Beispiel #1
0
        // Save audio to file
        private void ExportAudioClip(Unity_Studio.AssetPreloadData asset)
        {
            Unity_Studio.AudioClip m_AudioClip = new Unity_Studio.AudioClip(asset, false);
            Directory.CreateDirectory(contentPath);
            Directory.CreateDirectory(contentPath + "/audio");

            string fileCandidate = contentPath + "/audio/" + asset.Text;
            string fileName      = fileCandidate + ".ogg";

            // This should apend a postfix to the name to avoid collisions, but as we import multiple times
            // This is broken
            while (File.Exists(fileName))
            {
                return;// Fixme;
            }

            // Pass to FSB Export
            m_AudioClip = new Unity_Studio.AudioClip(asset, true);
            FSBExport.Write(m_AudioClip.m_AudioData, fileName);
        }
        // Save audio to file
        private void ExportAudioClip(Unity_Studio.AssetPreloadData asset)
        {
            if (asset == null)
            {
                throw new ArgumentNullException("asset");
            }
            var    audioClip = new Unity_Studio.AudioClip(asset, false);
            string audioPath = Path.Combine(contentPath, "audio");

            Directory.CreateDirectory(audioPath);

            string fileCandidate = Path.Combine(audioPath, asset.Text);

            // This should apends a postfix to the name to avoid collisions
            string fileName = GetAvailableFileName(fileCandidate, ".ogg");

            // Pass to FSB Export
            audioClip = new Unity_Studio.AudioClip(asset, true);
            FSBExport.Write(audioClip.m_AudioData, fileName);
        }