<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>MonoGame - Write Once, Play Everywhere</title><link>http://monogame.codeplex.com/project/feeds/rss</link><description>An Open Source, implementation of the Microsoft XNA 4 Framework. Our goal is to allow XNA developers to target iOS, Android, Windows 8, Mac, Linux and more&amp;#33;</description><item><title>New Post: Another SoundEffect Problem (Clipped)</title><link>http://monogame.codeplex.com/discussions/444304</link><description>&lt;div style="line-height: normal;"&gt;Which kind of PCM data you have? 16 bit ? I'm asking this because my code handles only 16 bit.  &lt;br /&gt;
&lt;/div&gt;</description><author>JohnHolmes</author><pubDate>Wed, 22 May 2013 07:33:51 GMT</pubDate><guid isPermaLink="false">New Post: Another SoundEffect Problem (Clipped) 20130522073351A</guid></item><item><title>New Post: Another SoundEffect Problem (Clipped)</title><link>http://monogame.codeplex.com/discussions/444304</link><description>&lt;div style="line-height: normal;"&gt;Which kind of PCM data you have? 16 bit ? I'm asking this because my code handles only 16 bit.  &lt;br /&gt;
&lt;/div&gt;</description><author>JohnHolmes</author><pubDate>Wed, 22 May 2013 07:33:51 GMT</pubDate><guid isPermaLink="false">New Post: Another SoundEffect Problem (Clipped) 20130522073351A</guid></item><item><title>New Post: Could MonoGame support Axiom 3D - a C# Port of the Ogre 3D Engine?</title><link>http://monogame.codeplex.com/discussions/444510</link><description>&lt;div style="line-height: normal;"&gt;
&lt;div dir="ltr"&gt;If Axiom can use XNA, then there should be very few, if any, issues with it using MonoGame. It just has to be compiled to reference the MonoGame assemblies.​&lt;/div&gt;
&lt;/div&gt;</description><author>slygamer</author><pubDate>Wed, 22 May 2013 02:01:16 GMT</pubDate><guid isPermaLink="false">New Post: Could MonoGame support Axiom 3D - a C# Port of the Ogre 3D Engine? 20130522020116A</guid></item><item><title>New Post: Could MonoGame support Axiom 3D - a C# Port of the Ogre 3D Engine?</title><link>http://monogame.codeplex.com/discussions/444510</link><description>&lt;div style="line-height: normal;"&gt;
&lt;div dir="ltr"&gt;If Axiom can use XNA, then there should be very few, if any, issues with it using MonoGame. It just has to be compiled to reference the MonoGame assemblies.​&lt;/div&gt;
&lt;/div&gt;</description><author>slygamer</author><pubDate>Wed, 22 May 2013 02:01:16 GMT</pubDate><guid isPermaLink="false">New Post: Could MonoGame support Axiom 3D - a C# Port of the Ogre 3D Engine? 20130522020116A</guid></item><item><title>New Post: Could MonoGame support Axiom 3D - a C# Port of the Ogre 3D Engine?</title><link>http://monogame.codeplex.com/discussions/444510</link><description>&lt;div style="line-height: normal;"&gt;
&lt;div dir="ltr"&gt;If Axiom can use XNA, then there should be very few, if any, issues with it using MonoGame. It just has to be compiled to reference the MonoGame assemblies.​&lt;/div&gt;
&lt;/div&gt;</description><author>slygamer</author><pubDate>Wed, 22 May 2013 02:01:16 GMT</pubDate><guid isPermaLink="false">New Post: Could MonoGame support Axiom 3D - a C# Port of the Ogre 3D Engine? 20130522020116A</guid></item><item><title>New Post: Could MonoGame support Axiom 3D - a C# Port of the Ogre 3D Engine?</title><link>http://monogame.codeplex.com/discussions/444510</link><description>&lt;div style="line-height: normal;"&gt;
&lt;div dir="ltr"&gt;If Axiom can use XNA, then there should be very few, if any, issues with it using MonoGame. It just has to be compiled to reference the MonoGame assemblies.​&lt;/div&gt;
&lt;/div&gt;</description><author>slygamer</author><pubDate>Wed, 22 May 2013 02:01:16 GMT</pubDate><guid isPermaLink="false">New Post: Could MonoGame support Axiom 3D - a C# Port of the Ogre 3D Engine? 20130522020116A</guid></item><item><title>New Post: Could MonoGame support Axiom 3D - a C# Port of the Ogre 3D Engine?</title><link>http://monogame.codeplex.com/discussions/444510</link><description>&lt;div style="line-height: normal;"&gt;I was wondering if MonoGame might help get Axiom 3D onto Mobile devices? This would also enable game developers familiar with the Ogre 3D engine to create apps for Mobile devices.&lt;br /&gt;
&lt;br /&gt;
The &lt;a href="http://axiom3d.net/wiki/index.php/Main_Page" rel="nofollow"&gt;Axiom 3D&lt;/a&gt; Rendering Engine is an open-source, cross-platform, managed, fully object oriented 3D graphics engine using C# and the .Net platform. The core of Axiom is a port of the very popular OGRE graphics engine, which was chosen based on its clean object-oriented design, powerful features, and flexibility. Axiom 3D has interchangeable RenderSystems for DirectX, XNA and OpenGL running on .Net and Mono. Platforms specific details are handled via PlatformManager plugins. Therefore, it can on Windows, Mac OSX, Linux, XBox, and there are early tests on mobile devices, however, these require a GLES2 RenderSystem, which is not complete, and is not making any progress at the moment.&lt;br /&gt;
&lt;br /&gt;
As I understand it, MonoGame (&lt;a href="http://www.monogame.net/" rel="nofollow"&gt;http://www.monogame.net/&lt;/a&gt;) is an open source implementation of XNA, and Axiom can use XNA as a RenderSystem. So does that mean Axiom could send rendering instructions out to XNA / MonoGame, which could then render them on mobiles?&lt;br /&gt;
&lt;br /&gt;
This would seem to be a fantastic marriage - Axiom users would get mobile support, MonoGame users would get the option to develop on a C# equivalent of Ogre, and both projects would probably get new users coming from the Ogre community. It seems pointless for two different Open Source projects to maintain separate RenderSystems.&lt;br /&gt;
&lt;br /&gt;
I've posted a similar thought to the &lt;a href="http://axiom3d.net/forums/viewtopic.php?p=7322#p7322" rel="nofollow"&gt;Axiom forums&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
Many thanks.&lt;br /&gt;
&lt;/div&gt;</description><author>nosignal</author><pubDate>Wed, 22 May 2013 01:22:50 GMT</pubDate><guid isPermaLink="false">New Post: Could MonoGame support Axiom 3D - a C# Port of the Ogre 3D Engine? 20130522012250A</guid></item><item><title>New Post: Could MonoGame support Axiom 3D - a C# Port of the Ogre 3D Engine?</title><link>http://monogame.codeplex.com/discussions/444510</link><description>&lt;div style="line-height: normal;"&gt;I was wondering if MonoGame might help get Axiom 3D onto Mobile devices? This would also enable game developers familiar with the Ogre 3D engine to create apps for Mobile devices.&lt;br /&gt;
&lt;br /&gt;
The &lt;a href="http://axiom3d.net/wiki/index.php/Main_Page" rel="nofollow"&gt;Axiom 3D&lt;/a&gt; Rendering Engine is an open-source, cross-platform, managed, fully object oriented 3D graphics engine using C# and the .Net platform. The core of Axiom is a port of the very popular OGRE graphics engine, which was chosen based on its clean object-oriented design, powerful features, and flexibility. Axiom 3D has interchangeable RenderSystems for DirectX, XNA and OpenGL running on .Net and Mono. Platforms specific details are handled via PlatformManager plugins. Therefore, it can on Windows, Mac OSX, Linux, XBox, and there are early tests on mobile devices, however, these require a GLES2 RenderSystem, which is not complete, and is not making any progress at the moment.&lt;br /&gt;
&lt;br /&gt;
As I understand it, MonoGame (&lt;a href="http://www.monogame.net/" rel="nofollow"&gt;http://www.monogame.net/&lt;/a&gt;) is an open source implementation of XNA, and Axiom can use XNA as a RenderSystem. So does that mean Axiom could send rendering instructions out to XNA / MonoGame, which could then render them on mobiles?&lt;br /&gt;
&lt;br /&gt;
This would seem to be a fantastic marriage - Axiom users would get mobile support, MonoGame users would get the option to develop on a C# equivalent of Ogre, and both projects would probably get new users coming from the Ogre community. It seems pointless for two different Open Source projects to maintain separate RenderSystems.&lt;br /&gt;
&lt;br /&gt;
I've posted a similar thought to the &lt;a href="http://axiom3d.net/forums/viewtopic.php?p=7322#p7322" rel="nofollow"&gt;Axiom forums&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
Many thanks.&lt;br /&gt;
&lt;/div&gt;</description><author>nosignal</author><pubDate>Wed, 22 May 2013 01:22:50 GMT</pubDate><guid isPermaLink="false">New Post: Could MonoGame support Axiom 3D - a C# Port of the Ogre 3D Engine? 20130522012250A</guid></item><item><title>New Post: Could MonoGame support Axiom 3D - a C# Port of the Ogre 3D Engine?</title><link>http://monogame.codeplex.com/discussions/444510</link><description>&lt;div style="line-height: normal;"&gt;I was wondering if MonoGame might help get Axiom 3D onto Mobile devices? This would also enable game developers familiar with the Ogre 3D engine to create apps for Mobile devices.&lt;br /&gt;
&lt;br /&gt;
The &lt;a href="http://axiom3d.net/wiki/index.php/Main_Page" rel="nofollow"&gt;Axiom 3D&lt;/a&gt; Rendering Engine is an open-source, cross-platform, managed, fully object oriented 3D graphics engine using C# and the .Net platform. The core of Axiom is a port of the very popular OGRE graphics engine, which was chosen based on its clean object-oriented design, powerful features, and flexibility. Axiom 3D has interchangeable RenderSystems for DirectX, XNA and OpenGL running on .Net and Mono. Platforms specific details are handled via PlatformManager plugins. Therefore, it can on Windows, Mac OSX, Linux, XBox, and there are early tests on mobile devices, however, these require a GLES2 RenderSystem, which is not complete, and is not making any progress at the moment.&lt;br /&gt;
&lt;br /&gt;
As I understand it, MonoGame (&lt;a href="http://www.monogame.net/" rel="nofollow"&gt;http://www.monogame.net/&lt;/a&gt;) is an open source implementation of XNA, and Axiom can use XNA as a RenderSystem. So does that mean Axiom could send rendering instructions out to XNA / MonoGame, which could then render them on mobiles?&lt;br /&gt;
&lt;br /&gt;
This would seem to be a fantastic marriage - Axiom users would get mobile support, MonoGame users would get the option to develop on a C# equivalent of Ogre, and both projects would probably get new users coming from the Ogre community. It seems pointless for two different Open Source projects to maintain separate RenderSystems.&lt;br /&gt;
&lt;br /&gt;
I've posted a similar thought to the &lt;a href="http://axiom3d.net/forums/viewtopic.php?p=7322#p7322" rel="nofollow"&gt;Axiom forums&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
Many thanks.&lt;br /&gt;
&lt;/div&gt;</description><author>nosignal</author><pubDate>Wed, 22 May 2013 01:22:50 GMT</pubDate><guid isPermaLink="false">New Post: Could MonoGame support Axiom 3D - a C# Port of the Ogre 3D Engine? 20130522012250A</guid></item><item><title>New Post: Could MonoGame support Axiom 3D - a C# Port of the Ogre 3D Engine?</title><link>http://monogame.codeplex.com/discussions/444510</link><description>&lt;div style="line-height: normal;"&gt;I was wondering if MonoGame might help get Axiom 3D onto Mobile devices? This would also enable game developers familiar with the Ogre 3D engine to create apps for Mobile devices.&lt;br /&gt;
&lt;br /&gt;
The &lt;a href="http://axiom3d.net/wiki/index.php/Main_Page" rel="nofollow"&gt;Axiom 3D&lt;/a&gt; Rendering Engine is an open-source, cross-platform, managed, fully object oriented 3D graphics engine using C# and the .Net platform. The core of Axiom is a port of the very popular OGRE graphics engine, which was chosen based on its clean object-oriented design, powerful features, and flexibility. Axiom 3D has interchangeable RenderSystems for DirectX, XNA and OpenGL running on .Net and Mono. Platforms specific details are handled via PlatformManager plugins. Therefore, it can on Windows, Mac OSX, Linux, XBox, and there are early tests on mobile devices, however, these require a GLES2 RenderSystem, which is not complete, and is not making any progress at the moment.&lt;br /&gt;
&lt;br /&gt;
As I understand it, MonoGame (&lt;a href="http://www.monogame.net/" rel="nofollow"&gt;http://www.monogame.net/&lt;/a&gt;) is an open source implementation of XNA, and Axiom can use XNA as a RenderSystem. So does that mean Axiom could send rendering instructions out to XNA / MonoGame, which could then render them on mobiles?&lt;br /&gt;
&lt;br /&gt;
This would seem to be a fantastic marriage - Axiom users would get mobile support, MonoGame users would get the option to develop on a C# equivalent of Ogre, and both projects would probably get new users coming from the Ogre community. It seems pointless for two different Open Source projects to maintain separate RenderSystems.&lt;br /&gt;
&lt;br /&gt;
I've posted a similar thought to the &lt;a href="http://axiom3d.net/forums/viewtopic.php?p=7322#p7322" rel="nofollow"&gt;Axiom forums&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
Many thanks.&lt;br /&gt;
&lt;/div&gt;</description><author>nosignal</author><pubDate>Wed, 22 May 2013 01:22:50 GMT</pubDate><guid isPermaLink="false">New Post: Could MonoGame support Axiom 3D - a C# Port of the Ogre 3D Engine? 20130522012250A</guid></item><item><title>New Post: XTiled in MonoGame - import TMX maps in MonoGame</title><link>http://monogame.codeplex.com/discussions/444226</link><description>&lt;div style="line-height: normal;"&gt;Ok, i managed to add references from my game project to the two new DLL's: &lt;strong&gt;FuncWorks.XNA.XTiledExtension.dll&lt;/strong&gt; and &lt;strong&gt;FuncWorks.XNA.XTiled.dll&lt;/strong&gt;  which were created after compiling the monogame library project. (with the workaround provided by Nezz)&lt;br /&gt;
But the same exception i mentioned above appears. Is there any other workaround or someone managed to load .TMX map in Monogame WP8 project?&lt;br /&gt;
&lt;/div&gt;</description><author>darko_2008a</author><pubDate>Tue, 21 May 2013 23:08:12 GMT</pubDate><guid isPermaLink="false">New Post: XTiled in MonoGame - import TMX maps in MonoGame 20130521110812P</guid></item><item><title>New Post: XTiled in MonoGame - import TMX maps in MonoGame</title><link>http://monogame.codeplex.com/discussions/444226</link><description>&lt;div style="line-height: normal;"&gt;Ok, i managed to add references from my game project to the two new DLL's: &lt;strong&gt;FuncWorks.XNA.XTiledExtension.dll&lt;/strong&gt; and &lt;strong&gt;FuncWorks.XNA.XTiled.dll&lt;/strong&gt;  which were created after compiling the monogame library project. (with the workaround provided by Nezz)&lt;br /&gt;
But the same exception i mentioned above appears. Is there any other workaround or someone managed to load .TMX map in Monogame WP8 project?&lt;br /&gt;
&lt;/div&gt;</description><author>darko_2008a</author><pubDate>Tue, 21 May 2013 23:08:12 GMT</pubDate><guid isPermaLink="false">New Post: XTiled in MonoGame - import TMX maps in MonoGame 20130521110812P</guid></item><item><title>New Post: MonoGame for WP8 ready for testing (everything working)</title><link>http://monogame.codeplex.com/discussions/439446</link><description>&lt;div style="line-height: normal;"&gt;Hi everyone,&lt;br /&gt;
&lt;br /&gt;
Thank you all for your time and effort, I was very happy the day I found out Monogame existed.&lt;br /&gt;
&lt;br /&gt;
I have a little hobby game I've been trying to port over to Monogame from XNA 4.0(wp7). I've re-read this thread and few others so many times over last few weeks trying to get it working but I keep running into problems with the sound effects. I'm a UI developer by trade, so there's probably something really simple that I'm missing.&lt;br /&gt;
&lt;br /&gt;
I've grabbed Nezz's Git (Clone in windows with the branch set to wp8_allworking (I've also checked out crnjan's build as well). I also got both the SharpDX-SDK-LatestDev.exe and their git build.&lt;br /&gt;
&lt;br /&gt;
Copied the appropriate (x86/ARM) Sharp DX DLLs into the following Monogame git directory. (I've tried both the sharp git build and the .exe)&lt;br /&gt;
git\MonoGame\ThirdParty\Libs\SharpDX\Windows Phone\ARM (&amp;amp; x86)&lt;br /&gt;
&lt;br /&gt;
Copied the project template &lt;br /&gt;
from --&amp;gt; git\MonoGame\ProjectTemplates\VisualStudio2012\WindowsPhone&lt;br /&gt;
to a new folder --&amp;gt; Documents\Visual Studio 2012\Templates\ProjectTemplates\Visual C#\Nezz&lt;br /&gt;
&lt;br /&gt;
Create a project with this template. File &amp;gt; Add &amp;gt; Existing Project. Select the monogame .csproj (tried .sln as well). It adds. (At this point I've noticed that Nezz's project has issues, the folder WindowsPhone is removed from the 'Windows' directory and fails to build). crnjan's build has this fixed it looks. I have gotten Nezz's build to work by directly referencing the x86 DLLs and only running in emulator. This is probably an easy fix, havn't looked into it.&lt;br /&gt;
&lt;br /&gt;
I then include an existing content project from an old XNA solution. I've also tried the new monogame 3.0.1 content project and also just including a pre-compiled content directory. If I include the content project, I set a 'BeforeBuild' option in the csproj to get it to build before the project.&lt;br /&gt;
&lt;br /&gt;
Depending on which combination i've done. The GamePage.xaml.cs needs either&lt;br /&gt;
_game = XamlGame&amp;lt;Game1&amp;gt;.Create(&amp;quot;&amp;quot;, XnaSurface); or&lt;br /&gt;
&lt;em&gt;game = XamlGame&amp;lt;Game1&amp;gt;.Create(&amp;quot;&amp;quot;, this);&lt;br /&gt;
&lt;br /&gt;
I may also have to add a &amp;lt;MediaElement id=&amp;quot;mediaElement&amp;quot; /&amp;gt; to the GamePage.xaml&lt;br /&gt;
&lt;br /&gt;
After all of this is done, and i've moved my game classes etc into place. I can get it to build ok. The emulator fires up but the game will only run if i remove all my sound effect resoures from loading --&amp;gt; MySound = content.Load&amp;lt;SoundEffect&amp;gt;(&amp;quot;Sounds\MySound&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The rest of the content loads fine. I have checked that the compression quality of the sound is set to 'Best'.&lt;br /&gt;
&lt;br /&gt;
exception of type 'System.TypeInitializationException' occurred in MonoGame.Framework.DLL&lt;br /&gt;
Typename or Namespace was not found in metadata file. (Exception from HRESULT: 0x8000000F)&lt;br /&gt;
   at SharpDX.XAudio2.XAudio2Functions.get_XAudio2Create&lt;/em&gt;()&lt;br /&gt;
 &lt;br /&gt;
I've noticed nobody here is talking anymore about the sound effects, suggesting that this branch has it fixed. Does anybody have any insight as to where I'm going wrong.&lt;br /&gt;
&lt;br /&gt;
Thanks in advance.&lt;br /&gt;
&lt;/div&gt;</description><author>invective</author><pubDate>Tue, 21 May 2013 22:33:33 GMT</pubDate><guid isPermaLink="false">New Post: MonoGame for WP8 ready for testing (everything working) 20130521103333P</guid></item><item><title>New Post: MonoGame for WP8 ready for testing (everything working)</title><link>http://monogame.codeplex.com/discussions/439446</link><description>&lt;div style="line-height: normal;"&gt;Hi everyone,&lt;br /&gt;
&lt;br /&gt;
Thank you all for your time and effort, I was very happy the day I found out Monogame existed.&lt;br /&gt;
&lt;br /&gt;
I have a little hobby game I've been trying to port over to Monogame from XNA 4.0(wp7). I've re-read this thread and few others so many times over last few weeks trying to get it working but I keep running into problems with the sound effects. I'm a UI developer by trade, so there's probably something really simple that I'm missing.&lt;br /&gt;
&lt;br /&gt;
I've grabbed Nezz's Git (Clone in windows with the branch set to wp8_allworking (I've also checked out crnjan's build as well). I also got both the SharpDX-SDK-LatestDev.exe and their git build.&lt;br /&gt;
&lt;br /&gt;
Copied the appropriate (x86/ARM) Sharp DX DLLs into the following Monogame git directory. (I've tried both the sharp git build and the .exe)&lt;br /&gt;
git\MonoGame\ThirdParty\Libs\SharpDX\Windows Phone\ARM (&amp;amp; x86)&lt;br /&gt;
&lt;br /&gt;
Copied the project template &lt;br /&gt;
from --&amp;gt; git\MonoGame\ProjectTemplates\VisualStudio2012\WindowsPhone&lt;br /&gt;
to a new folder --&amp;gt; Documents\Visual Studio 2012\Templates\ProjectTemplates\Visual C#\Nezz&lt;br /&gt;
&lt;br /&gt;
Create a project with this template. File &amp;gt; Add &amp;gt; Existing Project. Select the monogame .csproj (tried .sln as well). It adds. (At this point I've noticed that Nezz's project has issues, the folder WindowsPhone is removed from the 'Windows' directory and fails to build). crnjan's build has this fixed it looks. I have gotten Nezz's build to work by directly referencing the x86 DLLs and only running in emulator. This is probably an easy fix, havn't looked into it.&lt;br /&gt;
&lt;br /&gt;
I then include an existing content project from an old XNA solution. I've also tried the new monogame 3.0.1 content project and also just including a pre-compiled content directory. If I include the content project, I set a 'BeforeBuild' option in the csproj to get it to build before the project.&lt;br /&gt;
&lt;br /&gt;
Depending on which combination i've done. The GamePage.xaml.cs needs either&lt;br /&gt;
_game = XamlGame&amp;lt;Game1&amp;gt;.Create(&amp;quot;&amp;quot;, XnaSurface); or&lt;br /&gt;
&lt;em&gt;game = XamlGame&amp;lt;Game1&amp;gt;.Create(&amp;quot;&amp;quot;, this);&lt;br /&gt;
&lt;br /&gt;
I may also have to add a &amp;lt;MediaElement id=&amp;quot;mediaElement&amp;quot; /&amp;gt; to the GamePage.xaml&lt;br /&gt;
&lt;br /&gt;
After all of this is done, and i've moved my game classes etc into place. I can get it to build ok. The emulator fires up but the game will only run if i remove all my sound effect resoures from loading --&amp;gt; MySound = content.Load&amp;lt;SoundEffect&amp;gt;(&amp;quot;Sounds\MySound&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The rest of the content loads fine. I have checked that the compression quality of the sound is set to 'Best'.&lt;br /&gt;
&lt;br /&gt;
exception of type 'System.TypeInitializationException' occurred in MonoGame.Framework.DLL&lt;br /&gt;
Typename or Namespace was not found in metadata file. (Exception from HRESULT: 0x8000000F)&lt;br /&gt;
   at SharpDX.XAudio2.XAudio2Functions.get_XAudio2Create&lt;/em&gt;()&lt;br /&gt;
 &lt;br /&gt;
I've noticed nobody here is talking anymore about the sound effects, suggesting that this branch has it fixed. Does anybody have any insight as to where I'm going wrong.&lt;br /&gt;
&lt;br /&gt;
Thanks in advance.&lt;br /&gt;
&lt;/div&gt;</description><author>invective</author><pubDate>Tue, 21 May 2013 22:33:33 GMT</pubDate><guid isPermaLink="false">New Post: MonoGame for WP8 ready for testing (everything working) 20130521103333P</guid></item><item><title>New Post: MonoGame for WP8 ready for testing (everything working)</title><link>http://monogame.codeplex.com/discussions/439446</link><description>&lt;div style="line-height: normal;"&gt;Hi everyone,&lt;br /&gt;
&lt;br /&gt;
Thank you all for your time and effort, I was very happy the day I found out Monogame existed.&lt;br /&gt;
&lt;br /&gt;
I have a little hobby game I've been trying to port over to Monogame from XNA 4.0(wp7). I've re-read this thread and few others so many times over last few weeks trying to get it working but I keep running into problems with the sound effects. I'm a UI developer by trade, so there's probably something really simple that I'm missing.&lt;br /&gt;
&lt;br /&gt;
I've grabbed Nezz's Git (Clone in windows with the branch set to wp8_allworking (I've also checked out crnjan's build as well). I also got both the SharpDX-SDK-LatestDev.exe and their git build.&lt;br /&gt;
&lt;br /&gt;
Copied the appropriate (x86/ARM) Sharp DX DLLs into the following Monogame git directory. (I've tried both the sharp git build and the .exe)&lt;br /&gt;
git\MonoGame\ThirdParty\Libs\SharpDX\Windows Phone\ARM (&amp;amp; x86)&lt;br /&gt;
&lt;br /&gt;
Copied the project template &lt;br /&gt;
from --&amp;gt; git\MonoGame\ProjectTemplates\VisualStudio2012\WindowsPhone&lt;br /&gt;
to a new folder --&amp;gt; Documents\Visual Studio 2012\Templates\ProjectTemplates\Visual C#\Nezz&lt;br /&gt;
&lt;br /&gt;
Create a project with this template. File &amp;gt; Add &amp;gt; Existing Project. Select the monogame .csproj (tried .sln as well). It adds. (At this point I've noticed that Nezz's project has issues, the folder WindowsPhone is removed from the 'Windows' directory and fails to build). crnjan's build has this fixed it looks. I have gotten Nezz's build to work by directly referencing the x86 DLLs and only running in emulator. This is probably an easy fix, havn't looked into it.&lt;br /&gt;
&lt;br /&gt;
I then include an existing content project from an old XNA solution. I've also tried the new monogame 3.0.1 content project and also just including a pre-compiled content directory. If I include the content project, I set a 'BeforeBuild' option in the csproj to get it to build before the project.&lt;br /&gt;
&lt;br /&gt;
Depending on which combination i've done. The GamePage.xaml.cs needs either&lt;br /&gt;
_game = XamlGame&amp;lt;Game1&amp;gt;.Create(&amp;quot;&amp;quot;, XnaSurface); or&lt;br /&gt;
&lt;em&gt;game = XamlGame&amp;lt;Game1&amp;gt;.Create(&amp;quot;&amp;quot;, this);&lt;br /&gt;
&lt;br /&gt;
I may also have to add a &amp;lt;MediaElement id=&amp;quot;mediaElement&amp;quot; /&amp;gt; to the GamePage.xaml&lt;br /&gt;
&lt;br /&gt;
After all of this is done, and i've moved my game classes etc into place. I can get it to build ok. The emulator fires up but the game will only run if i remove all my sound effect resoures from loading --&amp;gt; MySound = content.Load&amp;lt;SoundEffect&amp;gt;(&amp;quot;Sounds\MySound&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The rest of the content loads fine. I have checked that the compression quality of the sound is set to 'Best'.&lt;br /&gt;
&lt;br /&gt;
exception of type 'System.TypeInitializationException' occurred in MonoGame.Framework.DLL&lt;br /&gt;
Typename or Namespace was not found in metadata file. (Exception from HRESULT: 0x8000000F)&lt;br /&gt;
   at SharpDX.XAudio2.XAudio2Functions.get_XAudio2Create&lt;/em&gt;()&lt;br /&gt;
 &lt;br /&gt;
I've noticed nobody here is talking anymore about the sound effects, suggesting that this branch has it fixed. Does anybody have any insight as to where I'm going wrong.&lt;br /&gt;
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Thanks in advance.&lt;br /&gt;
&lt;/div&gt;</description><author>invective</author><pubDate>Tue, 21 May 2013 22:33:33 GMT</pubDate><guid isPermaLink="false">New Post: MonoGame for WP8 ready for testing (everything working) 20130521103333P</guid></item><item><title>New Post: XTiled in MonoGame - import TMX maps in MonoGame</title><link>http://monogame.codeplex.com/discussions/444226</link><description>&lt;div style="line-height: normal;"&gt;&lt;strong&gt;darko_2008a wrote:&lt;/strong&gt;&lt;br /&gt;
&lt;blockquote&gt;
In this version of MonoGame these references are already removed by default with exact these lines of code in the csproj file.&lt;br /&gt;
&lt;/blockquote&gt;
The Windows Phone Class Library you created contains automatic references to XNA too. This results in the error you mentioned. That's why you need to remove those references in every single project that's built for WP8 using the code provided.&lt;br /&gt;
&lt;/div&gt;</description><author>Nezz</author><pubDate>Tue, 21 May 2013 22:09:31 GMT</pubDate><guid isPermaLink="false">New Post: XTiled in MonoGame - import TMX maps in MonoGame 20130521100931P</guid></item><item><title>New Post: XTiled in MonoGame - import TMX maps in MonoGame</title><link>http://monogame.codeplex.com/discussions/444226</link><description>&lt;div style="line-height: normal;"&gt;&lt;strong&gt;darko_2008a wrote:&lt;/strong&gt;&lt;br /&gt;
&lt;blockquote&gt;
In this version of MonoGame these references are already removed by default with exact these lines of code in the csproj file.&lt;br /&gt;
&lt;/blockquote&gt;
The Windows Phone Class Library you created contains automatic references to XNA too. This results in the error you mentioned. That's why you need to remove those references in every single project that's built for WP8 using the code provided.&lt;br /&gt;
&lt;/div&gt;</description><author>Nezz</author><pubDate>Tue, 21 May 2013 22:09:31 GMT</pubDate><guid isPermaLink="false">New Post: XTiled in MonoGame - import TMX maps in MonoGame 20130521100931P</guid></item><item><title>New Post: Level editor</title><link>http://monogame.codeplex.com/discussions/437837</link><description>&lt;div style="line-height: normal;"&gt;&lt;a href="https://bitbucket.org/jaquadro/tiledlib" rel="nofollow"&gt;https://bitbucket.org/jaquadro/tiledlib&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
this appears to be a library for reading TMX from Tiled.&lt;br /&gt;
&lt;/div&gt;</description><author>totallyevil</author><pubDate>Tue, 21 May 2013 21:45:19 GMT</pubDate><guid isPermaLink="false">New Post: Level editor 20130521094519P</guid></item><item><title>New Post: Level editor</title><link>http://monogame.codeplex.com/discussions/437837</link><description>&lt;div style="line-height: normal;"&gt;&lt;a href="https://bitbucket.org/jaquadro/tiledlib" rel="nofollow"&gt;https://bitbucket.org/jaquadro/tiledlib&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
this appears to be a library for reading TMX from Tiled.&lt;br /&gt;
&lt;/div&gt;</description><author>totallyevil</author><pubDate>Tue, 21 May 2013 21:45:19 GMT</pubDate><guid isPermaLink="false">New Post: Level editor 20130521094519P</guid></item><item><title>New Post: Level editor</title><link>http://monogame.codeplex.com/discussions/437837</link><description>&lt;div style="line-height: normal;"&gt;&lt;a href="https://bitbucket.org/jaquadro/tiledlib" rel="nofollow"&gt;https://bitbucket.org/jaquadro/tiledlib&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
this appears to be a library for reading TMX from Tiled.&lt;br /&gt;
&lt;/div&gt;</description><author>totallyevil</author><pubDate>Tue, 21 May 2013 21:45:19 GMT</pubDate><guid isPermaLink="false">New Post: Level editor 20130521094519P</guid></item></channel></rss>