setLoopCount() public method

public setLoopCount ( int loopcount ) : RESULT
loopcount int
return RESULT
Example #1
0
    // Use this for initialization
    void Start () {
        lowLevelSystem = RuntimeManager.LowlevelSystem;
        channel = new FMOD.Channel();
        lowLevelSystem.getMasterChannelGroup(out channelGroup);

        soundInfo = new FMOD.CREATESOUNDEXINFO();
        soundInfo.cbsize = Marshal.SizeOf(soundInfo);
        soundInfo.decodebuffersize = (uint)sampleRate / 10;
        soundInfo.length = (uint)(sampleRate * numberOfChannels * sizeof(short));
        soundInfo.numchannels = numberOfChannels;
        soundInfo.defaultfrequency = sampleRate;
        soundInfo.format = FMOD.SOUND_FORMAT.PCM16;

        soundInfo.pcmreadcallback = PCMReadCallback;
        soundInfo.pcmsetposcallback = PCMSetPositionCallback;

        lowLevelSystem.setStreamBufferSize(65536, FMOD.TIMEUNIT.RAWBYTES);
        lowLevelSystem.createStream("SoundGeneratorStream", FMOD.MODE.OPENUSER, ref soundInfo, out generatedSound);

        generatedSound.setMode(FMOD.MODE.OPENUSER | FMOD.MODE._3D | FMOD.MODE._3D_LINEARSQUAREROLLOFF);

        lowLevelSystem.playSound(generatedSound, channelGroup, true, out channel);
        channel.setLoopCount(-1);
        channel.setMode(FMOD.MODE.LOOP_NORMAL);
        channel.setPosition(0, FMOD.TIMEUNIT.MS);
        channel.set3DMinMaxDistance(minDistance, maxDistance);
        Update();
        channel.setPaused(false);
    }
Example #2
0
    private IEnumerator WaitForStreamBuffer()
    {
        do
        {
            yield return(null);
        } while (state == FMOD.OPENSTATE.CONNECTING || state == FMOD.OPENSTATE.BUFFERING);

        if (state == FMOD.OPENSTATE.READY)
        {
            Debug.Log("Internet stream loaded");
            radioStream.setMode(FMOD.MODE.OPENUSER | FMOD.MODE._3D | FMOD.MODE._3D_LINEARROLLOFF);
            lowLevelSystem.playSound(radioStream, channelGroup, true, out channel);
            FMOD.ATTRIBUTES_3D attributes  = FMODUnity.RuntimeUtils.To3DAttributes(gameObject);
            FMOD.VECTOR        alt_pan_pos = Vector3.zero.ToFMODVector();
            channel.set3DMinMaxDistance(minDistance, maxDistance);
            channel.setLoopCount(-1);
            channel.setMode(FMOD.MODE.LOOP_NORMAL);
            channel.set3DAttributes(ref attributes.position, ref attributes.velocity, ref alt_pan_pos);
            channel.setPaused(false);
            channel.setVolume(volume);

            isReadyAndPlaying = true;
        }
        else if (state == FMOD.OPENSTATE.ERROR)
        {
            Debug.Log("Error while loading online , check the address or connection");
        }
    }
Example #3
0
        public void PlaySong(String name)
        {
            if (!sCurrentTrack.Equals(name))
            {
                Stop();
                try
                {
                    if (dMusicDict[name] != null)
                    {
                        FMOD.RESULT r = FMODSystem.playSound(dMusicDict[name], null, false, out MusicChannel);
                        UpdateVolume(1.0f);
                        MusicChannel.setMode(FMOD.MODE.LOOP_NORMAL);
                        MusicChannel.setLoopCount(-1);

                        sCurrentTrack = name;
                    }
                    else
                    {
                        CConsole.Instance.Print("song " + name + " was null");
                    }
                }
                catch (KeyNotFoundException e)
                {
                    CConsole.Instance.Print("Track " + name + " wasn't found in dMusicDict, " + e.Message);
                }
            }
        }
Example #4
0
    public void Play(int songId)
    {
        Console.WriteLine("Play(" + songId + ")");

        if (_current_song_id != songId)
        {
            Stop();

            if (songId >= 0 && songId < NUM_SONGS && Songs[songId] != null)
            {
                FMODSystem.playSound(Songs[songId], null, false, out Channel);
                //UpdateVolume();
                Channel.setMode(FMOD.MODE.LOOP_NORMAL);
                Channel.setLoopCount(-1);

                _current_song_id = songId;
            }
        }
    }
Example #5
0
    // Use this for initialization
    void Start()
    {
        channel        = new FMOD.Channel();
        lowLevelSystem = FMODUnity.RuntimeManager.LowlevelSystem;
        FMODUnity.RuntimeManager.LowlevelSystem.getMasterChannelGroup(out channelGroup);

        lowLevelSystem.createSound("Assets\\Sounds\\guitar.mp3", FMOD.MODE.DEFAULT, out guitarSong);
        string songName = "";

        guitarSong.getName(out songName, 20);
        Debug.Log("Playing song: " + songName, gameObject);
        guitarSong.setMode(FMOD.MODE.OPENUSER | FMOD.MODE._3D | FMOD.MODE._3D_LINEARSQUAREROLLOFF);

        lowLevelSystem.playSound(guitarSong, channelGroup, true, out channel);
        channel.set3DMinMaxDistance(minDistance, maxDistance);
        channel.setLoopCount(-1);
        channel.setMode(FMOD.MODE.LOOP_NORMAL);
        FMOD.ATTRIBUTES_3D attributes  = FMODUnity.RuntimeUtils.To3DAttributes(gameObject);
        FMOD.VECTOR        alt_pan_pos = Vector3.zero.ToFMODVector();
        channel.set3DAttributes(ref attributes.position, ref attributes.velocity, ref alt_pan_pos);

        channel.setPaused(false);
    }
Example #6
0
    // Use this for initialization
    void Start()
    {
        frequency        = 800;
        amplitude        = 1.0f;
        sampleGenerator  = GenerateSineSample;
        sampleGenerator2 = GenerateTriangleSample;

        //referencja do komponentow FMOD - wysokiego poziomu (studio) i niskiego
        studioSystem   = FMODUnity.RuntimeManager.StudioSystem;
        lowlevelSystem = FMODUnity.RuntimeManager.LowlevelSystem;

        //odniesienie do glownego kanalu - do niego bedziemy przesylac nasz dzwiek
        channel = new Channel();
        channel1forInstrument = new Channel();
        channel2forInstrument = new Channel();
        channel3forSoundFile  = new Channel();
        FMODUnity.RuntimeManager.LowlevelSystem.getMasterChannelGroup(out channelGroup);
        FMODUnity.RuntimeManager.LowlevelSystem.getMasterChannelGroup(out channelGroupforInstrument);
        FMODUnity.RuntimeManager.LowlevelSystem.getMasterChannelGroup(out channelGroupforInstrument2);

        FMODUnity.RuntimeManager.LowlevelSystem.getMasterChannelGroup(out channelGroupforSoundFile);

        //inicjalizacja FFT (w FMODzie jako komponent DSP) i linerenderera do wyswietlania equalizera
        FMODUnity.RuntimeManager.LowlevelSystem.createDSPByType(FMOD.DSP_TYPE.FFT, out fft);
        fft.setParameterInt((int)FMOD.DSP_FFT.WINDOWTYPE, (int)FMOD.DSP_FFT_WINDOW.HANNING);
        fft.setParameterInt((int)FMOD.DSP_FFT.WINDOWSIZE, windowSize * 2);
        lineRendererFFT = gameObject.AddComponent <LineRenderer>();
        lineRendererFFT.positionCount = windowSize;
        lineRendererFFT.startWidth    = 0.1f;
        lineRendererFFT.endWidth      = 0.1f;
        channelGroup.addDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, fft);
        //channelGroupforInstrument.addDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, fft);
        //channelGroupforInstrument2.addDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, fft);
        channelGroupforSoundFile.addDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, fft);

        lineRendererSamples = lineRendererHolder.AddComponent <LineRenderer>();
        lineRendererSamples.positionCount = sampleRate / 100;
        lineRendererSamples.startWidth    = 0.1f;
        lineRendererSamples.endWidth      = 0.1f;

        //lowPassFilterGraphMarker = GameObject.CreatePrimitive(PrimitiveType.Cube);
        //lowPassFilterGraphMarker.transform.position = new Vector3(0, lineRendererSamples.transform.position.y, 0.0f);
        //lowPassFilterGraphMarker.transform.localScale = new Vector3(0.5f, 5.0f, 0.5f);
        //lowPassFilterGraphMarker.SetActive(false);
        //lowPassFilterGraphMarker.GetComponent<Renderer>().material.color = Color.red;

        //Debug - sprawdzamy czy dobrze udalo nam sie zlapac kanal dzwiekowy (nie mamy jeszcze
        //obslugi bledow FMOD_OK)
        uint version;

        lowlevelSystem.getVersion(out version);
        bool channelIsPlaying;

        channel.isPlaying(out channelIsPlaying);
        UnityEngine.Debug.Log(channelIsPlaying);
        uint bl;
        int  numbuf;

        lowlevelSystem.getDSPBufferSize(out bl, out numbuf);
        UnityEngine.Debug.Log("DSP buffer size is: " + bl + ", " + numbuf);

        //Wczytujemy i odtwarzamy testowy plik do obiektu 'sound'
        //Przypisujemy nasz kanal do tej samej grupy co glowny kanal dzwieku
        FMOD.Sound sound;
        string     nametest = "";

        lowlevelSystem.createSound("Assets\\Sounds\\test2.mp3", FMOD.MODE.DEFAULT, out sound);
        sound.getName(out nametest, 20);
        UnityEngine.Debug.Log(nametest);


        InitSampleGeneration();

        //debug
        // (sampleCreated)
        //{
        lowlevelSystem.playSound(generatedSound, channelGroup, true, out channel);
        channel.setLoopCount(-1);
        channel.setMode(MODE.LOOP_NORMAL);
        channel.setPosition(0, TIMEUNIT.MS);
        channel.setPaused(true);
        //}
        //else
        //{
        lowlevelSystem.playSound(sound, channelGroupforSoundFile, true, out channel3forSoundFile);
        channel3forSoundFile.setLoopCount(-1);
        channel3forSoundFile.setMode(MODE.LOOP_NORMAL);
        channel3forSoundFile.setPosition(0, TIMEUNIT.MS);
        channel3forSoundFile.setPaused(false);
        //}
        //lowPassFilterGraphMarker.SetActive(false);

        InitFilters();
        filterApplier.InitFilterApplier();
        instrument.InitFilterApplier();
    }