예제 #1
0
 static void DestroySystem()
 {
     if (system != null)
     {
         UnityEngine.Debug.Log("FMOD Studio: Destroying editor system instance");
         system.release();
         system = null;
     }
 }
 void OnDestroy()
 {
     if (studioSystem != null)
     {
         studioSystem.release();
         studioSystem = null;
     }
     initException = null;
     instance      = null;
 }
예제 #3
0
 void OnDestroy()
 {
     if (studioSystem != null)
     {
         UnityEngine.Debug.Log("FMOD Studio: Destroying runtime system instance");
         studioSystem.release();
         studioSystem = null;
     }
     initException = null;
     instance      = null;
     isQuitting    = true;
 }
예제 #4
0
 void CheckInitResult(FMOD.RESULT result, string cause)
 {
     if (result != FMOD.RESULT.OK)
     {
         if (studioSystem != null)
         {
             studioSystem.release();
             studioSystem = null;
         }
         throw new SystemNotInitializedException(result, cause);
     }
 }
예제 #5
0
 void OnDestroy()
 {
     if (studioSystem != null)
     {
         studioSystem.release();
         studioSystem = null;
     }
     initException = null;
     instance = null;
 }
예제 #6
0
 void CheckInitResult(FMOD.RESULT result, string cause)
 {
     if (result != FMOD.RESULT.OK)
     {
         if (studioSystem != null)
         {
             studioSystem.release();
             studioSystem = null;
         }
         throw new SystemNotInitializedException(result, cause);
     }
 }
예제 #7
0
 static void DestroySystem()
 {
     if (system != null)
     {
         UnityEngine.Debug.Log("FMOD Studio: Destroying editor system instance");
         system.release();
         system = null;
     }
 }
예제 #8
0
 // A hook for custom initialization logic. RuntimeManager.Initialize calls this
 // just before calling system.Initialize.
 // Call reportResult() with the result of each FMOD call to use FMOD's error handling logic.
 public virtual void PreInitialize(FMOD.Studio.System system, Action <FMOD.RESULT, string> reportResult)
 {
 }
예제 #9
0
 // A hook for platform-specific initialization logic. RuntimeManager.Initialize calls this
 // just before calling studioSystem.Initialize.
 public virtual void PreInitialize(FMOD.Studio.System studioSystem)
 {
 }
예제 #10
0
 void OnDestroy()
 {
     if (studioSystem != null)
     {
         UnityEngine.Debug.Log("FMOD Studio: Destroying runtime system instance");
         studioSystem.release();
         studioSystem = null;
     }
     initException = null;
     instance = null;
     isQuitting = true;
 }
예제 #11
0
 private System(FMOD.Studio.System system)
 {
     Ready   = false;
     _system = system;
     //_eventsChanged = new Subject<string>();
 }
예제 #12
0
 public System(bool enableLiveUpdate = false, OUTPUTTYPE outputType = OUTPUTTYPE.AUTODETECT, int driverIndex = 0, int sampleRate = 48000, SPEAKERMODE speakerMode = SPEAKERMODE.DEFAULT, int numRawSpeakers = 0, uint bufferLength = 1024, int numBuffers = 4)
 {
     Ready   = false;
     _system = Utilities.initStudioSystem(enableLiveUpdate, outputType, driverIndex, sampleRate, speakerMode, numRawSpeakers, bufferLength, numBuffers);
 }