// Must be colled to setup the class's functionality void init() { // Singleton method returns a bool depending on whether this object is the instance of the class if (SingletonUtil.TryInit(ref _instance, this, gameObject, true)) { if (useCustomPaths) { loader = new AudioLoader(customJSONPath, customAudioPath); } else { loader = AudioLoader.Default; } fileList = loader.Load(); if (!fileList.AreEventsSubscribed) { fileList.SubscribeEvents(); } fileList.PopulateGroups(); initFileDictionary(fileList); addAudioEvents(); subscribeEvents(); if (isAudioListener) { addAudioListener(); } preloadFiles(fileList.Files); if (playMusicOnInit) { playMainMusic(); } } }
public void ParseSample6() { Assert.IsTrue(File.Exists(Sample6Path)); var container = AudioLoader.Load(Sample6Path); Assert.NotNull(container); }
// Must be colled to setup the class's functionality void Init() { // Singleton method returns a bool depending on whether this object is the instance of the class if (SingletonUtil.TryInit(ref Instance, this, gameObject, true)) { loader = new AudioLoader(path); fileList = loader.Load(); if (!fileList.AreEventsSubscribed) { fileList.SubscribeEvents(); } fileList.PopulateGroups(); InitFileDictionary(fileList); AddAudioEvents(); SubscribeEvents(); if (isAudioListener) { AddAudioListener(); } PreloadFiles(fileList.Files); // TODO: Enable after tracks have been delivered // initCyclingAudio(); if (playMusicOnInit) { playMainMusic(); } } }
protected void ProcessAudioSource(string path) { AudioLoader.Load(path, (isOk, clip) => { if (!IsDestroy) { AudioSource src = DependencyComponent as AudioSource; Debuger.Assert(src); src.clip = clip; //src.Play(); // 特效进行Play, 不主动播放 src.Stop(); } OnFinishLoadDependencies(DependencyComponent); // 返回GameObject而已哦 }); }
public void Sinus100Hz_Spectrum() { var audioContainer = AudioLoader.Load(Samples.Wave100hz); var spectrumCreator = new SpectrumCreatorCPU(audioContainer); var settings = new SpectrumCreatorSettings(audioContainer) { SpectrumMinFrequency = 20, SpectrumMaxFrequency = 20_000, SpectrumFrequencyStep = 100 }; var spectrumContainer = spectrumCreator.CreateSpectrum(settings); var amplitude100 = spectrumContainer.GetSliceForSignal(200).GetAmplitudeForFrequency(100); var amplitude50 = spectrumContainer.GetSliceForSignal(200).GetAmplitudeForFrequency(50); var amplitude150 = spectrumContainer.GetSliceForSignal(200).GetAmplitudeForFrequency(150); Assert.True(amplitude100 > 0.9f); Assert.True(amplitude50 < 0.1f); Assert.True(amplitude150 > 0.1f); } }
// Must be colled to setup the class's functionality void Init () { // Singleton method returns a bool depending on whether this object is the instance of the class if (SingletonUtil.TryInit (ref Instance, this, gameObject)) { loader = new AudioLoader (path); fileList = loader.Load (); fileList.Init (); InitFileDictionary (fileList); AddAudioEvents (); SubscribeEvents (); if (isAudioListener) { AddAudioListener (); } initCyclingAudio (); } else { //this = Instance; } }
protected internal override SoundEffect Read( ContentReader input, SoundEffect existingInstance) { #region Old XNA spec // XNB format for SoundEffect... // // Byte [format size] Format WAVEFORMATEX structure // UInt32 Data size // Byte [data size] Data Audio waveform data // Int32 Loop start In bytes (start must be format block aligned) // Int32 Loop length In bytes (length must be format block aligned) // Int32 Duration In milliseconds // The header containss the WAVEFORMATEX header structure // defined as the following... // // WORD wFormatTag; // byte[0] +2 // WORD nChannels; // byte[2] +2 // DWORD nSamplesPerSec; // byte[4] +4 // DWORD nAvgBytesPerSec; // byte[8] +4 // WORD nBlockAlign; // byte[12] +2 // WORD wBitsPerSample; // byte[14] +2 // WORD cbSize; // byte[16] +2 #endregion // We let the sound effect deal with parsing this based // on what format the audio data actually is. int headerSize = input.ReadInt32(); byte[] header = input.ReadBytes(headerSize); int loopStart = input.ReadInt32(); int loopLength = input.ReadInt32(); var duration = input.ReadObject <TimeSpan>(); SoundEffect effect; int rawSize = input.ReadInt32(); short format = BinaryPrimitives.ReadInt16LittleEndian(header); SoundEffect CreateSoundEffect(RecyclableBuffer buffer) { var data = buffer.AsSpan(0, buffer.BaseLength); return(new SoundEffect(header, data, duration, loopStart, loopLength) { // Store the original asset name for debugging later. Name = input.AssetName }); } if (format == 1) { using (var data = AudioLoader.Load( input.BaseStream, out ALFormat alFormat, out _, out _, out _, out _, out _, out _)) { if (alFormat == ALFormat.MonoFloat32 || alFormat == ALFormat.StereoFloat32) { BinaryPrimitives.WriteInt16LittleEndian(header, 3); } // data gets uploaded synchronously effect = CreateSoundEffect(data); } } else { using (var data = RecyclableBuffer.ReadBytes( input.BaseStream, rawSize, nameof(SoundEffectReader))) effect = CreateSoundEffect(data); } return(effect); }
void init () { if (SingletonUtil.TryInit(ref _instance, this, gameObject)) { _loader = new AudioLoader(PATH); _fileList = _loader.Load(); initFileDictionary(_fileList); addAudioEvents(); subscribeEvents(); } }