This is kindof strange, in the code i have one sound effect(i have 24 sound effects in total)if i comment out (23 effects) except loadsound("resources/drink.wav",out drink) and comment out the corresponding "if"'s in "private void button_Click" method, it works fine?? uncomment all sound effects and then 'System.InvalidOperationException'? i have 24 sound effects each no more than 6 sec long. any ideas anyone...is there a limit on the amount of sound files that can be used or maybe i have to clear the stream or something?
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Resources;
using System.Windows.Shapes;
using Microsoft.Phone.Controls;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Media;
namespace Craggy_Island
{
public partial class MainPage : PhoneApplicationPage
{
// The Resources to play
private SoundEffect drink;//(plus 23 more effects)//there are 23 more here
// Flag that indicates if we need to resume Zune playback upon exiting.
bool resumeMediaPlayerAfterDone = false;
// Constructor
public MainPage()
{
InitializeComponent();
// Timer to simulate the XNA game loop (SoundEffect class is from the XNA Framework)
GameTimer gameTimer = new GameTimer();
gameTimer.UpdateInterval = TimeSpan.FromMilliseconds(33);
// Call FrameworkDispatcher.Update to update the XNA Framework internals.
gameTimer.Update += delegate { try { FrameworkDispatcher.Update(); } catch { } };
// Start the GameTimer running.
gameTimer.Start();
// Prime the pump or we'll get an exception.
FrameworkDispatcher.Update();
// Create and load SoundEffect objects.
LoadSound("Resources/drink.wav", out drink);//there are 23 more here
}
private void LoadSound(String SoundFilePath, out SoundEffect Sound)
{
// For error checking, assume we'll fail to load the file.
Sound = null;
try
{
// Holds informations about a file stream.
StreamResourceInfo SoundFileInfo = App.GetResourceStream(new Uri(SoundFilePath, UriKind.Relative));
// Create the SoundEffect from the Stream
Sound = SoundEffect.FromStream(SoundFileInfo.Stream);
}
catch (NullReferenceException)
{
// Display an error message
MessageBox.Show("Couldn't load sound " + SoundFilePath);
}
}
private void button_Click(object sender, RoutedEventArgs e)
{
Button Current = sender as Button;
try
{
if (Current.Equals(button1))
drink.Play();//(other buttons here for other sound effects)
}
catch (NullReferenceException)
{
MessageBox.Show("Can't play, sound file problem.");
}
}
#region Zune Pause/Resume
private void ZunePause()
{
// Please see the MainPage() constructor above where the GameTimer object is created.
// This enables the use of the XNA framework MediaPlayer class by pumping the XNA FrameworkDispatcher.
// Pause the Zune player if it is already playing music.
if (!MediaPlayer.GameHasControl)
{
MediaPlayer.Pause();
resumeMediaPlayerAfterDone = true;
}
}
private void ZuneResume()
{
// If Zune was playing music, resume playback
if (resumeMediaPlayerAfterDone)
{
MediaPlayer.Resume();
}
}
#endregion Zune Pause/Resume
}
}