Example #1
0
    void Update()
    {
        // ボリューム設定
        BGMsource.volume = volume.BGM;

        // ここ、変更があった時だけでいな
        for (int i = 0; i < (int)AUDIO_TYPE.MAX; i++)
        {
            float fVolume = 1.0f;
            switch ((AUDIO_TYPE)i)
            {
            case AUDIO_TYPE.BGM:
                fVolume = volume.BGM;
                break;

            case AUDIO_TYPE.SE:
                fVolume = volume.SE;
                break;

            case AUDIO_TYPE.VOICE:
                fVolume = volume.VOICE;
                break;

            case AUDIO_TYPE.JINGLE:
                fVolume = volume.JINGLE;
                break;

            default:
                fVolume = 1.0f;
                break;
            }
            foreach (AudioChannelData channnel in m_tAudioChannnelDataList[i])
            {
                channnel.m_tAudioSource.volume = fVolume;
            }
        }
        bgm_ctrl();

        bool bInit = false;

        if (m_eStepPre != m_eStep)
        {
            m_eStepPre = m_eStep;
            bInit      = true;
        }
        switch (m_eStep)
        {
        case STEP.IDLE:
            if (0 < m_strLoadFilenameQueue.Count)
            {
                m_eStep = STEP.LOAD;
            }
            break;

        case STEP.LOAD:
            if (bInit)
            {
                if (m_csAssetBundleAudio == null)
                {
                    m_csAssetBundleAudio = GetComponent <UtilAssetBundleAudio> ();
                }
                m_strLoadFilename = m_strLoadFilenameQueue.Dequeue();
                foreach (MasterAudioCSV data in DataManager.master_audio_list)
                {
                    if (data.filename.Equals(m_strLoadFilename))
                    {
                        m_tempLoadAudioData.filename   = data.filename;
                        m_tempLoadAudioData.audio_type = data.audio_type;
                        m_tempLoadAudioData.path       = data.path;
                        m_tempLoadAudioData.version    = data.version;

                        EditPlayerSettingsData epsData = ConfigManager.instance.GetEditPlayerSettingsData();

                        string resultUrl = epsData.m_strS3Url + "/" + data.path + "/" + data.filename + ".unity3d";

                        Debug.Log(resultUrl);
                        m_csAssetBundleAudio.Load(data.filename, resultUrl, 1);
                    }
                }
            }
            if (m_csAssetBundleAudio.IsLoaded())
            {
                m_eStep = STEP.IDLE;
            }
            break;

        case STEP.MAX:
        default:
            break;
        }
        return;
    }
Example #2
0
    /*
     *
     * // なぜ分けたのか?
     * public int PlaySe( string _strFilename ){
     *      _strFilename = _strFilename.ToLower ();
     *      return recievePlaySound(_strFilename);
     * }
     * public int PlayBgm( string _strFilename ){
     *      _strFilename = _strFilename.ToLower ();
     *      Debug.Log (_strFilename);
     *      return recievePlaySound(_strFilename);
     * }
     */

    // Update is called once per frame
    void Update()
    {
        bool bInit = false;

        if (m_eStepPre != m_eStep)
        {
            m_eStepPre = m_eStep;
            bInit      = true;
        }
        switch (m_eStep)
        {
        case STEP.IDLE:
            if (0 < m_tAudioChannelQueue.Count)
            {
                m_eStep = STEP.LOAD;
            }
            break;

        case STEP.LOAD:
            if (bInit)
            {
                m_tChannnelData = m_tAudioChannelQueue.Dequeue();

                if (m_csAssetBundleAudio == null)
                {
                    m_csAssetBundleAudio = GetComponent <UtilAssetBundleAudio> ();
                }

                foreach (MasterAudioCSV data in DataManager.master_audio_list)
                {
                    if (data.filename.Equals(m_tChannnelData.m_strFilename))
                    {
                        m_tempLoadAudioData.filename   = data.filename;
                        m_tempLoadAudioData.audio_type = data.audio_type;
                        m_tempLoadAudioData.path       = data.path;
                        m_tempLoadAudioData.version    = data.version;

                        EditPlayerSettingsData epsData = ConfigManager.instance.GetEditPlayerSettingsData();

                        //Debug.Log (epsData.m_strS3Url);
                        //Debug.Log (data.path);

                        string resultUrl = epsData.m_strS3Url + "/" + data.path + "/" + data.filename + ".unity3d";

                        Debug.Log(resultUrl);
                        m_csAssetBundleAudio.Load(data.filename, resultUrl, 1);
                    }
                }
            }
            if (m_csAssetBundleAudio.IsLoaded())
            {
                //AudioClipData addData = new AudioClipData( m_tempLoadAudioData.audio_type , m_tempLoadAudioData.path , m_tempLoadAudioData.filename , m_cs
                //SoundManager.Instance.Add (m_tempAudioClipData);
                //SoundManager.Instance.PlaySE (m_strLoaingFile);

                SoundManager.Instance.PlaySound(m_tChannnelData);

                /*
                 *
                 * if (m_tempLoadAudioData.audio_type == (int)AUDIO_TYPE.SE) {
                 *      SoundManager.Instance.PlaySE (m_strLoaingFile);
                 * } else if (m_tempLoadAudioData.audio_type == (int)AUDIO_TYPE.VOICE) {
                 *      SoundManager.Instance.PlayVoice (m_strLoaingFile);
                 * }else if( m_tempLoadAudioData.audio_type == (int)AUDIO_TYPE.BGM ){
                 *      SoundManager.Instance.PlayBGM (m_strLoaingFile);
                 * } else {
                 *      Debug.Log ("unknown type");
                 * }
                 */
                m_eStep = STEP.IDLE;
            }
            break;

        case STEP.MAX:
        default:
            break;
        }
    }