void CreateSoundbank() { if (m_SelectDir == "") { return; } if (m_CurBankName == "") { return; } string[] files = Directory.GetFiles(m_SelectDir, "*.mp3", SearchOption.TopDirectoryOnly); FileInfo info; FileStream stream; try { SoundBankConfig sbc = CreateInstance <SoundBankConfig>(); sbc.Syms = new string[files.Length]; for (int i = 0; i < files.Length; ++i) { sbc.Syms[i] = files[i]; } sbc.Path = m_SelectDir; string bankassetpath = "Assets/" + m_CurBankName + ".asset"; UnityEditor.AssetDatabase.CreateAsset(sbc, bankassetpath); } catch (IndexOutOfRangeException exp) { Debug.LogError(exp.StackTrace); } }
void CreateSoundbankTemp() { string[] s_music_syms = new string[] { "C-2", "#C-2", "D-2", "#D-2", "E-2", "F-2", "#F-2", "G-2", "#G-2", "A-2", "#A-2", "B-2", "C-1", "#C-1", "D-1", "#D-1", "E-1", "F-1", "#F-1", "G-1", "#G-1", "A-1", "#A-1", "B-1", "c", "#c", "d", "#d", "e", "f", "#f", "g", "#g", "a", "#a", "b", "c1", "#c1", "d1", "#d1", "e1", "f1", "#f1", "g1", "#g1", "a1", "#a1", "b1", "c2", "#c2", "d2", "#d2", "e2", "f2", "#f2", "g2", "#g2", "a2", "#a2", "b2", "c3", "#c3", "d3", "#d3", "e3", "f3", "#f3", "g3", "#g3", "a3", "#a3", "b3", "c4", "#c4", "d4", "#d4", "e4", "f4", "#f4", "g4", "#g4", "a4", "#a4", "b4", "c5", "#c5", "d5", "e5", "#e5", "f5", "#f5", "g5", "#g5", "a5", "#a5", "b5", "c6", "#c6", "d6", "e6", "#e6", "f6", "#f6", "g6", "#g6", "a6", "#a6", "b6", "c7", "#c7", "d7", "e7", "#e7", "f7", "#f7", "g7", "#g7", "a7", "#a7", "b7", "c8", "#c8", "d8", "e8", "#e8", "f8", "#f8", "g8", "mute", }; if (m_SelectDir == "") { return; } if (m_CurBankName == "") { return; } string[] files = Directory.GetFiles(m_SelectDir, "*.mp3", SearchOption.TopDirectoryOnly); FileInfo info; FileStream stream; try { SoundBankConfig sbc = CreateInstance <SoundBankConfig>(); //sbc.Syms = new string[files.Length]; //for (int i = 0; i < files.Length; ++i) //{ // sbc.Syms[i] = files[i]; //} sbc.Syms = new string[s_music_syms.Length]; for (int i = 0; i < s_music_syms.Length; ++i) { sbc.Syms[i] = s_music_syms[i]; } sbc.Path = m_SelectDir; string bankassetpath = "Assets/" + m_CurBankName + ".asset"; UnityEditor.AssetDatabase.CreateAsset(sbc, bankassetpath); } catch (IndexOutOfRangeException exp) { Debug.LogError(exp.StackTrace); } }