static MidiGenerator() { //lSoundfontFile = "Sound/Soundfont/Sfz/Bank/MandolinOrchestra.blst.txt"; //string lSoundfontFile = "/Users/nagi/Google ドライブ/Soundline/Sfz/BankList/Standard.blst.txt"; //string lSoundfontFile = "/Users/nagi/Google ドライブ/Soundline/Sfz/BankList/Original.blst.txt"; //lSoundfontFile = "Sound/Soundfont/gm.dls"; //lSoundfontFile = "Sound/Soundfont/msgs.sf2"; //soundcluster = LoaderSoundcluster.Load( UnityEngine.Application.streamingAssetsPath + "/Sound/Soundfont/gm.dls" ); //soundcluster = LoaderSoundcluster.Load( UnityEngine.Application.streamingAssetsPath + "/Sound/Soundfont/msgs.sf2" ); //soundcluster = ConstructorCollection.ConstructSoundcluster( UnityEngine.Application.streamingAssetsPath + "/Sound/Soundfont/Sfz/Standard.blst" ); string lFilePath = ""; using (FileStream uFileStream = new FileStream(UnityEngine.Application.streamingAssetsPath + "/Sound/Soundfont/Soundfont.txt", FileMode.Open, FileAccess.Read)) { using (StreamReader u = new StreamReader(uFileStream)) { for (string lLine = u.ReadLine(); lLine != null; lLine = u.ReadLine()) { if (lLine != "" && lLine.IndexOf("//") != 0) { if (lLine[0] == '/') { lFilePath = lLine; } else { lFilePath = UnityEngine.Application.streamingAssetsPath + "/Sound/Soundfont/" + lLine; } } } } } soundcluster = ConstructorCollection.ConstructSoundcluster(lFilePath); }
public static void SetSoundcluster(string aPathFile) { soundcluster = ConstructorCollection.ConstructSoundcluster(aPathFile); }