예제 #1
0
 public void Init(E_AUDIO_GROUP_TYPE eAudioGroupType)
 {
     m_AudioObjectList = new List <AudioObject>();
     m_eAudioGroupType = eAudioGroupType;
     m_fVolume         = 1.0f;
     m_fFadeVolume     = 1.0f;
 }
예제 #2
0
    public void Init(string strSoundFileName, E_AUDIO_GROUP_TYPE eAudioGroup, E_AUDIO_CHANNEL_TYPE eAudioChannel, E_AUDIO_CLIP_GROUP eAudioClipGroup, Transform trPlace = null, bool bLocalLoad = false, E_LOOP_TYPE eLoopType = E_LOOP_TYPE.PlayOnce, string strKey = "Default", float fFadeInTime = 0.0f, float fFadeOutTime = 0.0f, float fDelay = 0.0f, float fVolume = 0.0f, float fTime = 0.0f)
    {
        m_strSoundFileName = strSoundFileName;
        m_eAudioGroup      = eAudioGroup;
        m_eAudioChannel    = eAudioChannel;
        m_bLocalLoad       = bLocalLoad;
        m_eLoopType        = eLoopType;
        m_trPlace          = trPlace;

        m_eAudioClipGroup = eAudioClipGroup;

        switch (m_eAudioClipGroup)
        {
        case E_AUDIO_CLIP_GROUP.Global:
            m_AudioClipGroup = AudioClipGroup.Global;
            break;

        case E_AUDIO_CLIP_GROUP.Map:
            m_AudioClipGroup = AudioClipGroup.Map;
            break;

        case E_AUDIO_CLIP_GROUP.Bgm_Map:
            m_AudioClipGroup = AudioClipGroup.Bgm_Map;
            break;

        case E_AUDIO_CLIP_GROUP.Bgm_Special:
            m_AudioClipGroup = AudioClipGroup.Bgm_Special;
            break;

        case E_AUDIO_CLIP_GROUP.UI:
            m_AudioClipGroup = AudioClipGroup.UI;
            break;

        default:
            m_AudioClipGroup = AudioClipGroup.Map;
            break;
        }

        m_strKey = strKey;

        if (m_trPlace == null)
        {
            m_trPlace = SoundManager.Instance.GetAudioChannelRoot(eAudioChannel);
            m_strKey  = (globalSoundKey++).ToString();
        }


        m_fFadeInTime  = fFadeInTime;
        m_bUseFadeIn   = !(m_fFadeInTime <= 0.0001f);
        m_fFadeOutTime = fFadeOutTime;
        m_bUseFadeOut  = !(m_fFadeOutTime <= 0.0001f);

        m_fDelay  = fDelay;
        m_fVolume = fVolume;
        m_fTime   = fTime;
        PublishKey();
    }
예제 #3
0
    public AudioGroup GetAudioGroup(E_AUDIO_GROUP_TYPE eGroupType)
    {
        if (!m_AudioGroupList.ContainsKey(eGroupType))
        {
            return(null);
        }

        return(m_AudioGroupList[eGroupType]);
    }
예제 #4
0
 public void AddAudioGroup(E_AUDIO_GROUP_TYPE eGroupType)
 {
     if (!m_AudioGroupList.ContainsKey(eGroupType))
     {
         AudioGroup NewGroup = Instantiate <AudioGroup>(AudioGroupTemplate);
         NewGroup.gameObject.name = string.Concat(eGroupType.ToString(), " Auidio Group");
         NewGroup.gameObject.transform.SetParent(m_trGroup);
         NewGroup.Init(eGroupType);
         m_AudioGroupList.Add(eGroupType, NewGroup);
     }
 }
예제 #5
0
    public void SetAudioGroup(E_AUDIO_GROUP_TYPE eAudioGroup)
    {
        if (SoundManager.Instance == null)
        {
            return;
        }

        m_AudioGroup = SoundManager.Instance.GetAudioGroup(eAudioGroup);
        if (m_AudioGroup != null)
        {
            m_AudioGroup.AddAudioObject(this);
        }
    }
예제 #6
0
    //public SoundPlayData(int nSoundId, E_AUDIO_GROUP_TYPE eAudioGroup, E_AUDIO_CHANNEL_TYPE eAudioChannel, Transform trPlace = null, bool bLocalLoad = false, E_LOOP_TYPE eLoopType = E_LOOP_TYPE.PlayOnce, string strKey = "Default", float fFadeInTime = 0.0f, float fFadeOutTime = 0.0f, float fDelay = 0.0f, float fVolume = 0.0f,float fTime = 0.0f)
    //{
    //    OldSoundData Data = SoundDataManager.Instance.GetSoundDataByID(nSoundId);
    //    if (Data == null) return;

    //    Init(Data.name, eAudioGroup, eAudioChannel, trPlace, bLocalLoad, eLoopType, strKey, fFadeInTime, fFadeOutTime,fDelay,fVolume, fTime);
    //}

    public SoundPlayData(string strSoundFileName, E_AUDIO_GROUP_TYPE eAudioGroup, E_AUDIO_CHANNEL_TYPE eAudioChannel, E_AUDIO_CLIP_GROUP eAudioClipGroup, Transform trPlace = null, bool bLocalLoad = false, E_LOOP_TYPE eLoopType = E_LOOP_TYPE.PlayOnce, string strKey = "Default", float fFadeInTime = 0.0f, float fFadeOutTime = 0.0f, float fDelay = 0.0f, float fVolume = 1.0f, float fTime = 0.0f)
    {
        Init(strSoundFileName, eAudioGroup, eAudioChannel, eAudioClipGroup, trPlace, bLocalLoad, eLoopType, strKey, fFadeInTime, fFadeOutTime, fDelay, fVolume, fTime);
    }