private void ActivateAudio(bool activate, bool renderAnyway = false) { if (AkSoundEngine.IsInitialized()) { if (activate) { AkSoundEngine.WakeupFromSuspend(); } else { AkSoundEngine.Suspend(renderAnyway); } AkSoundEngine.RenderAudio(); } }
private static void ActivateAudio(bool activate) { if (AkSoundEngine.IsInitialized()) { 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 static void ActivateAudio(bool activate) { if (ms_Instance != null) { 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(); } }
/// <summary> /// Only used when counting down. /// </summary> void Update() { if (countingDown) { //Gets the current time. DateTime now = DateTime.Now; //Updates the visual text. unpauseCountdown.text = (int)((countTo - now).TotalSeconds + 1) + ""; //No longer puased if (countTo.CompareTo(now) < 0) { //Unpause functionality. Time.timeScale = 1; countingDown = false; unpauseCountdown.gameObject.SetActive(false); playerMove.enabled = true; // resume sound AkSoundEngine.WakeupFromSuspend(); leftLight.Resume(); rightLight.Resume(); } } if (fadingIn) { timer += Time.deltaTime; Color temp = Color.Lerp(Color.clear, Color.white, timer / fadeInTime); multiplier.color = temp; score.color = temp; pauseButtonImage.color = temp; if (timer >= fadeInTime) { fadingIn = false; GameState._instance.ResetTimeSinceGameStarted(); GameState._instance.SetGameOver(false); } } }
public void AudioResume() { AkSoundEngine.WakeupFromSuspend(); }
public void AwakeFromSuspend() { AkSoundEngine.WakeupFromSuspend(); }