public AudioMixerGroup GetAudioMixerGroup(AudioMixerGroupGame group) { switch (group) { case AudioMixerGroupGame.Master: return(this.m_AudioMixerGroupMaster); case AudioMixerGroupGame.Player: return(this.m_AudioMixerGroupPlayer); case AudioMixerGroupGame.Enviro: return(this.m_AudioMixerGroupEnviro); case AudioMixerGroupGame.Music: return(this.m_AudioMixerGroupMusic); case AudioMixerGroupGame.AI: return(this.m_AudioMixerGroupAI); case AudioMixerGroupGame.Chatter: return(this.m_AudioMixerGroupChatter); case AudioMixerGroupGame.Sleep: return(this.m_AudioMixerGroupSleep); default: return(null); } }
private float GetAudioMixerGroupVolume(AudioMixerGroupGame mixer) { float result; switch (mixer) { case AudioMixerGroupGame.Master: this.m_AudioMixer.GetFloat("MasterVolume", out result); break; case AudioMixerGroupGame.Player: this.m_AudioMixer.GetFloat("PlayerVolume", out result); break; case AudioMixerGroupGame.Enviro: this.m_AudioMixer.GetFloat("EnviroVolume", out result); break; case AudioMixerGroupGame.Music: this.m_AudioMixer.GetFloat("MusicVolume", out result); break; case AudioMixerGroupGame.AI: this.m_AudioMixer.GetFloat("AIVolume", out result); break; case AudioMixerGroupGame.Chatter: this.m_AudioMixer.GetFloat("DialogsVolume", out result); break; case AudioMixerGroupGame.Sleep: this.m_AudioMixer.GetFloat("SleepVolume", out result); break; case AudioMixerGroupGame.EnviroAmplified: this.m_AudioMixer.GetFloat("EnviroAmplifiedVolume", out result); break; default: result = 0f; break; } return(result); }