Esempio n. 1
0
        public bool PlayRandom(AudioAssetGroup audioAssetGroup, bool loop = false)
        {
            List <AudioAsset> audioAssets = new List <AudioAsset>(audioAssetGroup.AudioAssets);
            AudioAsset        target      = audioAssets[Random.Range(0, audioAssets.Count)];

            return(Play(audioAssetGroup, target, loop));
        }
Esempio n. 2
0
 public void FadeOut(float steps)
 {
     if (activeAudioAssetGroup != null && channel != null)
     {
         audioManager.FadeOut(channel, steps);
         activeAudioAssetGroup = null;
     }
 }
		public void FadeOut(float steps)
		{
			if (activeAudioAssetGroup != null && channel != null)
			{
				audioManager.FadeOut(channel , steps);
				activeAudioAssetGroup = null;
			}
		}
        private static void CreateAudioAssets()
        {
            if (Selection.objects.Length > 0)
            {
                List <AudioAsset> targets = new List <AudioAsset>();

                foreach (Object obj in Selection.objects)
                {
                    if (obj.GetType() == typeof(AudioAsset))
                    {
                        targets.Add(obj as AudioAsset);
                    }
                }

                if (targets.Count > 0)
                {
                    string path = AssetDatabase.GetAssetPath(targets[0]);

                    if (!string.IsNullOrEmpty(path))
                    {
                        int lastIndex = path.LastIndexOf(Path.DirectorySeparatorChar);

                        if (lastIndex <= 0)
                        {
                            lastIndex = path.LastIndexOf(Path.AltDirectorySeparatorChar);
                        }

                        if (lastIndex > 0)
                        {
                            path  = path.Substring(0, lastIndex + 1);
                            path += "AudioAssetGroup.asset";
                        }
                        else
                        {
                            path = EditorUtility.SaveFilePanelInProject("Create AudioAssetGroup", "AudioAssetGroup", "asset", "Create a nw AudioAssetGroup.");

                            if (string.IsNullOrEmpty(path))
                            {
                                return;
                            }
                        }

                        AudioAssetGroup asset = CreateInstance <AudioAssetGroup>();

                        asset.audioAssets = new AudioAsset[targets.Count];
                        targets.CopyTo(asset.audioAssets);

                        AssetDatabase.CreateAsset(asset, path);
                        AssetDatabase.SaveAssets();

                        Selection.activeObject = asset;
                    }
                }
            }
        }
Esempio n. 5
0
        public void Play(AudioAssetGroup audioAssetGroup, bool loop = false)
        {
            if (activeAudioAssetGroup != audioAssetGroup)
            {
                activeAudioAssetGroup = audioAssetGroup;

                if (activeAudioAssetGroup != null)
                {
                    channel.Stop();
                    channel.PlayRandom(activeAudioAssetGroup, loop);
                }
            }
        }
		public void Play(AudioAssetGroup audioAssetGroup , bool loop = false)
		{
			if (activeAudioAssetGroup != audioAssetGroup)
			{
				activeAudioAssetGroup = audioAssetGroup;

				if (activeAudioAssetGroup != null)
				{
					channel.Stop();
					channel.PlayRandom(activeAudioAssetGroup , loop);
				}
			}
		}
		public AudioChannel PlayRandom(AudioAssetGroup audioAssetGroup , bool loop = false)
		{
			if (audioAssetGroup == null)
			{
				return null;
			}

			foreach (AudioChannel channel in channels)
			{
				if (claimedChannels.Contains(channel))
				{
					continue;
				}

				if (channel.PlayRandom(audioAssetGroup , loop))
				{
					return channel;
				}
			}

			Debug.LogWarning("[AudioManager] No available audio channels for audio asset group: " + audioAssetGroup);
			return null;
		}
        public AudioChannel PlayRandom(AudioAssetGroup audioAssetGroup, bool loop = false)
        {
            if (audioAssetGroup == null)
            {
                return(null);
            }

            foreach (AudioChannel channel in channels)
            {
                if (claimedChannels.Contains(channel))
                {
                    continue;
                }

                if (channel.PlayRandom(audioAssetGroup, loop))
                {
                    return(channel);
                }
            }

            Debug.LogWarning("[AudioManager] No available audio channels for audio asset group: " + audioAssetGroup);
            return(null);
        }
Esempio n. 9
0
 public bool Play(AudioAssetGroup audioAssetGroup, AudioAsset audioAsset, bool loop = false)
 {
     return(Play(audioAsset, loop, audioAssetGroup.AudioMixerGroup ?? audioAsset.AudioMixerGroup));
 }
		public bool PlayRandom(AudioAssetGroup audioAssetGroup , bool loop = false)
		{
			List<AudioAsset> audioAssets = new List<AudioAsset>(audioAssetGroup.AudioAssets);
			AudioAsset target = audioAssets[Random.Range(0 , audioAssets.Count)];

			return Play(audioAssetGroup , target , loop);
		}
		public bool Play(AudioAssetGroup audioAssetGroup , AudioAsset audioAsset , bool loop = false)
		{
			return Play(audioAsset , loop , audioAssetGroup.AudioMixerGroup ?? audioAsset.AudioMixerGroup);
		}