In XNA (as well as Monogame), I would typically create a looping sound effect instance, Pause() it immediately, and then, when I wanted to play it, call Resume().
In FNA, it appears necessary to call Play() before calling Resume(). For example,
mSoundEffect = content.Load<SoundEffect>("Audio/SoundEffects/" + name);
SoundEffectInstance instance = mSoundEffect.CreateInstance();
instance.IsLooped = true;
instance.Pause();
instance.Play(); //Required in FNA but not XNA or Monogame
instance.Resume(); //Used to be all that was needed to play a looped SoundEffectInstance
This is not a critical issue for me but it would be good to have the behavior match XNA for others newly porting their projects over.
In XNA (as well as Monogame), I would typically create a looping sound effect instance, Pause() it immediately, and then, when I wanted to play it, call Resume().
In FNA, it appears necessary to call Play() before calling Resume(). For example,
This is not a critical issue for me but it would be good to have the behavior match XNA for others newly porting their projects over.