| Topic: How to build .xap file at runtime
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 | How to build .xap file at runtime | |  |
| Poster | : ankesh.m | | Posts | : 47 | | Country | : India | | City | : Pune |
| | | | Posted by ankesh.m on 17/06/2008 at 07:55:22
| | Hi,
What i want to achieve?
-> I want to load audio files at runtime in XNA.
-> Now in XNA audio files can be loaded with the help of XACT tool, it creates .xap file and we can use that in XNA.
-> Now i am searching for a way that i can include/compile .xap in XNA at runtime.
How to build .xap file at runtime. Using MSBuild i tried to compile it but i didnt find any importer and processor for it. It is giving error.
Then while searching on net i found that it can done with the help of BuildXact class. But didnt found anything in much detail about it.
I am working on it.
If you have any link or reference or sample project then it will be great.
Thanks,
Ankesh Maradia
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| | | | | | Poster | : Anonymous | | Posts | : | | Country | : | | City | : |
| | | | Posted by Anonymous on 16/05/2012 at 03:34:38
| | | Hey Catalin,Nice blog first of all, keep it up .I've been using FX Composer for shaders in XNA, but I found it raethr difficult to expose certain variables to the GUI so that an artist can use FX Composer with my shader to fiddle with it. The hard part is that you have to expand shader code with the proper semantics and especially with the proper annotations. I would want to know what your experiences are with including annotations into shader code | |
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