public void OnRepeatNotePlayed(RepeatNoteArgs e)
        {
            int unplayed = -1;
            List <Instrument> instruments = e.instrumentSet.mInstruments;
            Instrument        instrument  = instruments[e.indexA];
            int note = instrument.mClipNotes[mMeasureEditor.mCurrentMeasure.value][e.repeatingCount][e.indexB];

            if (instrument.mClipNotes[mMeasureEditor.mCurrentMeasure.value][e.repeatingCount][e.indexB] != unplayed)
            {
                mMusicGenerator.PlayAudioClip(e.instrumentSet, (int)instrument.InstrumentTypeIndex, note, instrument.mData.Volume, e.indexA);
                mStaffPlayer.DisplayNote(note,
                                         (int)instrument.mData.mStaffPlayerColor, false, e.instrumentSet);
            }
        }
Exemple #2
0
        /// <summary>
        /// staggers the playClip() call:
        /// </summary>
        /// <param name="clipIN"></param>
        /// <param name="i"></param>
        /// <returns></returns>
        public IEnumerator StrumClip(int[] clipIN, int i)
        {
            if (mInstruments[i].mData.mSuccessionType == eSuccessionType.rhythm && mInstruments[i].mData.mArpeggio == false)
            {
                Array.Sort(clipIN);
            }

            float variation = UnityEngine.Random.Range(0, mInstruments[i].mData.StrumVariation);

            for (int j = 0; j < clipIN.Length; j++)
            {
                if (clipIN[j] != mUnplayed)
                {
                    mMusicGenerator.PlayAudioClip(this, (int)mInstruments[i].InstrumentTypeIndex, clipIN[j], mInstruments[i].mData.Volume, i);
                    mMusicGenerator.UIStaffNoteStrummed.Invoke(clipIN[j], (int)mInstruments[i].mData.mStaffPlayerColor);
                    yield return(new WaitForSeconds(mInstruments[i].mData.StrumLength + variation));
                }
            }
        }