SetSpatializerFloat() private method

private SetSpatializerFloat ( int index, float value ) : bool
index int
value float
return bool
コード例 #1
0
 static public int SetSpatializerFloat(IntPtr l)
 {
     try {
         UnityEngine.AudioSource self = (UnityEngine.AudioSource)checkSelf(l);
         System.Int32            a1;
         checkType(l, 2, out a1);
         System.Single a2;
         checkType(l, 3, out a2);
         var ret = self.SetSpatializerFloat(a1, a2);
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #2
0
 static int SetSpatializerFloat(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 3);
         UnityEngine.AudioSource obj = (UnityEngine.AudioSource)ToLua.CheckObject <UnityEngine.AudioSource>(L, 1);
         int   arg0 = (int)LuaDLL.luaL_checkinteger(L, 2);
         float arg1 = (float)LuaDLL.luaL_checknumber(L, 3);
         bool  o    = obj.SetSpatializerFloat(arg0, arg1);
         LuaDLL.lua_pushboolean(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
コード例 #3
0
 /// <summary>
 /// Sets a Spatial Sound parameter on an AudioSource.
 /// </summary>
 /// <param name="audioSource">The AudioSource on which the specified parameter will be set.</param>
 /// <param name="param">The Spatial Sound parameter to set.</param>
 /// <param name="value">The value to set for the Spatial Sound parameter.</param>
 private static void SetParameter(AudioSource audioSource, SpatialSoundParameters param, float value)
 {
     audioSource.SetSpatializerFloat((int)param, value);
 }
コード例 #4
0
	/// <summary>
	/// Sets the parameters.
	/// </summary>
	/// <param name="source">Source.</param>
	public void SetParameters(ref AudioSource source)
	{
#if ENABLE_SPATIALIZER_API 

        // Check to see if we should disable spatializion
        if ((Application.isPlaying == false) || 
            (AudioListener.pause == true) || 
            (source.isPlaying == false) ||
            (source.isActiveAndEnabled == false)
           )
        {
            source.spatialize = false;
            return;
        }
        else
        {
            source.spatialize = enableSpatialization;
        }

		source.SetSpatializerFloat(0, gain);
		// All inputs are floats; convert bool to 0.0 and 1.0
		if(useInvSqr == true)
			source.SetSpatializerFloat(1, 1.0f);
		else
			source.SetSpatializerFloat(1, 0.0f);

		source.SetSpatializerFloat(2, near);
		source.SetSpatializerFloat(3, far);

		if(disableRfl == true)
			source.SetSpatializerFloat(4, 1.0f);
		else
			source.SetSpatializerFloat(4, 0.0f);
		
#endif
	}
コード例 #5
0
ファイル: ONSPAudioSource.cs プロジェクト: emomper23/PsychVR
	/// <summary>
	/// Sets the parameters.
	/// </summary>
	/// <param name="source">Source.</param>
	public void SetParameters(ref AudioSource source)
	{
#if ENABLE_SPATIALIZER_API 

        // See if we should enable spatialization
        source.spatialize = enableSpatialization;
		
        source.SetSpatializerFloat(0, gain);
		// All inputs are floats; convert bool to 0.0 and 1.0
		if(useInvSqr == true)
			source.SetSpatializerFloat(1, 1.0f);
		else
			source.SetSpatializerFloat(1, 0.0f);

		source.SetSpatializerFloat(2, near);
		source.SetSpatializerFloat(3, far);

		if(enableRfl == true)
			source.SetSpatializerFloat(4, 0.0f);
		else
			source.SetSpatializerFloat(4, 1.0f);
		
#endif
	}
コード例 #6
0
	/// <summary>
	/// Sets the parameters.
	/// </summary>
	/// <param name="source">Source.</param>
	void SetParameters(ref AudioSource source)
	{
#if ENABLE_SPATIALIZER_API 

		if(dirtyParams == true)
		{
  	    	source.spatialize = enableSpatialization;
 
			source.SetSpatializerFloat(0, gain);
			// All inputs are floats; convert bool to 0.0 and 1.0
			if(useInvSqr == true)
				source.SetSpatializerFloat(1, 1.0f);
			else
				source.SetSpatializerFloat(1, 0.0f);

			source.SetSpatializerFloat(2, near);
			source.SetSpatializerFloat(3, far);

			if(disableRfl == true)
				source.SetSpatializerFloat(4, 1.0f);
			else
				source.SetSpatializerFloat(4, 0.0f);
		
			dirtyParams = false;
		}
#endif
	}
コード例 #7
0
 // Shuts down given channel set of the soundfield.
 private void ShutdownChannelSet(AudioSource source, int channelSet) {
   source.SetSpatializerFloat((int) GvrAudio.SpatializerData.Id, -1.0f);
   // Ensure that the output is zeroed after shutdown.
   source.SetSpatializerFloat((int) GvrAudio.SpatializerData.ZeroOutput, 1.0f);
   source.spatialize = false;
 }
コード例 #8
0
 // Initializes given channel set of the soundfield.
 private void InitializeChannelSet(AudioSource source, int channelSet) {
   source.spatialize = true;
   source.SetSpatializerFloat((int) GvrAudio.SpatializerData.Type,
                              (float) GvrAudio.SpatializerType.Soundfield);
   source.SetSpatializerFloat((int) GvrAudio.SpatializerData.NumChannels,
                              (float) GvrAudio.numFoaChannels);
   source.SetSpatializerFloat((int) GvrAudio.SpatializerData.ChannelSet, (float) channelSet);
   source.SetSpatializerFloat((int) GvrAudio.SpatializerData.Gain,
                              GvrAudio.ConvertAmplitudeFromDb(gainDb));
   source.SetSpatializerFloat((int) GvrAudio.SpatializerData.ZeroOutput, 0.0f);
   // Soundfield id must be set after all the spatializer parameters, to ensure that the soundfield
   // is properly initialized before processing.
   source.SetSpatializerFloat((int) GvrAudio.SpatializerData.Id, (float) id);
 }
コード例 #9
0
 // Shuts down given channel set of the soundfield.
 private void ShutdownChannelSet(AudioSource source, int channelSet)
 {
     source.SetSpatializerFloat(0, -1.0f);
     source.spatialize = false;
 }
コード例 #10
0
 // Initializes given channel set of the soundfield.
 private void InitializeChannelSet(AudioSource source, int channelSet)
 {
     source.spatialize = true;
     source.SetSpatializerFloat(0, (float)id);
     source.SetSpatializerFloat(1, (float)GvrAudio.SpatializerType.Soundfield);
     source.SetSpatializerFloat(2, (float)GvrAudio.numFoaChannels);
     source.SetSpatializerFloat(3, (float)channelSet);
 }