Esempio n. 1
0
    public void PlaySeAndFadeBgm(string seName)
    {
        AudioClip clip = Resources.Load(StringBuilderTool.ToInfoString("Sound/Se/", seName)) as AudioClip;

        int track = ChooseFreeSeTrack();

        m_TrackSEList[track].clip = clip;
        m_TrackSEList[track].loop = false;
        m_TrackSEList[track].Play();

        m_FadeBgmSeTrk = track;

        if (clip.length < 0.5f)
        {
            //no fade bgm, cause se is too short
            if (IsBgmPlaying())
            {
                m_TrackBgm[m_ActiveBgmTrack].volume = (float)(m_CurrentBgmVol / 300.0f);
            }
        }
        else
        {
            if (IsBgmPlaying())
            {
                TweenVolume.Begin(m_TrackBgm[m_ActiveBgmTrack].gameObject, 0.2f, (float)m_CurrentBgmVol / 300.0f);
            }
        }
        m_Status = E_SND_STAT.STAT_SE_FADE_BGM;
    }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        switch (m_Status)
        {
        case E_SND_STAT.STAT_NULL:
            break;

        case E_SND_STAT.STAT_SE_FADE_BGM:
            if (!m_TrackSEList[m_FadeBgmSeTrk].isPlaying && !m_BgmStopped)
            {
                m_Status = E_SND_STAT.STAT_NULL;
                TweenVolume.Begin(m_TrackBgm[m_ActiveBgmTrack].gameObject, 0.2f, (float)m_CurrentBgmVol / 100.0f);
                m_FadeBgmSeTrk = 0;
            }
            break;
        }
    }
 // Update is called once per frame
 void Update()
 {
     switch(m_Status)
     {
     case E_SND_STAT.STAT_NULL:
         break;
     case E_SND_STAT.STAT_SE_FADE_BGM:
         if ( !m_TrackSEList[m_FadeBgmSeTrk].isPlaying )
         {
             m_Status = E_SND_STAT.STAT_NULL;
             TweenVolume.Begin( m_TrackBgm[m_ActiveBgmTrack].gameObject, 0.2f, (float)m_CurrentBgmVol/100.0f );
             m_FadeBgmSeTrk = 0;
         }
         break;
     }
 }
    public void PlaySeAndFadeBgm( string seName )
    {
        AudioClip clip = Resources.Load("Sound/Se/"+seName) as AudioClip;

        int track = ChooseFreeSeTrack();
        m_TrackSEList[track].clip = clip;
        m_TrackSEList[track].loop = false;
        m_TrackSEList[track].Play();

        m_FadeBgmSeTrk = track;

        if ( clip.length < 0.5f )
        {
            //no fade bgm, cause se is too short
            if ( IsBgmPlaying() )
            {
                m_TrackBgm[m_ActiveBgmTrack].volume = (float)( m_CurrentBgmVol / 300.0f );
            }
        }
        else
        {
            if ( IsBgmPlaying() )
            {
                TweenVolume.Begin( m_TrackBgm[m_ActiveBgmTrack].gameObject, 0.2f, (float)m_CurrentBgmVol/300.0f );
            }
        }
        m_Status = E_SND_STAT.STAT_SE_FADE_BGM;
    }