Esempio n. 1
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 /// <summary>
 /// Adds a track to the game
 /// can be used as an alternative to the LoadMusic/LoadMusicAsync methods if you want to load the file yourself or already have an AudioClip for other reasons
 /// </summary>
 ///
 /// <param name="trackName">
 /// DisplayName of the track, has to be unique. (preferably prefixed with your mod's name or acronym, eg `myMod_trackName`)
 /// </param>
 ///
 /// <param name="music">
 /// Non-Null AudioClip to play when loading the track
 /// </param>
 ///
 /// <returns>
 /// MusicLoadResult
 /// </returns>
 public static MusicLoadResult AddMusic(string trackName, AudioClip music)
 {
     return(CustomMusicManager.AddMusic(trackName, music));
 }
Esempio n. 2
0
 /// <summary>
 /// Loads and adds a track synchronously
 /// </summary>
 ///
 /// <param name="trackName">
 /// DisplayName of the track, has to be unique. (preferably prefixed with your mod's name or acronym, eg `myMod_trackName`)
 /// </param>
 ///
 /// <param name="formatType">
 /// format of the file, e.g. MPEG for .mp3 or WAV for .wav files
 /// </param>
 ///
 /// <param name="filePath">
 /// The path to the music-file, either absolute or relative to `[...]/BepInEx/config/blazingtwist.sor.musicloader/`
 /// You can use either `/` or System.IO.Path.DirectorySeparatorChar for the path.
 /// </param>
 ///
 /// <returns>
 /// A Tuple of MusicLoadResult and the final AudioClip (when MusicLoadResult == Success) or null otherwise
 /// </returns>
 public static (MusicLoadResult, AudioClip) LoadMusic(string trackName, AudioType formatType, string filePath)
 {
     return(CustomMusicManager.AddMusic(trackName, formatType, filePath));
 }