// TODO: Cleanup: Get rid of or move this method? /// <summary>Return the sound for a given music cue. Not to be used in the simulation (play it immediately).</summary> public string LocalGetPathForMusicCue(Cue cue) { string musicPath = null; if (ReferenceEquals(cue, missingCue)) { #if DEVELOPER musicPath = MissingAudio.GetMissingMusicPath(); // <- TODO: Put me back? #endif } else if (cue != null && cue.SoundCount > 0) { // Assumption: Music Cue is just a single sound with no variations! Debug.Assert(cue.SoundCount == 1); musicPath = cue.sounds[0].path; } return(musicPath); }
public Cue GetCue(string name, object debugContext) { if (string.IsNullOrWhiteSpace(name)) { return(null); } Cue result; if (cues.TryGetValue(name, out result)) { return(result); } #if DEVELOPER MissingAudio.ReportMissingCue(name, debugContext); // <- NOTE: This has its own internal no-repeat handling, so it's fine with rollbacks #endif return(missingCue); }
/// <summary>Return the sound for a given music cue. Not to be used in the simulation (play it immediately).</summary> public SafeSoundEffect LocalGetSoundForMusicCue(Cue cue) { SafeSoundEffect music = null; if (ReferenceEquals(cue, missingCue)) { #if DEVELOPER music = MissingAudio.GetMissingMusicSound(); #endif } else if (cue != null && cue.SoundCount > 0) { // Assumption: Music Cue is just a single sound with no variations! Debug.Assert(cue.SoundCount == 1); music = GetSound(cue, 0); } return(music); }