internal int GetIndexOfSelected() { foreach (MPIAudioContainer miac in IntroAudioList) { if (miac == CurrentAC) { return(IntroAudioList.IndexOf(miac)); } } return(0); }
internal MPIAudioContainer SelectAudio(int idx) { MPIAudioContainer[] ial = IntroAudioList.ToArray(); if (idx < ial.Length && idx >= 0) { CurrentAC = ial[idx]; } else { CurrentAC = DefaultAC; } MPIConfig.LastSound = CurrentAC.Name; return(CurrentAC); }
internal IEnumerator Load() { var folderPath = Environment.CurrentDirectory + Plugin.AudioPath; if (!Directory.Exists(folderPath)) { Directory.CreateDirectory(folderPath); } var directories = Directory.GetDirectories(folderPath); IntroAudioList.Add(DefaultAC); IntroAudioList.Add(MutedAC); foreach (var folder in directories) { //Logger.log.Info(folder); MPIAudioContainer miac = new MPIAudioContainer("");//FromFolder(folder); yield return(miac.LoadFromFolder(folder + "/")); if (miac != null) { IntroAudioList.Add(miac); //Logger.log.Info("Added: " + miac.Name + " | " + (miac.BuildUpClip != null) + " | " + (miac.ReadyClip != null) + " | " + (miac.SetClip != null) + " | " + (miac.GoClip != null)); if (miac.Name.Equals(MPIConfig.LastSound)) { //Logger.log.Info("Last used Sounds found!"); CurrentAC = miac; } } } Logger.log.Info((IntroAudioList.Count - 2) + " custom multiplayer intro sound preset(s) loaded!"); if (CurrentAC == null) { CurrentAC = DefaultAC; } }
internal void Clear() { IntroAudioList.Clear(); }