Example #1
0
 public override bool UpdateInternal(ref Context context)
 {
     if (_looped && _playMode == RandomComponentPlayMode.RandomNoRepeat && _triggerMode == RandomComponentTriggerMode.Retrigger)
     {
         float realtimeDelta = FabricTimer.GetRealtimeDelta();
         _retriggerTimer += realtimeDelta;
         if (_retriggerTimer >= _retriggerTime)
         {
             _componentInstance._instance.SetPlayScheduled(_retriggerTimer - _retriggerTime, 0.0);
             PlayRandomomponent(_componentInstance);
             _retriggerTime  = _delay + UnityEngine.Random.Range(_delayRandomization, _delayMaxRandomization);
             _retriggerTimer = 0f;
         }
     }
     return(base.UpdateInternal(ref context));
 }
 public void Update()
 {
     for (int i = 0; i < _eventQueue.Count; i++)
     {
         Fabric.Event @event = _eventQueue[i];
         if (@event._delayTimer < @event._delay)
         {
             @event._delayTimer += FabricTimer.GetRealtimeDelta();
             continue;
         }
         ProcessEvent(@event);
         @event._delay      = 0f;
         @event._delayTimer = 0f;
         @event.eventStatus = EventStatus.Handled;
         _eventQueue.RemoveAt(i);
     }
 }
Example #3
0
        public void UpdateInternal()
        {
            float realtimeDelta = FabricTimer.GetRealtimeDelta();

            if (_direction > 0f)
            {
                _seekTarget += _velocity * realtimeDelta;
            }
            else
            {
                _seekTarget -= _velocity * realtimeDelta;
            }
            _markers.Update(_seekTarget, _direction);
            if (_markers.IsMarkerKeyOff())
            {
                _seekTarget = _markers._keyOffMarker._value;
            }
            if (_velocity != 0f)
            {
                if (_seekTarget > MAX_NORMALISED_RANGE)
                {
                    if (_loopBehaviour == ParameterLoopBehaviour.Loop)
                    {
                        _seekTarget -= MAX_NORMALISED_RANGE - MIN_NORMALISED_RANGE;
                    }
                    else if (_loopBehaviour == ParameterLoopBehaviour.OneShot)
                    {
                        _seekTarget = MAX_NORMALISED_RANGE;
                    }
                    else if (_loopBehaviour == ParameterLoopBehaviour.PingPong)
                    {
                        _direction = -1f;
                    }
                    else
                    {
                        _seekTarget = MAX_NORMALISED_RANGE;
                    }
                    _markers.Reset();
                }
                else if (_seekTarget < MIN_NORMALISED_RANGE)
                {
                    if (_loopBehaviour == ParameterLoopBehaviour.Loop)
                    {
                        _seekTarget += MAX_NORMALISED_RANGE - MIN_NORMALISED_RANGE;
                    }
                    else if (_loopBehaviour == ParameterLoopBehaviour.OneShot)
                    {
                        _seekTarget = MIN_NORMALISED_RANGE;
                    }
                    else if (_loopBehaviour == ParameterLoopBehaviour.PingPong)
                    {
                        _direction = 1f;
                    }
                    else
                    {
                        _seekTarget = MIN_NORMALISED_RANGE;
                    }
                    _markers.Reset();
                }
                if (_seekTarget > MAX_NORMALISED_RANGE)
                {
                    _seekTarget = MAX_NORMALISED_RANGE;
                }
                else if (_seekTarget < MIN_NORMALISED_RANGE)
                {
                    _seekTarget = MIN_NORMALISED_RANGE;
                }
            }
            if (_seekSpeed != 0f)
            {
                float num = _seekSpeed * realtimeDelta;
                if (_seekTarget > _value)
                {
                    _value += num;
                    if (_value > _seekTarget)
                    {
                        _value = _seekTarget;
                    }
                }
                else if (_seekTarget < _value)
                {
                    _value -= num;
                    if (_value < _seekTarget)
                    {
                        _value = _seekTarget;
                    }
                }
            }
            else
            {
                _value = _seekTarget;
            }
            AudioTools.Limit(ref _value, 0f, 1f);
        }