void SetPlaybackState(EAudioPlaybackState state) { UnityEngine.Assertions.Assert.IsTrue(IsReady()); SetStreamState(state, m_state); m_state = state; }
/// <summary> /// Update the internal streaming according to playback state. /// </summary> /// <param name="updated"></param> /// <param name="previous"></param> void SetStreamState(EAudioPlaybackState updated, EAudioPlaybackState previous) { switch (updated) { case EAudioPlaybackState.ePaused: m_source.Pause(); break; case EAudioPlaybackState.ePlaying: if (previous == EAudioPlaybackState.eStopped) { m_source.Play(); } else { m_source.UnPause(); } break; case EAudioPlaybackState.eStopped: m_source.Stop(); break; } }
void SetPlaybackState(EAudioPlaybackState state) { UnityEngine.Assertions.Assert.IsTrue(IsReady()); SetStreamState(state, m_state); m_state = state; m_events.playbackChangeEvent.Invoke(m_state); }
void UpdateMat(EAudioPlaybackState state) { if (m_showingState != state) { m_renderer.material = state == EAudioPlaybackState.eStopped ? matStart : matStop; m_showingState = state; } }
void UpdateMat(EAudioPlaybackState state) { m_renderer.material = state == EAudioPlaybackState.ePaused ? matResume : matPause; }