private float SetVolume(InRuntimePlayer source, float busVolume) { float vol = source.OriginalVolume * busVolume * volume * source.Rolloff * fadeVolume; vol = source.AudioSource.SetLoudness(vol); return(vol); }
private void CalcRolloff(InRuntimePlayer player, float distance) { var usedNode = GetRolloffNode(player.UsedNode); var data = usedNode._nodeData as InAudioNodeData; if (data != null) { player.Rolloff = 1f; if (data.RolloffMode == AudioRolloffMode.Custom) { player.Rolloff = data.FalloffCurve.Evaluate(Mathf.Clamp01(distance / data.MaxDistance)); } SetVolume(player, audioParameters.Volume); //player.AudioSource.SetLoudness(player.OriginalVolume * attachedToBus.RuntimeSelfVolume * volume * player.Rolloff); } }
private float SetVolume(InRuntimePlayer source, float volume) { float vol = source.OriginalVolume * volume * source.Rolloff * fadeVolume * folderVolume; return source.AudioSource.SetLoudness(vol); }
private void CalcRolloff(InRuntimePlayer player, float distance) { var usedNode = GetRolloffNode(player.UsedNode); var data = usedNode._nodeData as InAudioNodeData; if (data != null) { player.Rolloff = 1f; if (data.RolloffMode == AudioRolloffMode.Custom) { player.Rolloff = data.FalloffCurve.Evaluate(Mathf.Clamp01(distance/data.MaxDistance)); } SetVolume(player, audioParameters.Volume); //player.AudioSource.SetLoudness(player.OriginalVolume * attachedToBus.RuntimeSelfVolume * volume * player.Rolloff); } }