/// <summary> /// Pauses the game, disables the playermovement script. /// </summary> public void Pause() { Time.timeScale = 0; playerMove.enabled = false; AkSoundEngine.Suspend(true); leftLight.Stop(); rightLight.Stop(); }
private static void SuspendEngine(bool isMuted) { if (isMuted) { AkSoundEngine.Suspend(true); isSuspended = true; } else { isSuspended = false; AkSoundEngine.WakeupFromSuspend(); AkSoundEngine.RenderAudio(true); } }
void OnApplicationFocus(bool focus) { if (ms_Instance != null) { if (focus) { AkSoundEngine.WakeupFromSuspend(); } else { AkSoundEngine.Suspend(); } AkSoundEngine.RenderAudio(); } }
//Keep out of UNITY_EDITOR because the sound needs to keep playing when switching windows (remote debugging in Wwise, for example). //On the WiiU, it seems Unity has a bug and never calls OnApplicationFocus(true). This leaves us in "suspended mode". So commented out for now. //On iOS, application interruptions are handled in the sound engine already. void OnApplicationPause(bool pauseStatus) { if (ms_Instance != null) { if (!pauseStatus) { AkSoundEngine.WakeupFromSuspend(); } else { AkSoundEngine.Suspend(); } AkSoundEngine.RenderAudio(); } }
private static void ActivateAudio(bool activate) { if (ms_Instance != null) { if (activate) { AkSoundEngine.WakeupFromSuspend(); } else { AkSoundEngine.Suspend(); } AkSoundEngine.RenderAudio(); } }
// Enable/Disable the audio when pressing play/pause in the editor. private static void OnEditorPlaymodeStateChanged() { if (ms_Instance != null) { if (EditorApplication.isPaused) { AkSoundEngine.Suspend(); } else { AkSoundEngine.WakeupFromSuspend(); } AkSoundEngine.RenderAudio(); } }
private void ActivateAudio(bool activate) { if (AkSoundEngine.IsInitialized()) { if (activate) { AkSoundEngine.WakeupFromSuspend(); } else { AkSoundEngine.Suspend(); } AkSoundEngine.RenderAudio(); } }
//On the WiiU, it seems Unity has a bug and never calls OnApplicationFocus(true). This leaves us in "suspended mode". So commented out for now. void OnApplicationPause(bool pauseStatus) { #if UNITY_IOS AkSoundEngine.ListenToAudioSessionInterruption(pauseStatus); #endif if (ms_Instance != null) { if (!pauseStatus) { AkSoundEngine.WakeupFromSuspend(); } else { AkSoundEngine.Suspend(); } AkSoundEngine.RenderAudio(); } }
public void Init(AkInitializer akInitializer) { if (akInitializer == null) { UnityEngine.Debug.LogError("WwiseUnity: AkInitializer must not be null. Sound engine will not be initialized."); return; } #if UNITY_EDITOR if (UnityEngine.Application.isPlaying && !IsTheSingleOwningInitializer(akInitializer)) { UnityEngine.Debug.LogError("WwiseUnity: Sound engine is already initialized."); return; } var arguments = System.Environment.GetCommandLineArgs(); if (System.Array.IndexOf(arguments, "-nographics") >= 0 && System.Array.IndexOf(arguments, "-wwiseEnableWithNoGraphics") < 0) { return; } var isInitialized = false; try { isInitialized = AkSoundEngine.IsInitialized(); IsSoundEngineLoaded = true; } catch (System.DllNotFoundException) { IsSoundEngineLoaded = false; UnityEngine.Debug.LogWarning("WwiseUnity: AkSoundEngine is not loaded."); return; } #else var isInitialized = AkSoundEngine.IsInitialized(); #endif AkLogger.Instance.Init(); if (isInitialized) { #if UNITY_EDITOR if (AkWwiseInitializationSettings.ResetSoundEngine(UnityEngine.Application.isPlaying || UnityEditor.BuildPipeline.isBuildingPlayer)) { UnityEditor.EditorApplication.update += LateUpdate; } if (UnityEditor.EditorApplication.isPaused && UnityEngine.Application.isPlaying) { AkSoundEngine.Suspend(true); } #else UnityEngine.Debug.LogError("WwiseUnity: Sound engine is already initialized."); #endif return; } #if UNITY_EDITOR if (UnityEditor.BuildPipeline.isBuildingPlayer) { return; } #endif if (!AkWwiseInitializationSettings.InitializeSoundEngine()) { return; } #if UNITY_EDITOR OnEnableEditorListener(akInitializer.gameObject); UnityEditor.EditorApplication.update += LateUpdate; #endif }
public void AudioPause() { AkSoundEngine.PostEvent("Stop_Sound", mGlobalObject); AkSoundEngine.Suspend(); }
public void suspend() { AkSoundEngine.Suspend(); }