A container for audio data.

Inheritance: UnityEngine.Object
 public void SetSound(AudioClip s)
 {
     this.oggSound = s;
     this.audio.clip = s;
     this.audio.loop = this.isLooping;
     this.audio.Play();
 }
Beispiel #2
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 AudioSource AddAudio(AudioClip audioClip)
 {
     AudioSource audioSource = this.gameObject.AddComponent<AudioSource>();
     audioSource.playOnAwake = false;
     audioSource.clip = audioClip;
     return audioSource;
 }
    public void PlayMusic(AudioClip clip, float fadeDuration = 1) {
        activeMusicSourceIndex = 1 - activeMusicSourceIndex;
        musicSources[activeMusicSourceIndex].clip = clip;
        musicSources[activeMusicSourceIndex].Play();

        StartCoroutine(AnimateMusicCrossfade(fadeDuration));
    }
 static public int constructor(IntPtr l)
 {
     UnityEngine.AudioClip o;
     o = new UnityEngine.AudioClip();
     pushObject(l, o);
     return(1);
 }
Beispiel #5
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    public static AudioSource CreateOneShot(AudioClip clip, Vector3 position, Transform parent, float volume, float pitch, float minDistance, float maxDistance, bool localSpace)
    {
        // Create source
        AudioSource source = CreateSource();
        source.clip = clip;
        source.volume = volume;
        source.pitch = pitch;
        source.maxDistance = maxDistance;
        source.minDistance = minDistance;
        source.gameObject.name = clip.name;
        source.spatialBlend = 1.0f;

        source.transform.parent = parent;
        if (localSpace)
            source.transform.localPosition = position;
        else
            source.transform.position = position;

        source.Play();

        // Register it
        AudioSettings.RegisterOneShot(source);

        return source;
    }
Beispiel #6
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 protected void DoPlaySound(string soundName)
 {
     //加载声音
     UnityEngine.AudioClip clip = FactoryManager.assetFactory.LoadAudioClip(soundName);
     mAudioSource.clip = clip;
     mAudioSource.Play();
 }
    static void AudioClip_loadState(JSVCall vc)
    {
        UnityEngine.AudioClip _this = (UnityEngine.AudioClip)vc.csObj;
        var result = _this.loadState;

        JSApi.setEnum((int)JSApi.SetType.Rval, (int)result);
    }
    static void AudioClip_loadInBackground(JSVCall vc)
    {
        UnityEngine.AudioClip _this = (UnityEngine.AudioClip)vc.csObj;
        var result = _this.loadInBackground;

        JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result));
    }
Beispiel #9
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    void OnShoot()
    {
        gunshot = Resources.Load<AudioClip>("Sounds/gunfire");
        source = GetComponent<AudioSource>();

        source.PlayOneShot(gunshot);
    }
    static void AudioClip_preloadAudioData(JSVCall vc)
    {
        UnityEngine.AudioClip _this = (UnityEngine.AudioClip)vc.csObj;
        var result = _this.preloadAudioData;

        JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result));
    }
Beispiel #11
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 void PlayOneShot(AudioClip sound)
 {
     if(_state == State.Play)
     {
         SoundPlayer.PlayOneShot(sound);
     }
 }
    public void PlaySound(AudioClip clip)
    {
        // We need an audio source to play a sound
        AudioSource audioSource = new AudioSource();
        bool didFindAudioSource = false;

        // Loops through all audio sources we've created so far
        foreach (AudioSource source in audioSources)
        {
            // If an existing audio source is not playing any sound, select that one
            if (!source.isPlaying)
            {
                audioSource = source;
                didFindAudioSource = true;
                break;
            }
        }

        // If we didn't find a usable audiosource in the scene, create a new one
        if (!didFindAudioSource)
        {
            // Create audio source
            audioSource = new GameObject("AudioSource").AddComponent<AudioSource>();

            // Add new audio source to our list
            audioSources.Add(audioSource);
        }

        // Assign the clip to the selected audio source
        audioSource.clip = clip;

        // Play the clip with the selected audio source
        audioSource.Play();
    }
Beispiel #13
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        /**
         * Plays game music using an audio clip.
         * One music clip may be played at a time.
         * @param musicClip The music clip to play
         * @param atTime Time in the music clip to start at
         */
        public void PlayMusic(AudioClip musicClip, bool loop, float fadeDuration, float atTime)
        {
            AudioSource audioSource = GetComponent<AudioSource>();
            if (audioSource == null || audioSource.clip == musicClip)
            {
                return;
            }

            if (fadeDuration == 0f)
            {
                audioSource.clip = musicClip;
                audioSource.loop = loop;
                audioSource.time = atTime;	// May be inaccurate if the audio source is compressed http://docs.unity3d.com/ScriptReference/AudioSource-time.html BK
                audioSource.Play();
            }
            else
            {
                float startVolume = audioSource.volume;

                LeanTween.value(gameObject, startVolume, 0f, fadeDuration)
                    .setOnUpdate( (v) => {
                        // Fade out current music
                        audioSource.volume = v;
                    }).setOnComplete( () => {
                        // Play new music
                        audioSource.volume = startVolume;
                        audioSource.clip = musicClip;
                        audioSource.loop = loop;
                        audioSource.time = atTime;	// May be inaccurate if the audio source is compressed http://docs.unity3d.com/ScriptReference/AudioSource-time.html BK
                        audioSource.Play();
                    });
            }
        }
Beispiel #14
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	public void Start(){ 
		audio = GetComponent<AudioSource> ();
		if (GetComponent<PhotonView> ().isMine) {
			c = Microphone.Start (null, true, 100, freq);
			while(Microphone.GetPosition(null) < 0) {}
		}
	}
Beispiel #15
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    public static void PlaySounds(GameObject obj, AudioClip[] clips)
    {
        if(clips == null || clips.Length == 0) return;

        obj.GetComponent<AudioSource>().clip = clips[Random.Range(0, clips.Length)];
        obj.GetComponent<AudioSource>().Play();
    }
Beispiel #16
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    //This is called by the Line Reader to parse a string and begin speaking
    public void ParseTextAndSpeak(string inputText, AudioClip inputAudio)
    {
        mouthQueue.Clear();
        textTime.Clear();
        currentSyllable = 0;
        //split the string up into
        string[] splitString = inputText.Split(';');
        for (int i = 0; i < splitString.Length; i++)
        {
            for (int m = 0; m < mouths.Length; m++)
            {
                for (int s = 0; s < mouths[m].syllable.Length; s++)
                {
                    if (splitString[i].StartsWith(mouths[m].syllable[s]))
                    {
                        mouthQueue.Add(m);
                        textTime.Add(splitString[i].Length * timePerInputCharacter);
                        //break;
                    }
                }

            }
        }
        //reset the coroutine
        CancelInvoke("SetNextMouth");
        SetNextMouth();
        myAudio.clip = inputAudio;
        myAudio.Play();
    }
Beispiel #17
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 void PlayStepSound(UnityEngine.AudioClip stepsound)
 {
     if (m_AudioSource != null)
     {
         m_AudioSource.PlayOneShot(stepsound);
     }
 }
    void Start()
    {
        _audioSource = gameObject.AddComponent <AudioSource>();

                _godzillaDamageAudioclip = _doLoadAudioClipByName (MainConstants.AUDIO_GODZILLA_DAMAGE);
                _mazingerDamageudioclip = _doLoadAudioClipByName (MainConstants.AUDIO_MAZINGER_DAMAGE);
    }
        public static AudioClip Concat(this AudioClip audioClip, AudioClip otherClip)
        {
            int length = audioClip.samples >= otherClip.samples ? audioClip.samples : otherClip.samples;
            AudioClip clipSum = AudioClip.Create(audioClip.name + " + " + otherClip.name, length, audioClip.channels, audioClip.frequency, false);

            float[] dataSum;
            float[] otherData;

            if (audioClip.samples >= otherClip.samples)
            {
                dataSum = new float[audioClip.samples];
                audioClip.GetData(dataSum, 0);
                otherData = new float[otherClip.samples];
                otherClip.GetData(otherData, 0);
            }
            else
            {
                dataSum = new float[otherClip.samples];
                otherClip.GetData(dataSum, 0);
                otherData = new float[audioClip.samples];
                audioClip.GetData(otherData, 0);
            }

            for (int i = 0; i < otherData.Length; i++)
                dataSum[i] += otherData[i];

            clipSum.SetData(dataSum, 0);

            return clipSum;
        }
Beispiel #20
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        /// <summary>
        /// Read the data into the specified value.
        /// </summary>
        /// <param name="value">Value.</param>
        /// <param name="reader">Reader.</param>
        public override void ReadInto(object value, ISaveGameReader reader)
        {
            UnityEngine.AudioClip audioClip = (UnityEngine.AudioClip)value;
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "data":
                    audioClip.SetData(reader.ReadProperty <float[]>(), 0);
                    break;

                case "channels":
                    reader.ReadProperty <System.Int32>();
                    break;

                case "frequency":
                    reader.ReadProperty <System.Int32>();
                    break;

                case "name":
                    audioClip.name = reader.ReadProperty <System.String>();
                    break;

                case "hideFlags":
                    audioClip.hideFlags = reader.ReadProperty <UnityEngine.HideFlags>();
                    break;
                }
            }
        }
Beispiel #21
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    static void AudioClip_frequency(JSVCall vc)
    {
        UnityEngine.AudioClip _this = (UnityEngine.AudioClip)vc.csObj;
        var result = _this.frequency;

        JSApi.setInt32((int)JSApi.SetType.Rval, (System.Int32)(result));
    }
Beispiel #22
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    // This is for users who want to programatically play a sound then load a scene
    public void PlaySoundThenLoadSceneAdvanced(AudioClip soundToPlayBefore, string sceneToLoadAfter)
    {
        if(soundToPlayBefore != null && sceneToLoadAfter != "")
        {
            _soundToPlay = soundToPlayBefore ;
            _sceneToLoad = sceneToLoadAfter ;

            if(GetComponent<AudioSource>() == null)
            {
                gameObject.AddComponent<AudioSource>() ;
            }

            if(GetComponent<AudioSource>().isPlaying == false)
            {
                StartCoroutine("PlayAudioThenChangeScene") ;
            }
            else
            {
                Debug.LogWarning("Already playing sound and loading level") ;
            }
        }
        else
        {
            Debug.LogError("There was no sound to play, or couldn't determine scene to load") ;
        }
    }
Beispiel #23
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    static void AudioClip_isReadyToPlay(JSVCall vc)
    {
        UnityEngine.AudioClip _this = (UnityEngine.AudioClip)vc.csObj;
        var result = _this.isReadyToPlay;

        JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result));
    }
		/// <summary>
		/// plays an Audioclip if it was not played in PROGRESS_UNTIL_NEXT_PLAY of duration
		/// </summary>
		/// <param name="clip"></param>
		public void PlayOnce(AudioClip clip, float volume = 1.0f)
		{
			if (clip == null)
				return;

			string type = clip.name;

			if (!_playedList.ContainsKey(type))
			{
				_playedList[type] = new Timer(clip.length * PROGRESS_UNTIL_NEXT_PLAY);
			}
			else
			{
				if (_playedList[type].hasEnded)
				{
					_playedList[type].Reset();
				}
				else
				{
					return;
				}
			}

			PlayWithVariation(clip, volume);
		}
Beispiel #25
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 public AudioSource PlaySoundAt(AudioClip clip, Transform soundParent, string tag = "Untagged")
 {
     AudioSource source = PlaySoundAt(clip, soundParent.position, tag);
     source.transform.SetParent(soundParent, false);
     source.transform.localPosition = new Vector3(0, 0, 0);
     return source;
 }
Beispiel #26
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 //Method that other scripts can use to pass new sprites into this object
 public void setCard(Sprite image, int inputId, string t, AudioClip c)
 {
     clip = c;
     id = inputId;
     type = t;
     GetComponent<SpriteRenderer>().sprite = image;
 }
 private void initAudioSource(AudioClip clip)
 {
     var child = Instantiate(player);
     child.transform.parent = gameObject.transform;
     audioSource = child.GetComponent<AudioSource>();
     audioSource.clip = clip;
 }
 //Start reording from the set microphone
 public static void Start()
 {
     if (Microphone.IsRecording (_device))
         throw new UnityException ("Microphone already recording somewhere else!");
     _micClip = Microphone.Start (_device, true, 1, _sampleRateMin);
     _samples = new float[_micClip.samples * _micClip.channels];
 }
Beispiel #29
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 public void Play(AudioClip sound)
 {
     GameObject temp;
     if (soundObjects.TryGetValue(sound, out temp)) {
         if (!temp.GetComponent<AudioSource>().isPlaying) temp.GetComponent<AudioSource>().Play();
     }
 }
Beispiel #30
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 public void Stop(AudioClip sound)
 {
     GameObject temp;
     if (soundObjects.TryGetValue(sound, out temp)) {
         temp.GetComponent<AudioSource>().Stop ();
     }
 }
Beispiel #31
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    public void playSoundRandom(Vector3 soundPos, AudioClip []arrayOfSounds, int sizeOfArray, int []availableSounds, int lenghtOfAvailableSounds)
    {
        bool numIsUsable = false;
        int ranNum = 0;

        for (int a = 0; a < 20; a++)
        {
            ranNum = Mathf.RoundToInt(Random.Range(0, sizeOfArray));

            for (int b = 0; b < lenghtOfAvailableSounds; b++)
            {
                if (ranNum == availableSounds[b])
                {
                    numIsUsable = true;
                    break;
                }
            }

            if (numIsUsable)
                break;
        }

        if (numIsUsable)
        {
            source.PlayOneShot(arrayOfSounds[ranNum]);
            //AudioSource.PlayClipAtPoint(arrayOfSounds[ranNum], soundPos);
            Debug.Log(ranNum);
        }
    }
    IEnumerator justplaySfx(AudioClip _clip,float volume)
    {
        //audio.PlayOneShot (_clip, volume);
        audio.PlayOneShot (_clip, volume);

        yield return null;
    }
Beispiel #33
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// fields

// properties
    static void AudioClip_length(JSVCall vc)
    {
        UnityEngine.AudioClip _this = (UnityEngine.AudioClip)vc.csObj;
        var result = _this.length;

        JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result));
    }
	public void PlaySoundLoop(AudioClip inClip, float timeDelay = 0)
	{
		audio.loop = true;
		audio.clip = inClip;
		//audio.Play();
		audio.PlayDelayed(timeDelay);
	}
 public AudioClipSerialization(System.Object value, string fieldName, bool arrayItem, NodeBase rootNode)
 {
     this.audioClip = value as UnityEngine.AudioClip;
     this.fieldName = fieldName;
     this.arrayItem = arrayItem;
     this.rootNode  = rootNode;
 }
Beispiel #36
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    void Door(AudioClip sound, bool openTheDoor, string animationName)
    {
        audio.PlayOneShot(sound);
        doorIsOpen = openTheDoor;

        transform.parent.gameObject.animation.Play(animationName);
    }
		public void Play(AudioClip clip, float volume = 1.0f)
		{
			if (clip != null)
			{
				_source.PlayOneShot(clip, _source.volume * volume);
			}
		}
Beispiel #38
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 public void PlayClip(AudioClip clip)
 {
     var source = GetComponent<AudioSource>();
     source.clip = clip;
     source.Play();
     StartCoroutine(SelfDestruction(clip.length));
 }
 /// <summary>
 /// Plays an audioclip from the parameter eClip. Intended for animation events.
 /// </summary>
 public void playAudioAtEvents(AudioClip eventClip)
 {
     audio2.clip = eventClip;
     if (!audio2.isPlaying) {
         audio2.Play();
     }
 }
	public override void OnStart()
	{
		initData ();
		exit = checkDis ();
		if(exit)
			return;

		AI_Data data = m_unit.getAIData ();
		maxdis = data.max_startwalkdis;
		mindis = data.min_startwalkdis;	
		changeDis = Random.Range (mindis, maxdis);

		//设置声音
		script_monEf = GameObject.FindWithTag("efs_mon").GetComponent<Monster_efs>();
		snd_move = script_monEf.snd_move[Random.Range(0,3)];
		script_monEf = GameObject.FindWithTag("efs_mon").GetComponent<Monster_efs>();

		int type = (int)m_unit.m_unitType;
		string ani_name = "";
		if(type == (int)GlobalDef.UnitType.UNIT_TYPE_MONSTER)
		{
			ani_name = StaticMonster.Instance().getStr(m_unit.m_TemplateID, "move");
			m_unit.m_animation [ani_name].speed = 0.4f;	
		}
		else if(type == (int)GlobalDef.UnitType.UNIT_TYPE_ENEMY_HERO)
		{
			ani_name = StaticHero.Instance().getStr(m_unit.m_TemplateID, "move");
		}
		m_unit.m_animation.Stop ();
		m_unit.m_animation.CrossFade(ani_name);
	}
Beispiel #41
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 public void ReplaceMusic(AudioClip muse, float newVolume)
 {
     if (ownSource.clip != muse){
         nextMusic = muse;
         maxVolume = newVolume;
     }
 }
Beispiel #42
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    void ResetVariables()                                                                    // Every time we come back to this screen we reset the necessary variables
    {
        gameTime         = 0;                                                                //Reset the gametime (Used by treasure to easy reset)
        gameStartTimer   = 5;                                                                // Countdown to let the game start
        noSurvivorsTimer = noSurvivorsTimerMax;
        gameStartGO.GetComponent <Text>().text = Mathf.CeilToInt(gameStartTimer).ToString(); // Set the game timer immediately upon loading in
        gameStartGO.SetActive(true);
        circleBehindTimer.SetActive(true);                                                   // Turn on the circle behind the timer
        preGameText.SetActive(true);

        // Resets the state of the room
        roomState = 1;
        roomBG.GetComponent <Image>().sprite = originalRoomSprite;

        // Particle Reset Variables
        originalParticleColor = touchMarkerObjects[0].GetComponentInChildren <ParticleSystem>().startColor;
        originalParticleSize  = touchMarkerObjects[0].GetComponentInChildren <ParticleSystem>().startSize;

        helperCounterTriggerValue = Random.Range(2, 4);        // Reset the random value so we don't know which rounds he'll come out on
        helperCounter             = helperCounterTriggerValue; // Reset how many times we've called the helper

        noSurvivors.SetActive(false);                          // Make sure the no survivors warning is off

        // Setting the survivor timer
        sTimerMinutes = survivorTimerMax;
        sTimerSeconds = 0f;
        survivorTimer.GetComponent <Text>().text = Mathf.FloorToInt(sTimerMinutes).ToString("00") + ":" + Mathf.FloorToInt(sTimerSeconds % 60).ToString("00");
        survivorTimer.GetComponent <Text>().CrossFadeAlpha(0, 0f, false);
        survivorTimerBG.CrossFadeAlpha(0, 0f, false);
        survivorTimerTitle.CrossFadeAlpha(0, 0f, false);


        originalBGMusic = AudioManager.Instance.bgMusic.clip;
        AudioManager.Instance.bgMusic.Stop();
        AudioManager.Instance.bgMusic.clip = gameMusic;
        AudioManager.Instance.bgMusic.Play();

        win      = false;
        defaultZ = touchMarkerObjects[0].transform.position.z; // Sets up the default Z position for the touch marker objects

        foreach (GameObject g in touchMarkerObjects)
        {
            g.SetActive(false);
        }

        textGroup.FadeAlphaTo(1f, 0.25f);

        bibaRootAnimator = GameObject.Find("MenuStateMachine").GetComponent <Animator>();

        if (bibaRootAnimator.GetBool("ShowTagScan") == true) // If they've selected yes go to the AR moments
        {
            mainGameAnimator.SetBool("BibaPlayground", true);
        }

        if (bibaRootAnimator.GetBool("CustomPrizes") == true)
        {
            mainGameAnimator.SetBool("CustomPrizes", true);
        }
    }
Beispiel #43
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 public void PlayAudioClip(UnityEngine.AudioClip clip, bool fadeOutIfPlaying, float fadeInTime)
 {
     this.audioSource.volume = 0f;
     this.audioSource.clip   = clip;
     this.audioSource.Play();
     this.playingClip = clip;
     this.StartCoroutine(this.FadeIn(fadeInTime));
 }
Beispiel #44
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        /// <inheritdoc/>
        public void Play(float localVolumeScale)
        {
            UnityEngine.AudioClip clip = clipProvider.GetNextClip();
            float volumeScale          = localVolumeScale * LocalVolume * MasterVolume;

            GetAudio();
            currentAudio?.Play(clip, volumeScale);
        }
Beispiel #45
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 /// <summary>
 /// Plays a sound.
 /// </summary>
 /// <param name="soundClip"> The AudioClip you wish to play. </param>
 public void PlaySound(UnityEngine.AudioClip soundClip)
 {
     if (soundClip != null)
     {
         audioSource.clip = soundClip;
         audioSource.Play();
     }
 }
Beispiel #46
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 /// <summary>
 /// Plays a sound with priority.
 /// </summary>
 /// <param name="soundClip"> The AudioClip you wish to play. </param>
 public void PlayPrioritySound(UnityEngine.AudioClip soundClip)
 {
     if (soundClip != null)
     {
         priorityAudioSource.Stop();
         priorityAudioSource.clip = soundClip;
         priorityAudioSource.Play();
     }
 }
 static public int get_preloadAudioData(IntPtr l)
 {
     try {
         UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l);
         pushValue(l, self.preloadAudioData);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_loadState(IntPtr l)
 {
     try {
         UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l);
         pushEnum(l, (int)self.loadState);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_ambisonic(IntPtr l)
 {
     try {
         UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l);
         pushValue(l, self.ambisonic);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Beispiel #50
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 /// <summary>
 /// Write the specified value using the writer.
 /// </summary>
 /// <param name="value">Value.</param>
 /// <param name="writer">Writer.</param>
 public override void Write(object value, ISaveGameWriter writer)
 {
     UnityEngine.AudioClip audioClip = (UnityEngine.AudioClip)value;
     float[] data = new float[audioClip.samples];
     audioClip.GetData(data, 0);
     writer.WriteProperty("data", data);
     writer.WriteProperty("channels", audioClip.channels);
     writer.WriteProperty("frequency", audioClip.frequency);
     writer.WriteProperty("name", audioClip.name);
     writer.WriteProperty("hideFlags", audioClip.hideFlags);
 }
 static public int get_loadInBackground(IntPtr l)
 {
     try {
         UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l);
         pushValue(l, self.loadInBackground);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_audioDataLoaded(IntPtr l)
 {
     try {
         UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.audioDataLoaded);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Beispiel #53
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 static public int get_loadType(IntPtr l)
 {
     try {
         UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l);
         pushEnum(l, (int)self.loadType);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static public int UnloadAudioData(IntPtr l)
 {
     try {
         UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l);
         var ret = self.UnloadAudioData();
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.AudioClip o;
         o = new UnityEngine.AudioClip();
         pushValue(l, o);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_isReadyToPlay(IntPtr l)
 {
     try {
         UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l);
         pushValue(l, self.isReadyToPlay);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Beispiel #57
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    static bool AudioSource_PlayOneShot__AudioClip(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 1)
        {
            UnityEngine.AudioClip arg0 = (UnityEngine.AudioClip)JSMgr.datax.getObject((int)JSApi.GetType.Arg);
            ((UnityEngine.AudioSource)vc.csObj).PlayOneShot(arg0);
        }

        return(true);
    }
Beispiel #58
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 static public int get_frequency(IntPtr l)
 {
     try {
         UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.frequency);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_format(IntPtr l)
 {
     try {
         UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l);
         pushValue(l, true);
         pushEnum(l, (int)self.format);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Beispiel #60
0
 static public int constructor(IntPtr l)
 {
     LuaDLL.lua_remove(l, 1);
     UnityEngine.AudioClip o;
     if (matchType(l, 1))
     {
         o = new UnityEngine.AudioClip();
         pushObject(l, o);
         return(1);
     }
     LuaDLL.luaL_error(l, "New object failed.");
     return(0);
 }