public setPosition ( uint position, TIMEUNIT postype ) : RESULT | ||
position | uint | |
postype | TIMEUNIT | |
Résultat | RESULT |
public void Seek(TimeSpan position) { if (status == STATUS.PLAY && channel != null) { channel.setPosition((uint)position.TotalMilliseconds, TIMEUNIT.MS); } }
public void SetPosition(uint pos) { if (channel != null) { result = channel.setPosition(pos, FMOD.TIMEUNIT.MS); } }
public void SetProgress(float Value) { if (_channel == null || _sound == null) { return; } uint len = 0; _sound.getLength(out len, TIMEUNIT.MS); _channel.setPosition((uint)(len * Value), TIMEUNIT.MS); }
public void Position(uint lenms) { if (channel != null) { channel.setPosition(lenms, FMOD.TIMEUNIT.MS); } }
// 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); }
public void SetPosition(UInt32 Position) { if (!SoundSystem.AudioFound) { return; } ActiveChannel.setPosition(Position, TIMEUNIT.MS); }
void PlayFMODSound() { lowlevelSystem.playSound(generatedSound1, channelGroupforInstrument, false, out channel1forInstrument); channel1forInstrument.setPosition(0, TIMEUNIT.MS); channel1forInstrument.setPaused(false); lowlevelSystem.playSound(generatedSound2, channelGroupforInstrument2, false, out channel2forInstrument); channel2forInstrument.setPosition(0, TIMEUNIT.MS); channel2forInstrument.setPaused(false); }
public void JoinReference(CustomAudioSource reference) { uint currentPosition, currentReferencePosition; if (Channel == null) { return; } Channel.getPosition(out currentPosition, TIMEUNIT.PCM); reference.Channel.getPosition(out currentReferencePosition, TIMEUNIT.PCM); var gapRatio = Mathf.Round((currentPosition / (float)currentReferencePosition) * 1000) / 1000; Speed = reference.Speed - (gapRatio - 1) * 10; Volume = reference.Volume - Mathf.Abs(gapRatio - 1) * 100; if (currentPosition - currentReferencePosition >= 100 || currentPosition - currentReferencePosition == 0) { return; } Channel.setPosition(currentReferencePosition, TIMEUNIT.PCM); Speed = reference.Speed; }
//following function is not from original author /// <summary> /// set the time position /// </summary> /// <param name="time">time in milliseconds</param> public void SetTimePosition(uint time, TIMEUNIT un = TIMEUNIT.MS) { songChannel1.setPosition(time, un); }
// 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(); }