FindMatchingGroups() private method

private FindMatchingGroups ( string subPath ) : UnityEngine.Audio.AudioMixerGroup[]
subPath string
return UnityEngine.Audio.AudioMixerGroup[]
コード例 #1
0
 static public int FindMatchingGroups(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.Audio.AudioMixer self = (UnityEngine.Audio.AudioMixer)checkSelf(l);
         System.String a1;
         checkType(l, 2, out a1);
         var ret = self.FindMatchingGroups(a1);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
コード例 #2
0
    void Start()
    {
        if (!ShipSource)
        {
            ShipSource                       = gameObject.AddComponent <AudioSource>();
            ShipSource.playOnAwake           = false;
            ShipSource.outputAudioMixerGroup = mixer.FindMatchingGroups("Master")[0];
        }
        if (!DeathSource)
        {
            DeathSource                       = gameObject.AddComponent <AudioSource>();
            DeathSource.playOnAwake           = false;
            DeathSource.outputAudioMixerGroup = mixer.FindMatchingGroups("Master")[0];
        }

        Death.LoadAudioData();
        DeathSource.clip = Death;
        Shot.LoadAudioData();
    }
コード例 #3
0
ファイル: MusicPlayer.cs プロジェクト: Vormulac/AGR2280
    private void SetupPlayer()
    {
        // Create Audio Source
        audioSource = gameObject.AddComponent<AudioSource>();

        // Get audio mixer
        audioMixer = Resources.Load("Audio/Master") as AudioMixer;

        // Find music mixer groups
        AudioMixerGroup[] MusicGroups = audioMixer.FindMatchingGroups("Music");

        // Set audio source mixer group to first index
        audioSource.outputAudioMixerGroup = MusicGroups[0];
    }
コード例 #4
0
 static public int FindMatchingGroups(IntPtr l)
 {
     try {
         UnityEngine.Audio.AudioMixer self = (UnityEngine.Audio.AudioMixer)checkSelf(l);
         System.String a1;
         checkType(l, 2, out a1);
         var ret = self.FindMatchingGroups(a1);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #5
0
 static int FindMatchingGroups(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.Audio.AudioMixer obj = (UnityEngine.Audio.AudioMixer)ToLua.CheckObject <UnityEngine.Audio.AudioMixer>(L, 1);
         string arg0 = ToLua.CheckString(L, 2);
         UnityEngine.Audio.AudioMixerGroup[] o = obj.FindMatchingGroups(arg0);
         ToLua.Push(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
コード例 #6
0
    public void CreateWeatherSound()
    {
        UniStormSystem UniStormSystemObject = GameObject.Find("UniStorm System").GetComponent <UniStormSystem>();

        if (UniStormSystemObject.enabled)
        {
            GameObject Temp = new GameObject();
            Temp.AddComponent <AudioSource>();
            AudioSource _AS = Temp.GetComponent <AudioSource>();
            _AS.clip   = WeatherSound;
            _AS.volume = 0;
            _AS.loop   = true;
            UnityEngine.Audio.AudioMixer m_AudioMixer = Resources.Load("UniStorm Audio Mixer") as UnityEngine.Audio.AudioMixer;
            _AS.outputAudioMixerGroup = m_AudioMixer.FindMatchingGroups("Master/Weather")[0];
            Temp.name = WeatherTypeName + " (UniStorm)";
            Temp.transform.SetParent(GameObject.Find("UniStorm Sounds").transform);
            Temp.transform.position = new Vector3(Temp.transform.parent.position.x, Temp.transform.parent.position.y, Temp.transform.parent.position.z);
            UniStormSystemObject.WeatherSoundsList.Add(_AS);
        }
    }
コード例 #7
0
    //!callback function, builds audio source once a clip is loaded
    void finishedLoading(AudioClip clip, AudioMixer mixerGroup, GameObject go, string name, string loadType)
    {
        AudioSource source = go.AddComponent<AudioSource>();

        AudioMixerGroup[] groupArray = mixerGroup.FindMatchingGroups(name);
        Debug.Log("audio", "FinishedLoading: group array length is " + groupArray.Length);

        if (groupArray.Length == 1){
            source.outputAudioMixerGroup = groupArray[0];           //how i set the output for the source's mixergroup
            source.clip = clip;

            source.Play();
            //Add to active audio dictionary
            activeAudio.Add(name, source);

            Debug.Log("audio", "FinishedLoading: source name is " + name + " and has been added to active audio");
            Debug.Log("audio", "FinishedLoading: clip length is " + source.clip.length);

            //start a new coroutine to wait for DESTRUCTION TIME
            StartCoroutine(reclaimSource(source, name, loadType));
        }else if (groupArray.Length > 1){
            Debug.Warning("audio", "FinishedLoading: more than 1 mixer group exists for the sound " + name);
        }else{
            Debug.Warning("audio", "FinishedLoading: No mixer group exists for sound " + name);
        }
    }
コード例 #8
0
 // --- ミキサーからミキサーグループの抽出 ---
 static void CreateMixerGroup(AudioMixer mixer)
 {
     foreach (var group in mixer.FindMatchingGroups(""))
     {
         string replacedName = ReplaceString(group.name);
         audioData.RegisterGroup(replacedName, group);
         if (!groupFileList.Contains(group))
             groupFileList.Add(group);
     }
 }