GetAudioType() public method

public GetAudioType ( AudioClip clip ) : AudioType
clip UnityEngine.AudioClip
return AudioType
コード例 #1
0
 void handleMuteAction(AudioActionType actionType, AudioType audioType)
 {
     foreach (AudioSource source in channels.Values)
     {
         if (fileList.GetAudioType(source.clip) == audioType)
         {
             source.mute = AudioUtil.MutedBoolFromAudioAction(actionType);
         }
     }
 }
コード例 #2
0
 AudioType getChannelType(AudioSource channel)
 {
     if (channel.clip)
     {
         return(fileList.GetAudioType(channel.clip));
     }
     else
     {
         return(default(AudioType));
     }
 }
コード例 #3
0
    public void Play(AudioFile file)
    {
        AudioSource source = getChannel(file.Channel);

        checkMute(file, source);
        bool  shouldResumeClip = false;
        float clipTime         = 0;

        if (file.Type == AudioType.FX)
        {
            if (source.clip != null && source.isPlaying && !clipIsActive(file))
            {
                if (!AudioUtil.IsMuted(AudioType.FX))
                {
                    StartCoroutine(completeOnTempChannel(source.clip, source.time, source.volume));
                }
            }
        }
        else if (file.Type == AudioType.Music)
        {
            if (source.clip == file.Clip)
            {
                shouldResumeClip = true;
                clipTime         = source.time;
            }
        }
        source.clip   = file.Clip;
        source.loop   = file.Loop;
        source.volume = file.Volumef;
        if (shouldResumeClip)
        {
            source.time = clipTime;
        }
        source.Play();
        if (fileList.GetAudioType(source.clip) == AudioType.FX)
        {
            activeSFX.Add(source.clip);
            StartCoroutine(removeClipWhenFinished(source.clip));
        }
    }