public static void LoadConfig() { MusicConfig = new MusicConfig(); if (!Directory.Exists(Main.SavePath)) { Directory.CreateDirectory(Main.SavePath); } string path = string.Concat(new object[] { Main.SavePath, Path.DirectorySeparatorChar, CONFIG_FILE_NAME }); FirstTimeUse = false; if (File.Exists(path)) { using (StreamReader r = new StreamReader(path)) { string json = r.ReadToEnd(); MusicConfig = JsonConvert.DeserializeObject <MusicConfig>(json); } } else { FirstTimeUse = true; } }
private bool IsStartMusic() { MusicConfig musicConfig = new MusicConfig(); var config = musicConfig.GetConfig(); return(config.IsStart == 1); }
static MusicConfig GetInstance() { if (s_config == null) { s_config = new MusicConfig(); } return(s_config); }
public void StartWallpapaer() { MusicConfig musicConfig = new MusicConfig(); var config = musicConfig.GetConfig(); if (wallpaper == null) { wallpaper = new Wallpaper(); } wallpaper.SetWallpaper(config.Path, config.Volume); }
void Awake() { m_source = GetComponent <UnityEngine.AudioSource>(); // In order to use our procedural filter as the input to the AudioSource, // we need to detach any potential AudioClip from it. // see: https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnAudioFilterRead.html m_source.clip = null; // must loop over the buffer, since it is refilled at each step. m_source.loop = true; m_source.Stop(); m_sampleRate = MusicConfig.GetSampleRate(); }
void Awake() { m_source = GetComponent <UnityEngine.AudioSource>(); // In order to use our procedural filter as the input to the AudioSource, // we need to detach any potential AudioClip from it. // see: https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnAudioFilterRead.html m_source.clip = null; // must loop over buffer m_source.loop = true; m_sampleRate = MusicConfig.GetSampleRate(); Load(file, startingNumberVoices); }
private void SetStart(bool isStart) { MusicConfig musicConfig = new MusicConfig(); musicConfig.SetStart(isStart); }
void Update() { m_sampleRate = MusicConfig.GetSampleRate(); }
private void OnDestroy() { s_instance = null; }
private void Awake() { s_instance = this; }