EnforceLibraryOrder() public static method

public static EnforceLibraryOrder ( ) : void
return void
Beispiel #1
0
        static void CreateSystem()
        {
            UnityEngine.Debug.Log("FMOD Studio: Creating editor system instance");
            RuntimeUtils.EnforceLibraryOrder();

            FMOD.RESULT result = FMOD.Debug.Initialize(FMOD.DEBUG_FLAGS.LOG, FMOD.DEBUG_MODE.FILE, null, "fmod_editor.log");
            if (result != FMOD.RESULT.OK)
            {
                UnityEngine.Debug.LogWarning("FMOD Studio: Cannot open fmod_editor.log. Logging will be disabled for importing and previewing");
            }

            CheckResult(FMOD.Studio.System.create(out system));

            FMOD.System lowlevel;
            CheckResult(system.getLowLevelSystem(out lowlevel));

            // Use play-in-editor speaker mode for event browser preview and metering
            lowlevel.setSoftwareFormat(0, (FMOD.SPEAKERMODE)Settings.Instance.GetSpeakerMode(FMODPlatform.Default), 0);

            CheckResult(system.initialize(256, FMOD.Studio.INITFLAGS.ALLOW_MISSING_PLUGINS | FMOD.Studio.INITFLAGS.SYNCHRONOUS_UPDATE, FMOD.INITFLAGS.NORMAL, IntPtr.Zero));

            FMOD.ChannelGroup master;
            CheckResult(lowlevel.getMasterChannelGroup(out master));
            FMOD.DSP masterHead;
            CheckResult(master.getDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, out masterHead));
            CheckResult(masterHead.setMeteringEnabled(false, true));
        }
 void Start()
 {
     RuntimeUtils.EnforceLibraryOrder();
     cachedRigidBody = GetComponent <Rigidbody>();
     enabled         = false;
     HandleGameEvent(EmitterGameEvent.LevelStart);
 }
 void OnEnable()
 {
     RuntimeUtils.EnforceLibraryOrder();
     rigidBody      = gameObject.GetComponent <Rigidbody>();
     rigidBody2D    = gameObject.GetComponent <Rigidbody2D>();
     ListenerNumber = RuntimeManager.AddListener(this);
 }
Beispiel #4
0
 void OnEnable()
 {
     RuntimeUtils.EnforceLibraryOrder();
     rigidBody = gameObject.GetComponent <Rigidbody>();
     RuntimeManager.HasListener[ListenerNumber] = true;
     RuntimeManager.SetListenerLocation(ListenerNumber, gameObject, rigidBody);
 }
        protected override void Start()
        {
            RuntimeUtils.EnforceLibraryOrder();
            if (Preload)
            {
                Lookup();
                eventDescription.loadSampleData();
            }

            HandleGameEvent(EmitterGameEvent.ObjectStart);
        }
 void OnEnable()
 {
     RuntimeUtils.EnforceLibraryOrder();
     #if UNITY_PHYSICS_EXIST || !UNITY_2019_1_OR_NEWER
     rigidBody = gameObject.GetComponent <Rigidbody>();
     #endif
     #if UNITY_PHYSICS2D_EXIST || !UNITY_2019_1_OR_NEWER
     rigidBody2D = gameObject.GetComponent <Rigidbody2D>();
     #endif
     ListenerNumber = RuntimeManager.AddListener(this);
 }
Beispiel #7
0
 void OnEnable()
 {
     RuntimeUtils.EnforceLibraryOrder();
     rigidBody   = gameObject.GetComponent <Rigidbody>();
     rigidBody2D = gameObject.GetComponent <Rigidbody2D>();
     try
     {
         ListenerNumber = RuntimeManager.AddListener(this);
     }
     catch (System.Exception e)
     {
         Debug.Log(e.Message);
     }
 }
 private void OnEnable()
 {
     RuntimeUtils.EnforceLibraryOrder();
     if (RuntimeManager.IsInitialized)
     {
         rigidBody   = base.gameObject.GetComponent <Rigidbody>();
         rigidBody2D = base.gameObject.GetComponent <Rigidbody2D>();
         RuntimeManager.HasListener[ListenerNumber] = true;
         SetListenerLocation();
     }
     else
     {
         base.enabled = false;
     }
 }
Beispiel #9
0
 void OnEnable()
 {
     RuntimeUtils.EnforceLibraryOrder();
     rigidBody   = gameObject.GetComponent <Rigidbody>();
     rigidBody2D = gameObject.GetComponent <Rigidbody2D>();
     if (RuntimeManager.AddListener(ListenerNumber) == false)
     {
         ListenerNumber = -1;
         this.enabled   = false;
     }
     else
     {
         SetListenerLocation();
     }
 }
Beispiel #10
0
 private void Start()
 {
     RuntimeUtils.EnforceLibraryOrder();
     if (Preload)
     {
         Lookup();
         eventDescription.loadSampleData();
         RuntimeManager.StudioSystem.update();
         eventDescription.getSampleLoadingState(out LOADING_STATE state);
         while (state == LOADING_STATE.LOADING)
         {
             Thread.Sleep(1);
             eventDescription.getSampleLoadingState(out state);
         }
     }
     HandleGameEvent(EmitterGameEvent.ObjectStart);
 }
Beispiel #11
0
        static void CreateSystem()
        {
            UnityEngine.Debug.Log("FMOD Studio: Creating editor system instance");
            RuntimeUtils.EnforceLibraryOrder();

            CheckResult(FMOD.Studio.System.create(out system));

            FMOD.System lowlevel;
            CheckResult(system.getLowLevelSystem(out lowlevel));

            // Use play-in-editor speaker mode for event browser preview and metering
            lowlevel.setSoftwareFormat(0, (FMOD.SPEAKERMODE)Settings.Instance.GetSpeakerMode(FMODPlatform.PlayInEditor), 0);

            CheckResult(system.initialize(256, FMOD.Studio.INITFLAGS.ALLOW_MISSING_PLUGINS | FMOD.Studio.INITFLAGS.SYNCHRONOUS_UPDATE, FMOD.INITFLAGS.NORMAL, IntPtr.Zero));

            FMOD.ChannelGroup master;
            CheckResult(lowlevel.getMasterChannelGroup(out master));
            FMOD.DSP masterHead;
            CheckResult(master.getDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, out masterHead));
            CheckResult(masterHead.setMeteringEnabled(false, true));
        }
        void Start()
        {
            RuntimeUtils.EnforceLibraryOrder();
            if (Preload)
            {
                Lookup();
                eventDescription.loadSampleData();
                RuntimeManager.StudioSystem.update();
                FMOD.Studio.LOADING_STATE loadingState;
                eventDescription.getSampleLoadingState(out loadingState);
                while (loadingState == FMOD.Studio.LOADING_STATE.LOADING)
                {
#if WINDOWS_UWP
                    System.Threading.Tasks.Task.Delay(1).Wait();
#else
                    System.Threading.Thread.Sleep(1);
#endif
                    eventDescription.getSampleLoadingState(out loadingState);
                }
            }
            HandleGameEvent(EmitterGameEvent.ObjectStart);
        }
 void Start()
 {
     RuntimeUtils.EnforceLibraryOrder();
     HandleGameEvent(LoaderGameEvent.ObjectStart);
 }
 void Start()
 {
     RuntimeUtils.EnforceLibraryOrder();
     HandleGameEvent(EmitterGameEvent.LevelStart);
 }