GetClip() public méthode

Returns an AucioClip, based on whether it is random ou sequential.
public GetClip ( ) : AudioClip
Résultat UnityEngine.AudioClip
Exemple #1
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 private void InitializeAudioSource()
 {
     audioSource.clip   = audioData.GetClip(gameObject);
     audioSource.loop   = audioData.IsLooping();
     audioSource.volume = audioData.GetVol();
     audioSource.pitch  = audioData.GetPitch();
 }
Exemple #2
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    private void InitializeAudioSource(AudioSource source)
    {
        source.clip   = audioData.GetClip(gameObject);
        source.loop   = audioData.IsLooping();
        source.volume = audioData.GetVol();
        source.pitch  = audioData.GetPitch();

        IncrementIndex();
    }
Exemple #3
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        private void SetAudioSourceProperties()
        {
            if (audioSource == null)
            {
                Debug.LogError("No audiosource.", gameObject);
                return;
            }

            audioSource.clip   = audioData.GetClip(controlledObject);
            audioSource.loop   = audioData.IsLooping();
            audioSource.volume = audioData.GetVol();
            audioSource.pitch  = audioData.GetPitch();
        }
Exemple #4
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 public void SetSourceProperties(AudioData dataToRead, AudioSource sourceToSet, GameObject calledBy)
 {
     if (dataToRead != null)
     {
         sourceToSet.clip                  = dataToRead.GetClip(calledBy);
         sourceToSet.volume                = dataToRead.GetVol();
         sourceToSet.pitch                 = dataToRead.GetPitch();
         sourceToSet.loop                  = dataToRead.IsLooping();
         sourceToSet.spatialBlend          = dataToRead.GetSpatialBlend();
         sourceToSet.outputAudioMixerGroup = dataToRead.GetOutputGroup(calledBy);
     }
     else
     {
         Debug.LogError(calledBy.name + " Couldn't read audio data");
     }
 }