void DrawCustomInspector() { source = target as SoundSourcePlayer; SoundInspectorView.Instance.SetContent(source.source, SoundInspectorView.ContentType.soundSource); SoundInspectorView.Instance.soundSourceInspectorLayout.drawSoundSource(false, false); SoundInspectorView.Instance.soundSourceInspectorLayout.drawSettingsSource(false, false); SoundInspectorView.Instance.soundSourceInspectorLayout.drawSoundSource3d(false, false); SoundInspectorView.Instance.soundSourceInspectorLayout.drawTransitionOptions(false, false); }
public void playSoundAtBeat(SoundSourcePlayer source) { //play the specified sound at the specified beat delayedSounds.Add(new DelayedSound(source)); }
void setTrigger(SoundSource ss, SoundSourcePlayer player) { switch (ss.triggerType){ case(SoundSource.TriggerType.Static):{ PlayTrigger.Play(_audioManager.mainMixer, ss); break; } case(SoundSource.TriggerType.Dynamic):{ if (ss.playOnEnter){ // attatch play on enter script gameObject.AddComponent<PlayOnEnter>().triggeredPlayers.Add(player); } if (ss.playOnExit){ gameObject.AddComponent<PlayOnExit>().triggeredPlayers.Add(player); // attatch play on exit script } if (ss.playOnDestroy){ gameObject.AddComponent<PlayOnDestroy>().triggeredPlayers.Add(player); // attatch play on destroy script } break; } } }
public SoundSourcePlayer soundSourcePlayer; //set up an audio source #endregion Fields #region Constructors public DelayedSound(SoundSourcePlayer source) { //set up new sound and beat soundSourcePlayer = source; bpm = soundSourcePlayer.source.bpm; beatCount = soundSourcePlayer.source.timeSignature; nextEventTime = latestSecond + ((60.0f / bpm) * beatCount); Debug.Log("Created at " + AudioSettings.dspTime + " and playing at " + nextEventTime); }