public void SetFloatParameter(Hv_Enemies_AudioLib.Parameter param, float x) { switch (param) { case Parameter.Delaylevel: { x = Mathf.Clamp(x, 0.0f, 1.0f); delayLevel = x; break; } case Parameter.Delaytimeleft: { x = Mathf.Clamp(x, 1.0f, 4000.0f); delayTimeLeft = x; break; } case Parameter.Delaytimeright: { x = Mathf.Clamp(x, 1.0f, 4000.0f); delayTimeRight = x; break; } case Parameter.Distortioncrush: { x = Mathf.Clamp(x, 0.1f, 1.0f); distortionCrush = x; break; } case Parameter.Highpassfreq: { x = Mathf.Clamp(x, 30.0f, 12000.0f); highpassFreq = x; break; } case Parameter.Lowpassfreq: { x = Mathf.Clamp(x, 30.0f, 18000.0f); lowpassFreq = x; break; } case Parameter.Mastervoiceonoff: { x = Mathf.Clamp(x, 0.0f, 1.0f); masterVoiceOnOff = x; break; } case Parameter.Mastervoicevolume: { x = Mathf.Clamp(x, 0.0f, 0.8f); masterVoiceVolume = x; break; } default: return; } if (IsInstantiated()) { _context.SendFloatToReceiver((uint)param, x); } }
// see Hv_Enemies_AudioLib.Parameter for definitions public float GetFloatParameter(Hv_Enemies_AudioLib.Parameter param) { switch (param) { case Parameter.Delaylevel: return(delayLevel); case Parameter.Delaytimeleft: return(delayTimeLeft); case Parameter.Delaytimeright: return(delayTimeRight); case Parameter.Distortioncrush: return(distortionCrush); case Parameter.Highpassfreq: return(highpassFreq); case Parameter.Lowpassfreq: return(lowpassFreq); case Parameter.Mastervoiceonoff: return(masterVoiceOnOff); case Parameter.Mastervoicevolume: return(masterVoiceVolume); default: return(0.0f); } }