<commit_before>using FilenameBuddy;
using GameTimer;
using MenuBuddy;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Media;
using System;
using System.Collections.Generic;
using MusicPlayer = Microsoft.Xna.Framework.Media.MediaPlayer; //need this because of namespace clash on iOS

namespace AudioBuddy
{
	/// <summary>
	/// Component that manages audio playback for all cues.
	/// </summary>
	public class AudioManager : GameComponent
	{
		#region Properties

		/// <summary>
		/// The singleton for this type.
		/// </summary>
		private static AudioManager audioManager = null;

		/// <summary>
		/// content manage rused to load soud effects
		/// </summary>
		private ContentManager _content;

		#region Music

		const float MaxVolume = 0.7f;

		/// <summary>
		/// Flag for whether or not the music needs to be restarted
		/// </summary>
		private bool _startSong;

		/// <summary>
		/// The background music
		/// </summary>
		private Song CurrentMusic { get; set; }<commit_msg>allow changing max music volume<commit_after>using FilenameBuddy;
using GameTimer;
using MenuBuddy;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Media;
using System;
using System.Collections.Generic;
using MusicPlayer = Microsoft.Xna.Framework.Media.MediaPlayer; //need this because of namespace clash on iOS

namespace AudioBuddy
{
	/// <summary>
	/// Component that manages audio playback for all cues.
	/// </summary>
	public class AudioManager : GameComponent
	{
		#region Properties

		/// <summary>
		/// The singleton for this type.
		/// </summary>
		private static AudioManager audioManager = null;

		/// <summary>
		/// content manage rused to load soud effects
		/// </summary>
		private ContentManager _content;

		#region Music

		public float MaxMusicVolume { get; set; } = 0.7f;

		/// <summary>
		/// Flag for whether or not the music needs to be restarted
		/// </summary>
		private bool _startSong;

		/// <summary>
		/// The background music
		/// </summary>
		private Song CurrentMusic { get; set; }
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