/// <summary> /// SEの再生 /// </summary> /// <param name="file">サウンドファイル</param> /// <returns>再生をしているサウンドストリーム</returns> public AudioSource PlaySE(AssetFile file) { AudioSource audio = PlaySE(file.Sound, defaultVolume); file.AddReferenceComponet(audio.gameObject); return(audio); }
public void Play(string streamName, AssetFile file, float volume, bool isLoop, float fadeTime, bool isReplay, Func <float> callbackMasterVolume) { bool isStreaming = (file.LoadFlags & AssetFileLoadFlags.Streaming) == AssetFileLoadFlags.Streaming; SoundStream stream = PlaySub(streamName, file.Sound, volume, isLoop, isStreaming, fadeTime, isReplay, callbackMasterVolume); file.AddReferenceComponet(stream.gameObject); }
public void PlaySe(AssetFile file, float volume, string label, SoundPlayMode playMode = SoundPlayMode.Add) { SoundSe audio = PlaySeSub(file.Sound, volume, label, playMode); if (audio) { file.AddReferenceComponet(audio.gameObject); } }
public void PlaySe(AssetFile file, float volume) { AudioSource audio = PlaySeSub(file.Sound, volume); if (audio) { file.AddReferenceComponet(audio.gameObject); } }
/// <summary> /// テクスチャファイルを設定 /// </summary> /// <param name="file">テクスチャファイル</param> /// <param name="pixelsToUnits">スプライトを作成する際の、座標1.0単位辺りのピクセル数</param> public void SetTextureFile(AssetFile file) { //直前のファイルがあればそれを削除 ClearTextureFile(); this.textureFile = file; this.path = file.FileName; textureFile.AddReferenceComponet(this.gameObject); StartCoroutine(CoWaitTextureFileLoading()); }
public void Play(string streamName, AssetFile file, float volume, bool isLoop, float fadeInTime, float fadeOutTime, bool isReplay, Func <float> callbackMasterVolume) { if (file.Sound == null) { Debug.LogError("sound file is not loaded " + file.FileName); return; } bool isStreaming = (file.LoadFlags & AssetFileLoadFlags.Streaming) == AssetFileLoadFlags.Streaming; SoundStream stream = PlaySub(streamName, file.Sound, volume, isLoop, isStreaming, fadeInTime, fadeOutTime, isReplay, callbackMasterVolume); file.AddReferenceComponet(stream.gameObject); }
/// <summary> /// サウンドの再生 /// </summary> /// <param name="type">サウンドのタイプ</param> /// <param name="file">サウンドファイル</param> /// <param name="isLoop">ループ再生するか</param> /// <param name="fadeTime">フェード時間</param> /// <param name="isReplay">直前が同じサウンドなら鳴らしなおすか</param> /// <returns>再生をしているサウンドストリーム</returns> public void Play(StreamType type, AssetFile file, bool isLoop, float fadeTime, bool isReplay) { if (!isReplay && IsPlaying(type, file.Sound)) { } else { SoundStream stream = Play(type, file.Sound, fadeTime, defaultVolume, isLoop, (file.LoadFlags & AssetFileLoadFlags.Streaming) == AssetFileLoadFlags.Streaming); if (null != stream) { file.AddReferenceComponet(stream.gameObject); } } }
/// <summary> /// テクスチャファイルを設定 /// </summary> /// <param name="file">テクスチャファイル</param> /// <param name="pixelsToUnits">スプライトを作成する際の、座標1.0単位辺りのピクセル数</param> public void SetTextureFile(AssetFile file, float pixelsToUnits) { this.textureFile = file; //直前のファイルがあればそれを削除 ClearTextureFile(); textureFile.AddReferenceComponet(this.gameObject); if (textureFile.IsLoadEnd) { SetTextureFileSprite(textureFile, pixelsToUnits); } else { StartCoroutine(CoWaitTextureFileLoading(pixelsToUnits)); } }
//指定のファイル名をロードして鳴らす IEnumerator CoLoadAndPlayFile(string path, float masterVolume, float volume, bool isLoop, bool isStreaming) { if (!string.IsNullOrEmpty(path)) { AssetFile file = AssetFileManager.GetFileCreateIfMissing(path); if (isStreaming) { file.AddLoadFlag(AssetFileLoadFlags.Streaming); } AssetFileManager.Load(file, this); while (!file.IsLoadEnd) { yield return(0); } file.AddReferenceComponet(this.gameObject); file.Unuse(this); Play(file.Sound, 0.1f, masterVolume, volume, isLoop, isStreaming); } }
//指定のファイル名をロードして鳴らす IEnumerator CoLoadAndPlayFile(string path, float volume, bool isLoop, bool isStreaming, Func <float> callbackMasterVolume) { if (!string.IsNullOrEmpty(path)) { AssetFile file = AssetFileManager.GetFileCreateIfMissing(path); if (isStreaming) { file.AddLoadFlag(AssetFileLoadFlags.Streaming); } AssetFileManager.Load(file, this); while (!file.IsLoadEnd) { yield return(0); } SoundStream stream = Play(file.Sound, 0.1f, volume, isLoop, isStreaming, callbackMasterVolume); stream.FadeIn(0.1f); file.AddReferenceComponet(stream.gameObject); file.Unuse(this); } isLoading = false; }
protected IEnumerator CoLoadGraphic(GraphicInfoList graphic, Action OnComplete) { IsLoading = true; //直前のファイルがあればそれを削除 foreach (var item in this.GetComponents <AssetFileReference>()) { Destroy(item); } foreach (var item in graphic.InfoList) { AssetFile file = AssetFileManager.Load(item.File, this); file.AddReferenceComponet(this.gameObject); file.Unuse(this); } while (!graphic.IsLoadEnd) { yield return(0); } OnComplete(); IsLoading = false; }
public void PlaySe(AssetFile file, float volume) { AudioSource audio = PlaySeSub(file.Sound, volume); if (audio) { file.AddReferenceComponet (audio.gameObject); } }
public void Play(string streamName, AssetFile file, float volume, bool isLoop, float fadeTime, bool isReplay, Func<float> callbackMasterVolume) { bool isStreaming = (file.LoadFlags & AssetFileLoadFlags.Streaming) == AssetFileLoadFlags.Streaming; SoundStream stream = PlaySub(streamName, file.Sound, volume, isLoop, isStreaming, fadeTime, isReplay, callbackMasterVolume); file.AddReferenceComponet(stream.gameObject); }