/// <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.Audio.AudioMixerGroup audioMixerGroup = (UnityEngine.Audio.AudioMixerGroup)value; foreach (string property in reader.Properties) { switch (property) { case "name": audioMixerGroup.name = reader.ReadProperty <System.String> (); break; case "hideFlags": audioMixerGroup.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
static StackObject *set_outputAudioMixerGroup_1(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 2); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); UnityEngine.Audio.AudioMixerGroup value = (UnityEngine.Audio.AudioMixerGroup) typeof(UnityEngine.Audio.AudioMixerGroup).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); ptr_of_this_method = ILIntepreter.Minus(__esp, 2); UnityEngine.Audio.AudioMixer instance_of_this_method; instance_of_this_method = (UnityEngine.Audio.AudioMixer) typeof(UnityEngine.Audio.AudioMixer).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); instance_of_this_method.outputAudioMixerGroup = value; return(__ret); }
public void PlayRequest(MusicRequest req, object entry, float time, UnityEngine.Audio.AudioMixerGroup group) { m_Stop = false; Entry = entry; Request = req; Music = req.Music; Music.AddRef(); m_Object.SetActive(true); m_Source.clip = Music.Clip; m_Source.outputAudioMixerGroup = group; m_Source.pitch = Music.Pitch; m_Source.volume = 0; m_Source.timeSamples = Request.Position; m_Source.Play(); m_FadeVolume.Start(0, 1f, time); }
static int _m_GetAudioMixerGroup(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); xc.AudioManager __cl_gen_to_be_invoked = (xc.AudioManager)translator.FastGetCSObj(L, 1); try { { string name = LuaAPI.lua_tostring(L, 2); UnityEngine.Audio.AudioMixerGroup __cl_gen_ret = __cl_gen_to_be_invoked.GetAudioMixerGroup(name); translator.Push(L, __cl_gen_ret); return(1); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } }
public AudioMixerGroupData(UnityEngine.Audio.AudioMixerGroup v) { audioMixerGroupVal = v; audioMixerGroupRef = null; }
void OnGUI() { maxSize = new Vector2(390f, 315f); minSize = maxSize; GUILayout.Space(10f); var centeredStyle = new GUIStyle(GUI.skin.GetStyle("Label")); centeredStyle.alignment = TextAnchor.UpperCenter; GUILayout.Label(logoTex, centeredStyle); GUIStyle contentStyle = new GUIStyle(EditorStyles.label); contentStyle.alignment = TextAnchor.MiddleCenter; UnityEngine.Audio.AudioMixerGroup prevSfxMixerGroup = config.sfxAudioMixerGroup; UnityEngine.Audio.AudioMixerGroup prevBgmMixerGroup = config.bgmAudioMixerGroup; LayerMask prevOccludeCheck = config.occludeCheck; float prevOccludeMultiplier = config.occludeMultiplier; uint prevMaxAudioSources = config.maxAudioSources; string prevRuntimeIdentifierPrefix = config.runtimeIdentifierPrefix; float prevDopplerFactor = config.dopplerFactor; GUIStyle versionStyle = new GUIStyle(EditorStyles.miniLabel); versionStyle.alignment = TextAnchor.MiddleCenter; EditorGUILayout.LabelField("Global Config", versionStyle); GUILayout.Space(5f); EditorGUI.BeginChangeCheck(); UnityEngine.Audio.AudioMixerGroup sfxMixerGroup = EditorGUILayout.ObjectField(new GUIContent("SFX Mixer Group", "Default SFX Mixer Group Output"), config.sfxAudioMixerGroup, typeof(UnityEngine.Audio.AudioMixerGroup), false) as UnityEngine.Audio.AudioMixerGroup; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(config, "Changed SFX Mixer Group"); config.sfxAudioMixerGroup = sfxMixerGroup; } EditorGUI.BeginChangeCheck(); UnityEngine.Audio.AudioMixerGroup bgmMixerGroup = EditorGUILayout.ObjectField(new GUIContent("BGM Mixer Group", "Default BGM Mixer Group Output"), config.bgmAudioMixerGroup, typeof(UnityEngine.Audio.AudioMixerGroup), false) as UnityEngine.Audio.AudioMixerGroup; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(config, "Changed BGM Mixer Group"); config.bgmAudioMixerGroup = bgmMixerGroup; } EditorGUI.BeginChangeCheck(); LayerMask occludeCheck = LayerMaskField(new GUIContent("Occlude Check Layer", "Layer Mask used for check whether or not a collider occludes the sound. Tip: Use a unique layer for the occludable colliders, then you can have more control putting invisible triggers on the objects that you want to occludes sound"), config.occludeCheck); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(config, "Changed Occlude Check Layer"); config.occludeCheck = occludeCheck; } EditorGUI.BeginChangeCheck(); float occludeMultiplier = Mathf.Clamp01(EditorGUILayout.Slider(new GUIContent("Occlude Multiplier", "The higher the value, the less the audio is heard when occluded"), Mathf.Clamp01(config.occludeMultiplier), 0f, 1f)); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(config, "Changed Occlude Multiplier"); config.occludeMultiplier = occludeMultiplier; } EditorGUILayout.Space(); EditorGUI.BeginChangeCheck(); string prefix = EditorGUILayout.TextField(new GUIContent("Runtime Identifier Prefix", "The prefix used to define Runtime Identifiers"), config.runtimeIdentifierPrefix); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(config, "Changed Runtime Identifier Prefix"); config.runtimeIdentifierPrefix = prefix; } EditorGUILayout.Space(); EditorGUI.BeginChangeCheck(); uint maxAudioSources = (uint)Mathf.Clamp(EditorGUILayout.IntField(new GUIContent("Max Audio Sources", "Max pooled Multi Audio Sources"), (int)Mathf.Clamp(config.maxAudioSources, 1, 2048)), 1, 2048); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(config, "Changed Max Audio Sources"); config.maxAudioSources = maxAudioSources; } EditorGUILayout.HelpBox("To get the best performance only increase this value if you are having problems when playing pooled audios, otherwise keep this value as low as possible.", MessageType.Info); EditorGUILayout.Space(); EditorGUI.BeginChangeCheck(); float dopplerFactor = Mathf.Clamp(EditorGUILayout.FloatField(new GUIContent("Doppler Factor", "Set how audible the Doppler effect is. Use 0 to disable it. Use 1 make it audible for fast moving objects."), Mathf.Clamp(config.dopplerFactor, 0, 10)), 0, 10); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(config, "Changed Doppler Factor"); config.dopplerFactor = dopplerFactor; } if (prevRuntimeIdentifierPrefix != config.runtimeIdentifierPrefix || prevSfxMixerGroup != config.sfxAudioMixerGroup || prevBgmMixerGroup != config.bgmAudioMixerGroup || config.occludeCheck != prevOccludeCheck || prevOccludeMultiplier != config.occludeMultiplier || prevMaxAudioSources != config.maxAudioSources || prevDopplerFactor != config.dopplerFactor) { EditorUtility.SetDirty(config); } }
/// <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.Audio.AudioMixerGroup audioMixerGroup = (UnityEngine.Audio.AudioMixerGroup)value; writer.WriteProperty("name", audioMixerGroup.name); writer.WriteProperty("hideFlags", audioMixerGroup.hideFlags); }