffer86.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 87. if (buffer == 87 && buffer87 != null) { buffer87.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 88. if (buffer == 88 && buffer88 != null) { buffer88.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 89. if (buffer == 89 && buffer89 != null) { buffer89.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 90. if (buffer == 90 && buffer90 != null) { buffer90.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 91. if (buffer == 91 && buffer91 != null) { buffer91.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 92. if (buffer == 92 && buffer92 != null) { buffer92.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 93. if (buffer == 93 && buffer93 != null) { buffer93.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 94. if (buffer == 94 && buffer94 != null) { buffer94.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 95. if (buffer == 95 && buffer95 != null) { buffer95.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 96. if (buffer == 96 && buffer96 != null) { buffer96.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 97. if (buffer == 97 && buffer97 != null) { buffer97.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 98. if (buffer == 98 && buffer98 != null) { buffer98.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } // Play buffer 99. if (buffer == 99 && buffer99 != null) { buffer99.Play(0, (loop ? BufferPlayFlags.Looping : BufferPlayFlags.Default)); } } /// /// Function: SoundPlaying(buffer). /// Description: Returns the playing status of the file. /// public bool SoundPlaying(int buffer) { // Check status of buffer 0. if (buffer == 0 && buffer0 != null) { return buffer0.Status.Playing; } // Check status of buffer 1. if (buffer == 1 && buffer1 != null) { return buffer1.Status.Playing; } // Check status of buffer 2. if (buffer == 2 && buffer2 != null) { return buffer2.Status.Playing; } // Check status of buffer 3. if (buffer == 3 && buffer3 != null) { return buffer3.Status.Playing; } // Check status of buffer 4. if (buffer == 4 && buffer4 != null) { return buffer4.Status.Playing; } // Check status of buffer 5. if (buffer == 5 && buffer5 != null) { return buffer5.Status.Playing; } // Check status of buffer 6. if (buffer == 6 && buffer6 != null) { return buffer6.Status.Playing; } // Check status of buffer 7. if (buffer == 7 && buffer7 != null) { return buffer7.Status.Playing; } // Check status of buffer 8. if (buffer == 8 && buffer8 != null) { return buffer8.Status.Playing; } // Check status of buffer 9. if (buffer == 9 && buffer9 != null) { return buffer9.Status.Playing; } // Check status of buffer 10. if (buffer == 10 && buffer10 != null) { return buffer10.Status.Playing; } // Check status of buffer 11. if (buffer == 11 && buffer11 != null) { return buffer11.Status.Playing; } // Check status of buffer 12. if (buffer == 12 && buffer12 != null) { return buffer12.Status.Playing; } // Check status of buffer 13. if (buffer == 13 && buffer13 != null) { return buffer13.Status.Playing; } // Check status of buffer 14. if (buffer == 14 && buffer14 != null) { return buffer14.Status.Playing; } // Check status of buffer 15. if (buffer == 15 && buffer15 != null) { return buffer15.Status.Playing; } // Check status of buffer 16. if (buffer == 16 && buffer16 != null) { return buffer16.Status.Playing; } // Check status of buffer 17. if (buffer == 17 && buffer17 != null) { return buffer17.Status.Playing; } // Check status of buffer 18. if (buffer == 18 && buffer18 != null) { return buffer18.Status.Playing; } // Check status of buffer 19. if (buffer == 19 && buffer19 != null) { return buffer19.Status.Playing; } // Check status of buffer 20. if (buffer == 20 && buffer20 != null) { return buffer20.Status.Playing; } // Check status of buffer 21. if (buffer == 21 && buffer21 != null) { return buffer21.Status.Playing; } // Check status of buffer 22. if (buffer == 22 && buffer22 != null) { return buffer22.Status.Playing; } // Check status of buffer 23. if (buffer == 23 && buffer23 != null) { return buffer23.Status.Playing; } // Check status of buffer 24. if (buffer == 24 && buffer24 != null) { return buffer24.Status.Playing; } // Check status of buffer 25. if (buffer == 25 && buffer25 != null) { return buffer25.Status.Playing; } // Check status of buffer 26. if (buffer == 26 && buffer26 != null) { return buffer26.Status.Playing; } // Check status of buffer 27. if (buffer == 27 && buffer27 != null) { return buffer27.Status.Playing; } // Check status of buffer 28. if (buffer == 28 && buffer28 != null) { return buffer28.Status.Playing; } // Check status of buffer 29. if (buffer == 29 && buffer29 != null) { return buffer29.Status.Playing; } // Check status of buffer 30. if (buffer == 30 && buffer30 != null) { return buffer30.Status.Playing; } // Check status of buffer 31. if (buffer == 31 && buffer31 != null) { return buffer31.Status.Playing; } // Check status of buffer 32. if (buffer == 32 && buffer32 != null) { return buffer32.Status.Playing; } // Check status of buffer 33. if (buffer == 33 && buffer33 != null) { return buffer33.Status.Playing; } // Check status of buffer 34. if (buffer == 34 && buffer34 != null) { return buffer34.Status.Playing; } // Check status of buffer 35. if (buffer == 35 && buffer35 != null) { return buffer35.Status.Playing; } // Check status of buffer 36. if (buffer == 36 && buffer36 != null) { return buffer36.Status.Playing; } // Check status of buffer 37. if (buffer == 37 && buffer37 != null) { return buffer37.Status.Playing; } // Check status of buffer 38. if (buffer == 38 && buffer38 != null) { return buffer38.Status.Playing; } // Check status of buffer 39. if (buffer == 39 && buffer39 != null) { return buffer39.Status.Playing; } // Check status of buffer 40. if (buffer == 40 && buffer40 != null) { return buffer40.Status.Playing; } // Check status of buffer 41. if (buffer == 41 && buffer41 != null) { return buffer41.Status.Playing; } // Check status of buffer 42. if (buffer == 42 && buffer42 != null) { return buffer42.Status.Playing; } // Check status of buffer 43. if (buffer == 43 && buffer43 != null) { return buffer43.Status.Playing; } // Check status of buffer 44. if (buffer == 44 && buffer44 != null) { return buffer44.Status.Playing; } // Check status of buffer 45. if (buffer == 45 && buffer45 != null) { return buffer45.Status.Playing; } // Check status of buffer 46. if (buffer == 46 && buffer46 != null) { return buffer46.Status.Playing; } // Check status of buffer 47. if (buffer == 47 && buffer47 != null) { return buffer47.Status.Playing; } // Check status of buffer 48. if (buffer == 48 && buffer48 != null) { return buffer48.Status.Playing; } // Check status of buffer 49. if (buffer == 49 && buffer49 != null) { return buffer49.Status.Playing; } // Check status of buffer 50. if (buffer == 50 && buffer50 != null) { return buffer50.Status.Playing; } // Check status of buffer 51. if (buffer == 51 && buffer51 != null) { return buffer51.Status.Playing; } // Check status of buffer 52. if (buffer == 52 && buffer52 != null) { return buffer52.Status.Playing; } // Check status of buffer 53. if (buffer == 53 && buffer53 != null) { return buffer53.Status.Playing; } // Check status of buffer 54. if (buffer == 54 && buffer54 != null) { return buffer54.Status.Playing; } // Check status of buffer 55. if (buffer == 55 && buffer55 != null) { return buffer55.Status.Playing; } // Check status of buffer 56. if (buffer == 56 && buffer56 != null) { return buffer56.Status.Playing; } // Check status of buffer 57. if (buffer == 57 && buffer57 != null) { return buffer57.Status.Playing; } // Check status of buffer 58. if (buffer == 58 && buffer58 != null) { return buffer58.Status.Playing; } // Check status of buffer 59. if (buffer == 59 && buffer59 != null) { return buffer59.Status.Playing; } // Check status of buffer 60. if (buffer == 60 && buffer60 != null) { return buffer60.Status.Playing; } // Check status of buffer 61. if (buffer == 61 && buffer61 != null) { return buffer61.Status.Playing; } // Check status of buffer 62. if (buffer == 62 && buffer62 != null) { return buffer62.Status.Playing; } // Check status of buffer 63. if (buffer == 63 && buffer63 != null) { return buffer63.Status.Playing; } // Check status of buffer 64. if (buffer == 64 && buffer64 != null) { return buffer64.Status.Playing; } // Check status of buffer 65. if (buffer == 65 && buffer65 != null) { return buffer65.Status.Playing; } // Check status of buffer 66. if (buffer == 66 && buffer66 != null) { return buffer66.Status.Playing; } // Check status of buffer 67. if (buffer == 67 && buffer67 != null) { return buffer67.Status.Playing; } // Check status of buffer 68. if (buffer == 68 && buffer68 != null) { return buffer68.Status.Playing; } // Check status of buffer 69. if (buffer == 69 && buffer69 != null) { return buffer69.Status.Playing; } // Check status of buffer 70. if (buffer == 70 && buffer70 != null) { return buffer70.Status.Playing; } // Check status of buffer 71. if (buffer == 71 && buffer71 != null) { return buffer71.Status.Playing; } // Check status of buffer 72. if (buffer == 72 && buffer72 != null) { return buffer72.Status.Playing; } // Check status of buffer 73. if (buffer == 73 && buffer73 != null) { return buffer73.Status.Playing; } // Check status of buffer 74. if (buffer == 74 && buffer74 != null) { return buffer74.Status.Playing; } // Check status of buffer 75. if (buffer == 75 && buffer75 != null) { return buffer75.Status.Playing; } // Check status of buffer 76. if (buffer == 76 && buffer76 != null) { return buffer76.Status.Playing; } // Check status of buffer 77. if (buffer == 77 && buffer77 != null) { return buffer77.Status.Playing; } // Check status of buffer 78. if (buffer == 78 && buffer78 != null) { return buffer78.Status.Playing; } // Check status of buffer 79. if (buffer == 79 && buffer79 != null) { return buffer79.Status.Playing; } // Check status of buffer 80. if (buffer == 80 && buffer80 != null) { return buffer80.Status.Playing; } // Check status of buffer 81. if (buffer == 81 && buffer81 != null) { return buffer81.Status.Playing; } // Check status of buffer 82. if (buffer == 82 && buffer82 != null) { return buffer82.Status.Playing; } // Check status of buffer 83. if (buffer == 83 && buffer83 != null) { return buffer83.Status.Playing; } // Check status of buffer 84. if (buffer == 84 && buffer84 != null) { return buffer84.Status.Playing; } // Check status of buffer 85. if (buffer == 85 && buffer85 != null) { return buffer85.Status.Playing; } // Check status of buffer 86. if (buffer == 86 && buffer86 != null) { return buffer86.Status.Playing; } // Check status of buffer 87. if (buffer == 87 && buffer87 != null) { return buffer87.Status.Playing; } // Check status of buffer 88. if (buffer == 88 && buffer88 != null) { return buffer88.Status.Playing; } // Check status of buffer 89. if (buffer == 89 && buffer89 != null) { return buffer89.Status.Playing; } // Check status of buffer 90. if (buffer == 90 && buffer90 != null) { return buffer90.Status.Playing; } // Check status of buffer 91. if (buffer == 91 && buffer91 != null) { return buffer91.Status.Playing; } // Check status of buffer 92. if (buffer == 92 && buffer92 != null) { return buffer92.Status.Playing; } // Check status of buffer 93. if (buffer == 93 && buffer93 != null) { return buffer93.Status.Playing; } // Check status of buffer 94. if (buffer == 94 && buffer94 != null) { return buffer94.Status.Playing; } // Check status of buffer 95. if (buffer == 95 && buffer95 != null) { return buffer95.Status.Playing; } // Check status of buffer 96. if (buffer == 96 && buffer96 != null) { return buffer96.Status.Playing; } // Check status of buffer 97. if (buffer == 97 && buffer97 != null) { return buffer97.Status.Playing; } // Check status of buffer 98. if (buffer == 98 && buffer98 != null) { return buffer98.Status.Playing; } // Check status of buffer 99. if (buffer == 99 && buffer99 != null) { return buffer99.Status.Playing; } // If the options above are not true // return false since no requested buffers are loaded or playing. else { return false; } } /// /// Function: SoundRate(buffer, int rate). /// Description: Changes the frequency, pitch, and rate of the buffer. /// public void SoundRate(int buffer, int rate) { // Change rate for buffer 0. if (buffer == 0 && buffer0 != null) { buffer0.Frequency = rate; } // Change rate for buffer 1. if (buffer == 1 && buffer1 != null) { buffer1.Frequency = rate; } // Change rate for buffer 2. if (buffer == 2 && buffer2 != null) { buffer2.Frequency = rate; } // Change rate for buffer 3. if (buffer == 3 && buffer3 != null) { buffer3.Frequency = rate; } // Change rate for buffer 4. if (buffer == 4 && buffer4 != null) { buffer4.Frequency = rate; } // Change rate for buffer 5. if (buffer == 5 && buffer5 != null) { buffer5.Frequency = rate; } // Change rate for buffer 6. if (buffer == 6 && buffer6 != null) { buffer6.Frequency = rate; } // Change rate for buffer 7. if (buffer == 7 && buffer7 != null) { buffer7.Frequency = rate; } // Change rate for buffer 8. if (buffer == 8 && buffer8 != null) { buffer8.Frequency = rate; } // Change rate for buffer 9. if (buffer == 9 && buffer9 != null) { buffer9.Frequency = rate; } // Change rate for buffer 10. if (buffer == 10 && buffer10 != null) { buffer10.Frequency = rate; } // Change rate for buffer 11. if (buffer == 11 && buffer11 != null) { buffer11.Frequency = rate; } // Change rate for buffer 12. if (buffer == 12 && buffer12 != null) { buffer12.Frequency = rate; } // Change rate for buffer 13. if (buffer == 13 && buffer13 != null) { buffer13.Frequency = rate; } // Change rate for buffer 14. if (buffer == 14 && buffer14 != null) { buffer14.Frequency = rate; } // Change rate for buffer 15. if (buffer == 15 && buffer15 != null) { buffer15.Frequency = rate; } // Change rate for buffer 16. if (buffer == 16 && buffer16 != null) { buffer16.Frequency = rate; } // Change rate for buffer 17. if (buffer == 17 && buffer17 != null) { buffer17.Frequency = rate; } // Change rate for buffer 18. if (buffer == 18 && buffer18 != null) { buffer18.Frequency = rate; } // Change rate for buffer 19. if (buffer == 19 && buffer19 != null) { buffer19.Frequency = rate; } // Change rate for buffer 20. if (buffer == 20 && buffer20 != null) { buffer20.Frequency = rate; } // Change rate for buffer 21. if (buffer == 21 && buffer21 != null) { buffer21.Frequency = rate; } // Change rate for buffer 22. if (buffer == 22 && buffer22 != null) { buffer22.Frequency = rate; } // Change rate for buffer 23. if (buffer == 23 && buffer23 != null) { buffer23.Frequency = rate; } // Change rate for buffer 24. if (buffer == 24 && buffer24 != null) { buffer24.Frequency = rate; } // Change rate for buffer 25. if (buffer == 25 && buffer25 != null) { buffer25.Frequency = rate; } // Change rate for buffer 26. if (buffer == 26 && buffer26 != null) { buffer26.Frequency = rate; } // Change rate for buffer 27. if (buffer == 27 && buffer27 != null) { buffer27.Frequency = rate; } // Change rate for buffer 28. if (buffer == 28 && buffer28 != null) { buffer28.Frequency = rate; } // Change rate for buffer 29. if (buffer == 29 && buffer29 != null) { buffer29.Frequency = rate; } // Change rate for buffer 30. if (buffer == 30 && buffer30 != null) { buffer30.Frequency = rate; } // Change rate for buffer 31. if (buffer == 31 && buffer31 != null) { buffer31.Frequency = rate; } // Change rate for buffer 32. if (buffer == 32 && buffer32 != null) { buffer32.Frequency = rate; } // Change rate for buffer 33. if (buffer == 33 && buffer33 != null) { buffer33.Frequency = rate; } // Change rate for buffer 34. if (buffer == 34 && buffer34 != null) { buffer34.Frequency = rate; } // Change rate for buffer 35. if (buffer == 35 && buffer35 != null) { buffer35.Frequency = rate; } // Change rate for buffer 36. if (buffer == 36 && buffer36 != null) { buffer36.Frequency = rate; } // Change rate for buffer 37. if (buffer == 37 && buffer37 != null) { buffer37.Frequency = rate; } // Change rate for buffer 38. if (buffer == 38 && buffer38 != null) { buffer38.Frequency = rate; } // Change rate for buffer 39. if (buffer == 39 && buffer39 != null) { buffer39.Frequency = rate; } // Change rate for buffer 40. if (buffer == 40 && buffer40 != null) { buffer40.Frequency = rate; } // Change rate for buffer 41. if (buffer == 41 && buffer41 != null) { buffer41.Frequency = rate; } // Change rate for buffer 42. if (buffer == 42 && buffer42 != null) { buffer42.Frequency = rate; } // Change rate for buffer 43. if (buffer == 43 && buffer43 != null) { buffer43.Frequency = rate; } // Change rate for buffer 44. if (buffer == 44 && buffer44 != null) { buffer44.Frequency = rate; } // Change rate for buffer 45. if (buffer == 45 && buffer45 != null) { buffer45.Frequency = rate; } // Change rate for buffer 46. if (buffer == 46 && buffer46 != null) { buffer46.Frequency = rate; } // Change rate for buffer 47. if (buffer == 47 && buffer47 != null) { buffer47.Frequency = rate; } // Change rate for buffer 48. if (buffer == 48 && buffer48 != null) { buffer48.Frequency = rate; } // Change rate for buffer 49. if (buffer == 49 && buffer49 != null) { buffer49.Frequency = rate; } // Change rate for buffer 50. if (buffer == 50 && buffer50 != null) { buffer50.Frequency = rate; } // Change rate for buffer 51. if (buffer == 51 && buffer51 != null) { buffer51.Frequency = rate; } // Change rate for buffer 52. if (buffer == 52 && buffer52 != null) { buffer52.Frequency = rate; } // Change rate for buffer 53. if (buffer == 53 && buffer53 != null) { buffer53.Frequency = rate; } // Change rate for buffer 54. if (buffer == 54 && buffer54 != null) { buffer54.Frequency = rate; } // Change rate for buffer 55. if (buffer == 55 && buffer55 != null) { buffer55.Frequency = rate; } // Change rate for buffer 56. if (buffer == 56 && buffer56 != null) { buffer56.Frequency = rate; } // Change rate for buffer 57. if (buffer == 57 && buffer57 != null) { buffer57.Frequency = rate; } // Change rate for buffer 58. if (buffer == 58 && buffer58 != null) { buffer58.Frequency = rate; } // Change rate for buffer 59. if (buffer == 59 && buffer59 != null) { buffer59.Frequency = rate; } // Change rate for buffer 60. if (buffer == 60 && buffer60 != null) { buffer60.Frequency = rate; } // Change rate for buffer 61. if (buffer == 61 && buffer61 != null) { buffer61.Frequency = rate; } // Change rate for buffer 62. if (buffer == 62 && buffer62 != null) { buffer62.Frequency = rate; } // Change rate for buffer 63. if (buffer == 63 && buffer63 != null) { buffer63.Frequency = rate; } // Change rate for buffer 64. if (buffer == 64 && buffer64 != null) { buffer64.Frequency = rate; } // Change rate for buffer 65. if (buffer == 65 && buffer65 != null) { buffer65.Frequency = rate; } // Change rate for buffer 66. if (buffer == 66 && buffer66 != null) { buffer66.Frequency = rate; } // Change rate for buffer 67. if (buffer == 67 && buffer67 != null) { buffer67.Frequency = rate; } // Change rate for buffer 68. if (buffer == 68 && buffer68 != null) { buffer68.Frequency = rate; } // Change rate for buffer 69. if (buffer == 69 && buffer69 != null) { buffer69.Frequency = rate; } // Change rate for buffer 70. if (buffer == 70 && buffer70 != null) { buffer70.Frequency = rate; } // Change rate for buffer 71. if (buffer == 71 && buffer71 != null) { buffer71.Frequency = rate; } // Change rate for buffer 72. if (buffer == 72 && buffer72 != null) { buffer72.Frequency = rate; } // Change rate for buffer 73. if (buffer == 73 && buffer73 != null) { buffer73.Frequency = rate; } // Change rate for buffer 74. if (buffer == 74 && buffer74 != null) { buffer74.Frequency = rate; } // Change rate for buffer 75. if (buffer == 75 && buffer75 != null) { buffer75.Frequency = rate; } // Change rate for buffer 76. if (buffer == 76 && buffer76 != null) { buffer76.Frequency = rate; } // Change rate for buffer 77. if (buffer == 77 && buffer77 != null) { buffer77.Frequency = rate; } // Change rate for buffer 78. if (buffer == 78 && buffer78 != null) { buffer78.Frequency = rate; } // Change rate for buffer 79. if (buffer == 79 && buffer79 != null) { buffer79.Frequency = rate; } // Change rate for buffer 80. if (buffer == 80 && buffer80 != null) { buffer80.Frequency = rate; } // Change rate for buffer 81. if (buffer == 81 && buffer81 != null) { buffer81.Frequency = rate; } // Change rate for buffer 82. if (buffer == 82 && buffer82 != null) { buffer82.Frequency = rate; } // Change rate for buffer 83. if (buffer == 83 && buffer83 != null) { buffer83.Frequency = rate; } // Change rate for buffer 84. if (buffer == 84 && buffer84 != null) { buffer84.Frequency = rate; } // Change rate for buffer 85. if (buffer == 85 && buffer85 != null) { buffer85.Frequency = rate; } // Change rate for buffer 86. if (buffer == 86 && buffer86 != null) { buffer86.Frequency = rate; } // Change rate for buffer 87. if (buffer == 87 && buffer87 != null) { buffer87.Frequency = rate; } // Change rate for buffer 88. if (buffer == 88 && buffer88 != null) { buffer88.Frequency = rate; } // Change rate for buffer 89. if (buffer == 89 && buffer89 != null) { buffer89.Frequency = rate; } // Change rate for buffer 90. if (buffer == 90 && buffer90 != null) { buffer90.Frequency = rate; } // Change rate for buffer 91. if (buffer == 91 && buffer91 != null) { buffer91.Frequency = rate; } // Change rate for buffer 92. if (buffer == 92 && buffer92 != null) { buffer92.Frequency = rate; } // Change rate for buffer 93. if (buffer == 93 && buffer93 != null) { buffer93.Frequency = rate; } // Change rate for buffer 94. if (buffer == 94 && buffer94 != null) { buffer94.Frequency = rate; } // Change rate for buffer 95. if (buffer == 95 && buffer95 != null) { buffer95.Frequency = rate; } // Change rate for buffer 96. if (buffer == 96 && buffer96 != null) { buffer96.Frequency = rate; } // Change rate for buffer 97. if (buffer == 97 && buffer97 != null) { buffer97.Frequency = rate; } // Change rate for buffer 98. if (buffer == 98 && buffer98 != null) { buffer98.Frequency = rate; } // Change rate for buffer 99. if (buffer == 99 && buffer99 != null) { buffer99.Frequency = rate; } } /// /// Function: SoundRewind(buffer). /// Description: Rewinds the sound buffer to the beginning of the file. /// public void SoundRewind(int buffer) { // Rewindbuffer 0. if (buffer == 0 && buffer0 != null) { buffer0.SetCurrentPosition(0); } // Rewindbuffer 1. if (buffer == 1 && buffer1 != null) { buffer1.SetCurrentPosition(0); } // Rewindbuffer 2. if (buffer == 2 && buffer2 != null) { buffer2.SetCurrentPosition(0); } // Rewindbuffer 3. if (buffer == 3 && buffer3 != null) { buffer3.SetCurrentPosition(0); } // Rewindbuffer 4. if (buffer == 4 && buffer4 != null) { buffer4.SetCurrentPosition(0); } // Rewindbuffer 5. if (buffer == 5 && buffer5 != null) { buffer5.SetCurrentPosition(0); } // Rewindbuffer 6. if (buffer == 6 && buffer6 != null) { buffer6.SetCurrentPosition(0); } // Rewindbuffer 7. if (buffer == 7 && buffer7 != null) { buffer7.SetCurrentPosition(0); } // Rewindbuffer 8. if (buffer == 8 && buffer8 != null) { buffer8.SetCurrentPosition(0); } // Rewindbuffer 9. if (buffer == 9 && buffer9 != null) { buffer9.SetCurrentPosition(0); } // Rewindbuffer 10. if (buffer == 10 && buffer10 != null) { buffer10.SetCurrentPosition(0); } // Rewindbuffer 11. if (buffer == 11 && buffer11 != null) { buffer11.SetCurrentPosition(0); } // Rewindbuffer 12. if (buffer == 12 && buffer12 != null) { buffer12.SetCurrentPosition(0); } // Rewindbuffer 13. if (buffer == 13 && buffer13 != null) { buffer13.SetCurrentPosition(0); } // Rewindbuffer 14. if (buffer == 14 && buffer14 != null) { buffer14.SetCurrentPosition(0); } // Rewindbuffer 15. if (buffer == 15 && buffer15 != null) { buffer15.SetCurrentPosition(0); } // Rewindbuffer 16. if (buffer == 16 && buffer16 != null) { buffer16.SetCurrentPosition(0); } // Rewindbuffer 17. if (buffer == 17 && buffer17 != null) { buffer17.SetCurrentPosition(0); } // Rewindbuffer 18. if (buffer == 18 && buffer18 != null) { buffer18.SetCurrentPosition(0); } // Rewindbuffer 19. if (buffer == 19 && buffer19 != null) { buffer19.SetCurrentPosition(0); } // Rewindbuffer 20. if (buffer == 20 && buffer20 != null) { buffer20.SetCurrentPosition(0); } // Rewindbuffer 21. if (buffer == 21 && buffer21 != null) { buffer21.SetCurrentPosition(0); } // Rewindbuffer 22. if (buffer == 22 && buffer22 != null) { buffer22.SetCurrentPosition(0); } // Rewindbuffer 23. if (buffer == 23 && buffer23 != null) { buffer23.SetCurrentPosition(0); } // Rewindbuffer 24. if (buffer == 24 && buffer24 != null) { buffer24.SetCurrentPosition(0); } // Rewindbuffer 25. if (buffer == 25 && buffer25 != null) { buffer25.SetCurrentPosition(0); } // Rewindbuffer 26. if (buffer == 26 && buffer26 != null) { buffer26.SetCurrentPosition(0); } // Rewindbuffer 27. if (buffer == 27 && buffer27 != null) { buffer27.SetCurrentPosition(0); } // Rewindbuffer 28. if (buffer == 28 && buffer28 != null) { buffer28.SetCurrentPosition(0); } // Rewindbuffer 29. if (buffer == 29 && buffer29 != null) { buffer29.SetCurrentPosition(0); } // Rewindbuffer 30. if (buffer == 30 && buffer30 != null) { buffer30.SetCurrentPosition(0); } // Rewindbuffer 31. if (buffer == 31 && buffer31 != null) { buffer31.SetCurrentPosition(0); } // Rewindbuffer 32. if (buffer == 32 && buffer32 != null) { buffer32.SetCurrentPosition(0); } // Rewindbuffer 33. if (buffer == 33 && buffer33 != null) { buffer33.SetCurrentPosition(0); } // Rewindbuffer 34. if (buffer == 34 && buffer34 != null) { buffer34.SetCurrentPosition(0); } // Rewindbuffer 35. if (buffer == 35 && buffer35 != null) { buffer35.SetCurrentPosition(0); } // Rewindbuffer 36. if (buffer == 36 && buffer36 != null) { buffer36.SetCurrentPosition(0); } // Rewindbuffer 37. if (buffer == 37 && buffer37 != null) { buffer37.SetCurrentPosition(0); } // Rewindbuffer 38. if (buffer == 38 && buffer38 != null) { buffer38.SetCurrentPosition(0); } // Rewindbuffer 39. if (buffer == 39 && buffer39 != null) { buffer39.SetCurrentPosition(0); } // Rewindbuffer 40. if (buffer == 40 && buffer40 != null) { buffer40.SetCurrentPosition(0); } // Rewindbuffer 41. if (buffer == 41 && buffer41 != null) { buffer41.SetCurrentPosition(0); } // Rewindbuffer 42. if (buffer == 42 && buffer42 != null) { buffer42.SetCurrentPosition(0); } // Rewindbuffer 43. if (buffer == 43 && buffer43 != null) { buffer43.SetCurrentPosition(0); } // Rewindbuffer 44. if (buffer == 44 && buffer44 != null) { buffer44.SetCurrentPosition(0); } // Rewindbuffer 45. if (buffer == 45 && buffer45 != null) { buffer45.SetCurrentPosition(0); } // Rewindbuffer 46. if (buffer == 46 && buffer46 != null) { buffer46.SetCurrentPosition(0); } // Rewindbuffer 47. if (buffer == 47 && buffer47 != null) { buffer47.SetCurrentPosition(0); } // Rewindbuffer 48. if (buffer == 48 && buffer48 != null) { buffer48.SetCurrentPosition(0); } // Rewindbuffer 49. if (buffer == 49 && buffer49 != null) { buffer49.SetCurrentPosition(0); } // Rewindbuffer 50. if (buffer == 50 && buffer50 != null) { buffer50.SetCurrentPosition(0); } // Rewindbuffer 51. if (buffer == 51 && buffer51 != null) { buffer51.SetCurrentPosition(0); } // Rewindbuffer 52. if (buffer == 52 && buffer52 != null) { buffer52.SetCurrentPosition(0); } // Rewindbuffer 53. if (buffer == 53 && buffer53 != null) { buffer53.SetCurrentPosition(0); } // Rewindbuffer 54. if (buffer == 54 && buffer54 != null) { buffer54.SetCurrentPosition(0); } // Rewindbuffer 55. if (buffer == 55 && buffer55 != null) { buffer55.SetCurrentPosition(0); } // Rewindbuffer 56. if (buffer == 56 && buffer56 != null) { buffer56.SetCurrentPosition(0); } // Rewindbuffer 57. if (buffer == 57 && buffer57 != null) { buffer57.SetCurrentPosition(0); } // Rewindbuffer 58. if (buffer == 58 && buffer58 != null) { buffer58.SetCurrentPosition(0); } // Rewindbuffer 59. if (buffer == 59 && buffer59 != null) { buffer59.SetCurrentPosition(0); } // Rewindbuffer 60. if (buffer == 60 && buffer60 != null) { buffer60.SetCurrentPosition(0); } // Rewindbuffer 61. if (buffer == 61 && buffer61 != null) { buffer61.SetCurrentPosition(0); } // Rewindbuffer 62. if (buffer == 62 && buffer62 != null) { buffer62.SetCurrentPosition(0); } // Rewindbuffer 63. if (buffer == 63 && buffer63 != null) { buffer63.SetCurrentPosition(0); } // Rewindbuffer 64. if (buffer == 64 && buffer64 != null) { buffer64.SetCurrentPosition(0); } // Rewindbuffer 65. if (buffer == 65 && buffer65 != null) { buffer65.SetCurrentPosition(0); } // Rewindbuffer 66. if (buffer == 66 && buffer66 != null) { buffer66.SetCurrentPosition(0); } // Rewindbuffer 67. if (buffer == 67 && buffer67 != null) { buffer67.SetCurrentPosition(0); } // Rewindbuffer 68. if (buffer == 68 && buffer68 != null) { buffer68.SetCurrentPosition(0); } // Rewindbuffer 69. if (buffer == 69 && buffer69 != null) { buffer69.SetCurrentPosition(0); } // Rewindbuffer 70. if (buffer == 70 && buffer70 != null) { buffer70.SetCurrentPosition(0); } // Rewindbuffer 71. if (buffer == 71 && buffer71 != null) { buffer71.SetCurrentPosition(0); } // Rewindbuffer 72. if (buffer == 72 && buffer72 != null) { buffer72.SetCurrentPosition(0); } // Rewindbuffer 73. if (buffer == 73 && buffer73 != null) { buffer73.SetCurrentPosition(0); } // Rewindbuffer 74. if (buffer == 74 && buffer74 != null) { buffer74.SetCurrentPosition(0); } // Rewindbuffer 75. if (buffer == 75 && buffer75 != null) { buffer75.SetCurrentPosition(0); } // Rewindbuffer 76. if (buffer == 76 && buffer76 != null) { buffer76.SetCurrentPosition(0); } // Rewindbuffer 77. if (buffer == 77 && buffer77 != null) { buffer77.SetCurrentPosition(0); } // Rewindbuffer 78. if (buffer == 78 && buffer78 != null) { buffer78.SetCurrentPosition(0); } // Rewindbuffer 79. if (buffer == 79 && buffer79 != null) { buffer79.SetCurrentPosition(0); } // Rewindbuffer 80. if (buffer == 80 && buffer80 != null) { buffer80.SetCurrentPosition(0); } // Rewindbuffer 81. if (buffer == 81 && buffer81 != null) { buffer81.SetCurrentPosition(0); } // Rewindbuffer 82. if (buffer == 82 && buffer82 != null) { buffer82.SetCurrentPosition(0); } // Rewindbuffer 83. if (buffer == 83 && buffer83 != null) { buffer83.SetCurrentPosition(0); } // Rewindbuffer 84. if (buffer == 84 && buffer84 != null) { buffer84.SetCurrentPosition(0); } // Rewindbuffer 85. if (buffer == 85 && buffer85 != null) { buffer85.SetCurrentPosition(0); } // Rewindbuffer 86. if (buffer == 86 && buffer86 != null) { buffer86.SetCurrentPosition(0); } // Rewindbuffer 87. if (buffer == 87 && buffer87 != null) { buffer87.SetCurrentPosition(0); } // Rewindbuffer 88. if (buffer == 88 && buffer88 != null) { buffer88.SetCurrentPosition(0); } // Rewindbuffer 89. if (buffer == 89 && buffer89 != null) { buffer89.SetCurrentPosition(0); } // Rewindbuffer 90. if (buffer == 90 && buffer90 != null) { buffer90.SetCurrentPosition(0); } // Rewindbuffer 91. if (buffer == 91 && buffer91 != null) { buffer91.SetCurrentPosition(0); } // Rewindbuffer 92. if (buffer == 92 && buffer92 != null) { buffer92.SetCurrentPosition(0); } // Rewindbuffer 93. if (buffer == 93 && buffer93 != null) { buffer93.SetCurrentPosition(0); } // Rewindbuffer 94. if (buffer == 94 && buffer94 != null) { buffer94.SetCurrentPosition(0); } // Rewindbuffer 95. if (buffer == 95 && buffer95 != null) { buffer95.SetCurrentPosition(0); } // Rewindbuffer 96. if (buffer == 96 && buffer96 != null) { buffer96.SetCurrentPosition(0); } // Rewindbuffer 97. if (buffer == 97 && buffer97 != null) { buffer97.SetCurrentPosition(0); } // Rewindbuffer 98. if (buffer == 98 && buffer98 != null) { buffer98.SetCurrentPosition(0); } // Rewindbuffer 99. if (buffer == 99 && buffer99 != null) { buffer99.SetCurrentPosition(0); } } /// /// Function: SoundStop(buffer). /// Description: Stops the sound buffer at the current position. /// If play is activated again the sound will resume from the previous point in playback. /// To reset the buffer to the beginning of the file use SoundRewind(buffer). /// public void SoundStop(int buffer) { // Stopbuffer 0. if (buffer == 0 && buffer0 != null) { buffer0.Stop(); } // Stopbuffer 1. if (buffer == 1 && buffer1 != null) { buffer1.Stop(); } // Stopbuffer 2. if (buffer == 2 && buffer2 != null) { buffer2.Stop(); } // Stopbuffer 3. if (buffer == 3 && buffer3 != null) { buffer3.Stop(); } // Stopbuffer 4. if (buffer == 4 && buffer4 != null) { buffer4.Stop(); } // Stopbuffer 5. if (buffer == 5 && buffer5 != null) { buffer5.Stop(); } // Stopbuffer 6. if (buffer == 6 && buffer6 != null) { buffer6.Stop(); } // Stopbuffer 7. if (buffer == 7 && buffer7 != null) { buffer7.Stop(); } // Stopbuffer 8. if (buffer == 8 && buffer8 != null) { buffer8.Stop(); } // Stopbuffer 9. if (buffer == 9 && buffer9 != null) { buffer9.Stop(); } // Stopbuffer 10. if (buffer == 10 && buffer10 != null) { buffer10.Stop(); } // Stopbuffer 11. if (buffer == 11 && buffer11 != null) { buffer11.Stop(); } // Stopbuffer 12. if (buffer == 12 && buffer12 != null) { buffer12.Stop(); } // Stopbuffer 13. if (buffer == 13 && buffer13 != null) { buffer13.Stop(); } // Stopbuffer 14. if (buffer == 14 && buffer14 != null) { buffer14.Stop(); } // Stopbuffer 15. if (buffer == 15 && buffer15 != null) { buffer15.Stop(); } // Stopbuffer 16. if (buffer == 16 && buffer16 != null) { buffer16.Stop(); } // Stopbuffer 17. if (buffer == 17 && buffer17 != null) { buffer17.Stop(); } // Stopbuffer 18. if (buffer == 18 && buffer18 != null) { buffer18.Stop(); } // Stopbuffer 19. if (buffer == 19 && buffer19 != null) { buffer19.Stop(); } // Stopbuffer 20. if (buffer == 20 && buffer20 != null) { buffer20.Stop(); } // Stopbuffer 21. if (buffer == 21 && buffer21 != null) { buffer21.Stop(); } // Stopbuffer 22. if (buffer == 22 && buffer22 != null) { buffer22.Stop(); } // Stopbuffer 23. if (buffer == 23 && buffer23 != null) { buffer23.Stop(); } // Stopbuffer 24. if (buffer == 24 && buffer24 != null) { buffer24.Stop(); } // Stopbuffer 25. if (buffer == 25 && buffer25 != null) { buffer25.Stop(); } // Stopbuffer 26. if (buffer == 26 && buffer26 != null) { buffer26.Stop(); } // Stopbuffer 27. if (buffer == 27 && buffer27 != null) { buffer27.Stop(); } // Stopbuffer 28. if (buffer == 28 && buffer28 != null) { buffer28.Stop(); } // Stopbuffer 29. if (buffer == 29 && buffer29 != null) { buffer29.Stop(); } // Stopbuffer 30. if (buffer == 30 && buffer30 != null) { buffer30.Stop(); } // Stopbuffer 31. if (buffer == 31 && buffer31 != null) { buffer31.Stop(); } // Stopbuffer 32. if (buffer == 32 && buffer32 != null) { buffer32.Stop(); } // Stopbuffer 33. if (buffer == 33 && buffer33 != null) { buffer33.Stop(); } // Stopbuffer 34. if (buffer == 34 && buffer34 != null) { buffer34.Stop(); } // Stopbuffer 35. if (buffer == 35 && buffer35 != null) { buffer35.Stop(); } // Stopbuffer 36. if (buffer == 36 && buffer36 != null) { buffer36.Stop(); } // Stopbuffer 37. if (buffer == 37 && buffer37 != null) { buffer37.Stop(); } // Stopbuffer 38. if (buffer == 38 && buffer38 != null) { buffer38.Stop(); } // Stopbuffer 39. if (buffer == 39 && buffer39 != null) { buffer39.Stop(); } // Stopbuffer 40. if (buffer == 40 && buffer40 != null) { buffer40.Stop(); } // Stopbuffer 41. if (buffer == 41 && buffer41 != null) { buffer41.Stop(); } // Stopbuffer 42. if (buffer == 42 && buffer42 != null) { buffer42.Stop(); } // Stopbuffer 43. if (buffer == 43 && buffer43 != null) { buffer43.Stop(); } // Stopbuffer 44. if (buffer == 44 && buffer44 != null) { buffer44.Stop(); } // Stopbuffer 45. if (buffer == 45 && buffer45 != null) { buffer45.Stop(); } // Stopbuffer 46. if (buffer == 46 && buffer46 != null) { buffer46.Stop(); } // Stopbuffer 47. if (buffer == 47 && buffer47 != null) { buffer47.Stop(); } // Stopbuffer 48. if (buffer == 48 && buffer48 != null) { buffer48.Stop(); } // Stopbuffer 49. if (buffer == 49 && buffer49 != null) { buffer49.Stop(); } // Stopbuffer 50. if (buffer == 50 && buffer50 != null) { buffer50.Stop(); } // Stopbuffer 51. if (buffer == 51 && buffer51 != null) { buffer51.Stop(); } // Stopbuffer 52. if (buffer == 52 && buffer52 != null) { buffer52.Stop(); } // Stopbuffer 53. if (buffer == 53 && buffer53 != null) { buffer53.Stop(); } // Stopbuffer 54. if (buffer == 54 && buffer54 != null) { buffer54.Stop(); } // Stopbuffer 55. if (buffer == 55 && buffer55 != null) { buffer55.Stop(); } // Stopbuffer 56. if (buffer == 56 && buffer56 != null) { buffer56.Stop(); } // Stopbuffer 57. if (buffer == 57 && buffer57 != null) { buffer57.Stop(); } // Stopbuffer 58. if (buffer == 58 && buffer58 != null) { buffer58.Stop(); } // Stopbuffer 59. if (buffer == 59 && buffer59 != null) { buffer59.Stop(); } // Stopbuffer 60. if (buffer == 60 && buffer60 != null) { buffer60.Stop(); } // Stopbuffer 61. if (buffer == 61 && buffer61 != null) { buffer61.Stop(); } // Stopbuffer 62. if (buffer == 62 && buffer62 != null) { buffer62.Stop(); } // Stopbuffer 63. if (buffer == 63 && buffer63 != null) { buffer63.Stop(); } // Stopbuffer 64. if (buffer == 64 && buffer64 != null) { buffer64.Stop(); } // Stopbuffer 65. if (buffer == 65 && buffer65 != null) { buffer65.Stop(); } // Stopbuffer 66. if (buffer == 66 && buffer66 != null) { buffer66.Stop(); } // Stopbuffer 67. if (buffer == 67 && buffer67 != null) { buffer67.Stop(); } // Stopbuffer 68. if (buffer == 68 && buffer68 != null) { buffer68.Stop(); } // Stopbuffer 69. if (buffer == 69 && buffer69 != null) { buffer69.Stop(); } // Stopbuffer 70. if (buffer == 70 && buffer70 != null) { buffer70.Stop(); } // Stopbuffer 71. if (buffer == 71 && buffer71 != null) { buffer71.Stop(); } // Stopbuffer 72. if (buffer == 72 && buffer72 != null) { buffer72.Stop(); } // Stopbuffer 73. if (buffer == 73 && buffer73 != null) { buffer73.Stop(); } // Stopbuffer 74. if (buffer == 74 && buffer74 != null) { buffer74.Stop(); } // Stopbuffer 75. if (buffer == 75 && buffer75 != null) { buffer75.Stop(); } // Stopbuffer 76. if (buffer == 76 && buffer76 != null) { buffer76.Stop(); } // Stopbuffer 77. if (buffer == 77 && buffer77 != null) { buffer77.Stop(); } // Stopbuffer 78. if (buffer == 78 && buffer78 != null) { buffer78.Stop(); } // Stopbuffer 79. if (buffer == 79 && buffer79 != null) { buffer79.Stop(); } // Stopbuffer 80. if (buffer == 80 && buffer80 != null) { buffer80.Stop(); } // Stopbuffer 81. if (buffer == 81 && buffer81 != null) { buffer81.Stop(); } // Stopbuffer 82. if (buffer == 82 && buffer82 != null) { buffer82.Stop(); } // Stopbuffer 83. if (buffer == 83 && buffer83 != null) { buffer83.Stop(); } // Stopbuffer 84. if (buffer == 84 && buffer84 != null) { buffer84.Stop(); } // Stopbuffer 85. if (buffer == 85 && buffer85 != null) { buffer85.Stop(); } // Stopbuffer 86. if (buffer == 86 && buffer86 != null) { buffer86.Stop(); } // Stopbuffer 87. if (buffer == 87 && buffer87 != null) { buffer87.Stop(); } // Stopbuffer 88. if (buffer == 88 && buffer88 != null) { buffer88.Stop(); } // Stopbuffer 89. if (buffer == 89 && buffer89 != null) { buffer89.Stop(); } // Stopbuffer 90. if (buffer == 90 && buffer90 != null) { buffer90.Stop(); } // Stopbuffer 91. if (buffer == 91 && buffer91 != null) { buffer91.Stop(); } // Stopbuffer 92. if (buffer == 92 && buffer92 != null) { buffer92.Stop(); } // Stopbuffer 93. if (buffer == 93 && buffer93 != null) { buffer93.Stop(); } // Stopbuffer 94. if (buffer == 94 && buffer94 != null) { buffer94.Stop(); } // Stopbuffer 95. if (buffer == 95 && buffer95 != null) { buffer95.Stop(); } // Stopbuffer 96. if (buffer == 96 && buffer96 != null) { buffer96.Stop(); } // Stopbuffer 97. if (buffer == 97 && buffer97 != null) { buffer97.Stop(); } // Stopbuffer 98. if (buffer == 98 && buffer98 != null) { buffer98.Stop(); } // Stopbuffer 99. if (buffer == 99 && buffer99 != null) { buffer99.Stop(); } } /// /// Function: SoundVolume(buffer, volume). /// Description: Adjusts the volume for the sound. /// public void SoundVolume(int buffer, int volume) { // Buffer volume 0. if (buffer == 0 && buffer0 != null) { buffer0.Volume = volume; } // Buffer volume 1. if (buffer == 1 && buffer1 != null) { buffer1.Volume = volume; } // Buffer volume 2. if (buffer == 2 && buffer2 != null) { buffer2.Volume = volume; } // Buffer volume 3. if (buffer == 3 && buffer3 != null) { buffer3.Volume = volume; } // Buffer volume 4. if (buffer == 4 && buffer4 != null) { buffer4.Volume = volume; } // Buffer volume 5. if (buffer == 5 && buffer5 != null) { buffer5.Volume = volume; } // Buffer volume 6. if (buffer == 6 && buffer6 != null) { buffer6.Volume = volume; } // Buffer volume 7. if (buffer == 7 && buffer7 != null) { buffer7.Volume = volume; } // Buffer volume 8. if (buffer == 8 && buffer8 != null) { buffer8.Volume = volume; } // Buffer volume 9. if (buffer == 9 && buffer9 != null) { buffer9.Volume = volume; } // Buffer volume 10. if (buffer == 10 && buffer10 != null) { buffer10.Volume = volume; } // Buffer volume 11. if (buffer == 11 && buffer11 != null) { buffer11.Volume = volume; } // Buffer volume 12. if (buffer == 12 && buffer12 != null) { buffer12.Volume = volume; } // Buffer volume 13. if (buffer == 13 && buffer13 != null) { buffer13.Volume = volume; } // Buffer volume 14. if (buffer == 14 && buffer14 != null) { buffer14.Volume = volume; } // Buffer volume 15. if (buffer == 15 && buffer15 != null) { buffer15.Volume = volume; } // Buffer volume 16. if (buffer == 16 && buffer16 != null) { buffer16.Volume = volume; } // Buffer volume 17. if (buffer == 17 && buffer17 != null) { buffer17.Volume = volume; } // Buffer volume 18. if (buffer == 18 && buffer18 != null) { buffer18.Volume = volume; } // Buffer volume 19. if (buffer == 19 && buffer19 != null) { buffer19.Volume = volume; } // Buffer volume 20. if (buffer == 20 && buffer20 != null) { buffer20.Volume = volume; } // Buffer volume 21. if (buffer == 21 && buffer21 != null) { buffer21.Volume = volume; } // Buffer volume 22. if (buffer == 22 && buffer22 != null) { buffer22.Volume = volume; } // Buffer volume 23. if (buffer == 23 && buffer23 != null) { buffer23.Volume = volume; } // Buffer volume 24. if (buffer == 24 && buffer24 != null) { buffer24.Volume = volume; } // Buffer volume 25. if (buffer == 25 && buffer25 != null) { buffer25.Volume = volume; } // Buffer volume 26. if (buffer == 26 && buffer26 != null) { buffer26.Volume = volume; } // Buffer volume 27. if (buffer == 27 && buffer27 != null) { buffer27.Volume = volume; } // Buffer volume 28. if (buffer == 28 && buffer28 != null) { buffer28.Volume = volume; } // Buffer volume 29. if (buffer == 29 && buffer29 != null) { buffer29.Volume = volume; } // Buffer volume 30. if (buffer == 30 && buffer30 != null) { buffer30.Volume = volume; } // Buffer volume 31. if (buffer == 31 && buffer31 != null) { buffer31.Volume = volume; } // Buffer volume 32. if (buffer == 32 && buffer32 != null) { buffer32.Volume = volume; } // Buffer volume 33. if (buffer == 33 && buffer33 != null) { buffer33.Volume = volume; } // Buffer volume 34. if (buffer == 34 && buffer34 != null) { buffer34.Volume = volume; } // Buffer volume 35. if (buffer == 35 && buffer35 != null) { buffer35.Volume = volume; } // Buffer volume 36. if (buffer == 36 && buffer36 != null) { buffer36.Volume = volume; } // Buffer volume 37. if (buffer == 37 && buffer37 != null) { buffer37.Volume = volume; } // Buffer volume 38. if (buffer == 38 && buffer38 != null) { buffer38.Volume = volume; } // Buffer volume 39. if (buffer == 39 && buffer39 != null) { buffer39.Volume = volume; } // Buffer volume 40. if (buffer == 40 && buffer40 != null) { buffer40.Volume = volume; } // Buffer volume 41. if (buffer == 41 && buffer41 != null) { buffer41.Volume = volume; } // Buffer volume 42. if (buffer == 42 && buffer42 != null) { buffer42.Volume = volume; } // Buffer volume 43. if (buffer == 43 && buffer43 != null) { buffer43.Volume = volume; } // Buffer volume 44. if (buffer == 44 && buffer44 != null) { buffer44.Volume = volume; } // Buffer volume 45. if (buffer == 45 && buffer45 != null) { buffer45.Volume = volume; } // Buffer volume 46. if (buffer == 46 && buffer46 != null) { buffer46.Volume = volume; } // Buffer volume 47. if (buffer == 47 && buffer47 != null) { buffer47.Volume = volume; } // Buffer volume 48. if (buffer == 48 && buffer48 != null) { buffer48.Volume = volume; } // Buffer volume 49. if (buffer == 49 && buffer49 != null) { buffer49.Volume = volume; } // Buffer volume 50. if (buffer == 50 && buffer50 != null) { buffer50.Volume = volume; } // Buffer volume 51. if (buffer == 51 && buffer51 != null) { buffer51.Volume = volume; } // Buffer volume 52. if (buffer == 52 && buffer52 != null) { buffer52.Volume = volume; } // Buffer volume 53. if (buffer == 53 && buffer53 != null) { buffer53.Volume = volume; } // Buffer volume 54. if (buffer == 54 && buffer54 != null) { buffer54.Volume = volume; } // Buffer volume 55. if (buffer == 55 && buffer55 != null) { buffer55.Volume = volume; } // Buffer volume 56. if (buffer == 56 && buffer56 != null) { buffer56.Volume = volume; } // Buffer volume 57. if (buffer == 57 && buffer57 != null) { buffer57.Volume = volume; } // Buffer volume 58. if (buffer == 58 && buffer58 != null) { buffer58.Volume = volume; } // Buffer volume 59. if (buffer == 59 && buffer59 != null) { buffer59.Volume = volume; } // Buffer volume 60. if (buffer == 60 && buffer60 != null) { buffer60.Volume = volume; } // Buffer volume 61. if (buffer == 61 && buffer61 != null) { buffer61.Volume = volume; } // Buffer volume 62. if (buffer == 62 && buffer62 != null) { buffer62.Volume = volume; } // Buffer volume 63. if (buffer == 63 && buffer63 != null) { buffer63.Volume = volume; } // Buffer volume 64. if (buffer == 64 && buffer64 != null) { buffer64.Volume = volume; } // Buffer volume 65. if (buffer == 65 && buffer65 != null) { buffer65.Volume = volume; } // Buffer volume 66. if (buffer == 66 && buffer66 != null) { buffer66.Volume = volume; } // Buffer volume 67. if (buffer == 67 && buffer67 != null) { buffer67.Volume = volume; } // Buffer volume 68. if (buffer == 68 && buffer68 != null) { buffer68.Volume = volume; } // Buffer volume 69. if (buffer == 69 && buffer69 != null) { buffer69.Volume = volume; } // Buffer volume 70. if (buffer == 70 && buffer70 != null) { buffer70.Volume = volume; } // Buffer volume 71. if (buffer == 71 && buffer71 != null) { buffer71.Volume = volume; } // Buffer volume 72. if (buffer == 72 && buffer72 != null) { buffer72.Volume = volume; } // Buffer volume 73. if (buffer == 73 && buffer73 != null) { buffer73.Volume = volume; } // Buffer volume 74. if (buffer == 74 && buffer74 != null) { buffer74.Volume = volume; } // Buffer volume 75. if (buffer == 75 && buffer75 != null) { buffer75.Volume = volume; } // Buffer volume 76. if (buffer == 76 && buffer76 != null) { buffer76.Volume = volume; } // Buffer volume 77. if (buffer == 77 && buffer77 != null) { buffer77.Volume = volume; } // Buffer volume 78. if (buffer == 78 && buffer78 != null) { buffer78.Volume = volume; } // Buffer volume 79. if (buffer == 79 && buffer79 != null) { buffer79.Volume = volume; } // Buffer volume 80. if (buffer == 80 && buffer80 != null) { buffer80.Volume = volume; } // Buffer volume 81. if (buffer == 81 && buffer81 != null) { buffer81.Volume = volume; } // Buffer volume 82. if (buffer == 82 && buffer82 != null) { buffer82.Volume = volume; } // Buffer volume 83. if (buffer == 83 && buffer83 != null) { buffer83.Volume = volume; } // Buffer volume 84. if (buffer == 84 && buffer84 != null) { buffer84.Volume = volume; } // Buffer volume 85. if (buffer == 85 && buffer85 != null) { buffer85.Volume = volume; } // Buffer volume 86. if (buffer == 86 && buffer86 != null) { buffer86.Volume = volume; } // Buffer volume 87. if (buffer == 87 && buffer87 != null) { buffer87.Volume = volume; } // Buffer volume 88. if (buffer == 88 && buffer88 != null) { buffer88.Volume = volume; } // Buffer volume 89. if (buffer == 89 && buffer89 != null) { buffer89.Volume = volume; } // Buffer volume 90. if (buffer == 90 && buffer90 != null) { buffer90.Volume = volume; } // Buffer volume 91. if (buffer == 91 && buffer91 != null) { buffer91.Volume = volume; } // Buffer volume 92. if (buffer == 92 && buffer92 != null) { buffer92.Volume = volume; } // Buffer volume 93. if (buffer == 93 && buffer93 != null) { buffer93.Volume = volume; } // Buffer volume 94. if (buffer == 94 && buffer94 != null) { buffer94.Volume = volume; } // Buffer volume 95. if (buffer == 95 && buffer95 != null) { buffer95.Volume = volume; } // Buffer volume 96. if (buffer == 96 && buffer96 != null) { buffer96.Volume = volume; } // Buffer volume 97. if (buffer == 97 && buffer97 != null) { buffer97.Volume = volume; } // Buffer volume 98. if (buffer == 98 && buffer98 != null) { buffer98.Volume = volume; } // Buffer volume 99. if (buffer == 99 && buffer99 != null) { buffer99.Volume = volume; } } } }