public static void ReloadWiseBank() { bankResLoader = new AudioBankLoader(); AKRESULT result = bankResLoader.Initialize(); DebugUtil.MyLog("Wise Bank reload :" + result); }
public static void LaunchAppAudio(AudioPluginsDriver pluginsDriver) { #if UNITY_EDITOR AudioInfluence.IsForbidden = SharedConfig.IsMute; if (SharedConfig.IsMute) { return; } #endif PluginsDriver = pluginsDriver; bankResLoader = new AudioBankLoader(); AKRESULT result = bankResLoader.Initialize(); if (result != AKRESULT.AK_Success) { AudioUtil.ELog("Sound engine not initialized"); return; } PrepareReady = true; AudioUtil.NLog("Initial asset preapared ready"); }
public static void LaunchAppAudio(GameObject audioObject) { #if UNITY_EDITOR if (SharedConfig.IsMute) { return; } #endif // AudioInfluence.StepPlayInfo = stepPlayInfo; PluginsDriver = audioObject; bankResLoader = new AudioBankLoader(); AKRESULT result = bankResLoader.Initialize(); if (result != AKRESULT.AK_Success) { AudioLogger.Error("Sound engine not initialized"); return; } PrepareReady = true; DebugUtil.MyLog("Audio media initialize sucess", DebugUtil.DebugColor.Green); AudioLogger.Info("Audio media initialize sucess"); }
public static void Prepare() { if (Dispatcher == null) { bankResLoader = new AudioBankLoader(); Dispatcher = new AudioDispatcher(bankResLoader); AKRESULT result = bankResLoader.Initialize(); if (result != AKRESULT.AK_Success) { AudioLogger.Error("[Wise] Sound bank not initialized"); return; } DebugUtil.MyLog("[Wise] media initialize sucess", DebugUtil.DebugColor.Green); } else { Dispatcher.Free(); } AudioLogger.Info("[Wwise] battle media prepare sucess"); }