public void StopSFX()
    {
#if UNITY_EDITOR || UNITY_STANDALONE
        SFX.Stop();
#endif
#if !UNITY_EDITOR && UNITY_ANDROID
        AndroidNativeAudio.stop(currentSFXStreamID);
#endif
    }
    public void StopSFX(int id)
    {
#if UNITY_EDITOR || UNITY_STANDALONE
        SFX.Stop();
#endif
#if !UNITY_EDITOR && UNITY_ANDROID
        AndroidNativeAudio.stop(id);
#endif
    }
        protected virtual void Handler_StopLoopedEvent(object sender, GameEventArgs e)
        {
            Dictionary <string, int> soundsToSave = new Dictionary <string, int>();

            foreach (var s in loopedSounds)
            {
                if (s.Key != e.type)
                {
                    AndroidNativeAudio.stop(s.Value);
                    soundsToSave.Add(s.Key, s.Value);
                }
            }
            loopedSounds = soundsToSave;
        }
Esempio n. 4
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    void ModifySound()
    {
        // These aren't necessary, but show how you could work with a loaded sound.

        AndroidNativeAudio.pause(SoundID);
        AndroidNativeAudio.resume(SoundID);
        AndroidNativeAudio.stop(SoundID);

        AndroidNativeAudio.pauseAll();
        AndroidNativeAudio.resumeAll();

        AndroidNativeAudio.setVolume(SoundID, 0.5f);
        AndroidNativeAudio.setLoop(SoundID, 3);
        AndroidNativeAudio.setPriority(SoundID, 5);
        AndroidNativeAudio.setRate(SoundID, 0.75f);
    }
    IEnumerator FadeOutSFXCorou(int id, float t)
    {
        float tt = 0;

        if (t != 0)
        {
            do
            {
                yield return(null);

                tt += TimeManager.Instance.UnscaledDeltaTime / t;
                AndroidNativeAudio.setVolume(id, Mathf.Lerp(sfxVolume, 0, tt));
            } while (tt < 1);
        }
        AndroidNativeAudio.stop(id);
    }