//Update the timeline and render the markers in the correct positions public void RenderTimeline() { if (_timeScale <= minThreshold && _mode == TimelineMode.sec) { _mode = TimelineMode.min; CreateTimeline(10); } else if (_timeScale >= minThreshold && _mode == TimelineMode.min) { _mode = TimelineMode.sec; CreateTimeline(1); } UpdateTimeline(); }
//Load the song and wait for completion void Start() { //trackConfigWindow.CloseWindow(); _dataPath = Application.dataPath + "/Songs"; //if (GameRegistry.GetString("CUR_SONG") == null) // GameRegistry.SetValue("CUR_SONG", "SongName"); _mode = TimelineMode.sec; string curPath = _dataPath + "/" + GameRegistry.GetString("CUR_SONG", "SongName"); _curSong = Song.loadSong(File.ReadAllBytes(curPath + "/Song.SongData")); Debug.Log(_curSong.songPath); //_curSong.songPath = "/SongName/Song.wav"; //File.WriteAllBytes(_dataPath + "/SongName/Song.SongData", _curSong.getSongData()); _audio = GetComponent <AudioSource>(); _audio.playOnAwake = false; _audio.Stop(); EventManager.StartListening("songLoaded", SongReady); _loadStartTime = Time.time; StartCoroutine(_curSong.LoadAudioClip("songLoaded")); Debug.Log("Loading Song..."); }
//Load the song and wait for completion void Start() { //trackConfigWindow.CloseWindow(); _dataPath = Application.dataPath + "/Songs"; _mode = TimelineMode.sec; _curSong = Song.loadSong(File.ReadAllBytes(_dataPath + "/SongName/Song.SongData")); //File.WriteAllBytes(_dataPath + "/SongName/Song.SongData", _curSong.getSongData()); _audio = GetComponent<AudioSource>(); _audio.playOnAwake = false; _audio.Stop(); EventManager.StartListening("songLoaded", SongReady); _loadStartTime = Time.time; StartCoroutine(_curSong.LoadAudioClip("songLoaded")); Debug.Log("Loading Song..."); }