Ejemplo n.º 1
0
    private void HandlePlayRequest(TracklistEntry entry, float timeSkip)
    {
        float  fadeTime  = entry.GetEntranceFadeTime();
        ITrack nextTrack = entry.GetTrack();

        currentOutput.FadeOut(fadeTime);
        // This even fires as the track is fading out, not strictly as it ends. Good enough for our purposes.
//		if (TrackEndsEvent != null) {
//			TrackEndsEvent (currentOutput.GetTrack ());
//		}
        currentOutput = GetOutputForNewEntry(entry);
        currentOutput.SetTrack(nextTrack);

        // safety
        LoadTrackIfNeeded(nextTrack);
        currentOutput.FadeIn(fadeTime);
        if (NewTrackBeginsEvent != null)
        {
            NewTrackBeginsEvent(nextTrack);
        }
        if (timeSkip != 0)
        {
            Diglbug.Log("TracklistPlayer Skipping to catch up with signal delay: " + timeSkip, PrintStream.AUDIO_PLAYBACK);
            currentOutput.SetTrackTime(timeSkip);
        }
        else
        {
            Diglbug.Log("TracklistPlayer timeSkip neglibile", PrintStream.AUDIO_PLAYBACK);
        }
    }
Ejemplo n.º 2
0
    private void Awake()
    {
        GameObject playerObject;

                #if UNITY_EDITOR
        playerObject = GameObject.Instantiate(Resources.Load("Desktop_Video_Player")) as GameObject;
                #else
        playerObject = GameObject.Instantiate(Resources.Load("Mobile_Video_Player")) as GameObject;
                #endif
        playerObject.transform.SetParent(transform, false);
        player = playerObject.GetComponent <VideoPlayer>();
    }
Ejemplo n.º 3
0
 public void SwitchTracks()
 {
     currentOutput = GetNextOutput();
 }
Ejemplo n.º 4
0
//	private delegate void TrackEndsDelegate (ITrack track);
//	private event TrackEndsDelegate TrackEndsEvent;

    private void Awake()
    {
        currentOutput = multiPlayer;
    }