Beispiel #1
0
 public void Start()
 {
     if (m_pendingState == PendingStateChange.None)
     {
         m_pendingState = PendingStateChange.Play;
         if (state == State.Loaded)
         {
             StartInternal();
         }
     }
 }
Beispiel #2
0
 public void Stop()
 {
     if (m_pendingState != PendingStateChange.Stop)
     {
         m_pendingState = PendingStateChange.Stop;
         if (state == State.Playing)
         {
             StopInternal();
         }
         else if (state == State.Loaded)
         {
             UnloadInternal();
         }
     }
 }
Beispiel #3
0
        internal AudioWorldMusicRequest(AudioReferenceWithParameters music, AudioReferenceWithParameters ambiance, [CanBeNull] AudioContext context, bool playAutomatically)
            : this()
        {
            //IL_0002: Unknown result type (might be due to invalid IL or missing references)
            //IL_0007: Unknown result type (might be due to invalid IL or missing references)
            //IL_0013: Unknown result type (might be due to invalid IL or missing references)
            //IL_0014: Unknown result type (might be due to invalid IL or missing references)
            //IL_001a: Unknown result type (might be due to invalid IL or missing references)
            //IL_001b: Unknown result type (might be due to invalid IL or missing references)
            //IL_0060: Unknown result type (might be due to invalid IL or missing references)
            //IL_00a1: Unknown result type (might be due to invalid IL or missing references)
            //IL_00e8: Unknown result type (might be due to invalid IL or missing references)
            this.music     = music;
            this.ambiance  = ambiance;
            this.context   = context;
            m_pendingState = (playAutomatically ? PendingStateChange.Play : PendingStateChange.None);
            Guid eventGuid  = music.get_eventGuid();
            Guid eventGuid2 = ambiance.get_eventGuid();

            if (!AssetManager.get_isReady())
            {
                Log.Error("Tried to load a world music but the AudioManager isn't ready.", 85, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\Audio\\AudioWorldMusicRequest.cs");
                Fail(AssetManagerError.op_Implicit(60));
                return;
            }
            string bankName;

            if (eventGuid != Guid.Empty)
            {
                if (!AudioManager.TryGetDefaultBankName(eventGuid, out bankName))
                {
                    Log.Warning($"Could not get default bank name for requested world music with guid {eventGuid}.", 95, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\Audio\\AudioWorldMusicRequest.cs");
                    Fail(AssetManagerError.op_Implicit(10));
                    return;
                }
            }
            else
            {
                bankName = string.Empty;
            }
            string bankName2;

            if (eventGuid2 != Guid.Empty)
            {
                if (!AudioManager.TryGetDefaultBankName(eventGuid2, out bankName2))
                {
                    Log.Warning($"Could not get default bank name for requested world ambiance with guid {eventGuid}.", 110, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\Audio\\AudioWorldMusicRequest.cs");
                    Fail(AssetManagerError.op_Implicit(10));
                    return;
                }
            }
            else
            {
                bankName2 = string.Empty;
            }
            if (bankName.Length > 0)
            {
                m_musicBankLoadRequest = AudioManager.LoadBankAsync(bankName);
            }
            if (bankName2.Length > 0 && !bankName.Equals(bankName2))
            {
                m_ambianceBankLoadRequest = AudioManager.LoadBankAsync(bankName2);
            }
            state = State.Loading;
            s_instances.Add(this);
            UpdateInternal();
        }