Example #1
0
        /// <summary>
        /// Plays the sample through the specified player's track trackNb
        /// </summary>
        public void PlayThroughTrack(GATPlayer player, int trackNb, float gain = 1f)
        {
            if (PlayingStatus != Status.ReadyToPlay)
            {
                return;
            }

            PlayingStatus = Status.Scheduled;
            player.PlayData(_dataOwner.AudioData, trackNb, gain, PlayerWillMixSample);
            _endDspTime = AudioSettings.dspTime + MaxDuration;
        }
Example #2
0
        /// <summary>
        /// Plays the sample directly through the specified player
        /// If no AGATPanInfo reference was specified when creating the instance,
        /// doesn't do anything.
        /// </summary>
        public void PlayPanned(GATPlayer player, float gain = 1f)
        {
            if (panInfo == null)
            {
                                #if GAT_DEBUG
                Debug.LogWarning("No panInfo set!");
                return;
                                #endif
            }
            if (PlayingStatus != Status.ReadyToPlay)
            {
                return;
            }

            PlayingStatus = Status.Scheduled;

            player.PlayData(_dataOwner.AudioData, panInfo, gain, PlayerWillMixSample);
            _endDspTime = AudioSettings.dspTime + MaxDuration;
        }
Example #3
0
        /// <summary>
        /// Starts playback through the user specified player.
        /// </summary>
        public void PlayThroughTrack(GATPlayer player, int trackNb, float gain = 1f)
        {
                        #if GAT_DEBUG
            if (IsPlaying)
            {
                Debug.LogWarning("Already playing!");
                return;
            }
                        #endif

            IsPlaying     = true;
            _keepLooping  = true;
            _nextIndex    = _attackStartIndex;                       //reset the play head
            _currentState = State.Attack;
            _data         = _dataOwner.AudioData;

            if (!_noLoop)
            {
                UpdateZeroCrossings();
            }

            player.PlayData(_data, trackNb, gain, PlayerWillMixSample);
        }
 public IGATBufferedSampleOptions Play(GATPlayer player, int trackNb, float gain = 1f, GATPlayer.OnShouldMixSample mixCallback = null)
 {
     UpdateAudioData();
     return(player.PlayData(_audioData, trackNb, gain, mixCallback));                  //Only use AudioData property when playing, as it updates
 }