/// <summary> /// Play a .mp3 or .wav audio file /// </summary> /// <param name="filePath">The relative path to the audio file</param> /// <param name="loop">Determine if the sound should loop</param> public static void PlayAudio(string filePath, bool loop) // testa isto <- pelos scripts { if (!initialized) { return; } // Add the project path filePath = SceneManager.GameProject.ProjectPath + "//" + filePath; #if WINDOWS WaveChannel32 stream = CreateInputStream(filePath, 1, false); if (stream != null) { mainOutputStream = new LoopStream(stream); mainOutputStream.EnableLooping = loop; try { waveOutDevice.Init(mainOutputStream); } catch (Exception initException) { Console.WriteLine(String.Format("{0}", initException.Message), "Error Initializing Output"); return; } waveOutDevice.Play(); } #endif }
/// <summary> /// Plays the selected audio file /// </summary> public void Play() { if (this.Disabled) { return; } string _filePath = SceneManager.GameProject.ProjectPath + "//" + filePath; if (SceneManager.IsEditor) { return; } #if WINDOWS if (_filePath != lastLoadedPath || waveOutDevice == null) { if (!File.Exists(filePath)) { return; } WaveChannel32 stream = Audio.CreateInputStream(_filePath, volume, false); if (stream != null) { mainOutputStream = new LoopStream(stream); mainOutputStream.EnableLooping = loop; try { waveOutDevice.Init(mainOutputStream); } catch (Exception initException) { Console.WriteLine(String.Format("{0}", initException.Message), "Error Initializing Output"); return; } waveOutDevice.Play(); lastLoadedPath = _filePath; } } else { waveOutDevice.Play(); } #endif }
/// <summary> /// Plays the selected audio file /// </summary> public void Play() { if (this.Disabled) return; string _filePath = SceneManager.GameProject.ProjectPath + "//" + filePath; if (SceneManager.IsEditor) return; #if WINDOWS if (_filePath != lastLoadedPath || waveOutDevice == null) { if (!File.Exists(filePath)) return; WaveChannel32 stream = Audio.CreateInputStream(_filePath, volume, false); if (stream != null) { mainOutputStream = new LoopStream(stream); mainOutputStream.EnableLooping = loop; try { waveOutDevice.Init(mainOutputStream); } catch (Exception initException) { Console.WriteLine(String.Format("{0}", initException.Message), "Error Initializing Output"); return; } waveOutDevice.Play(); lastLoadedPath = _filePath; } } else { waveOutDevice.Play(); } #endif }
/// <summary> /// Play a .mp3 or .wav audio file /// </summary> /// <param name="filePath">The relative path to the audio file</param> /// <param name="loop">Determine if the sound should loop</param> public static void PlayAudio(string filePath, bool loop) // testa isto <- pelos scripts { if (!initialized) return; // Add the project path filePath = SceneManager.GameProject.ProjectPath + "//" + filePath; #if WINDOWS WaveChannel32 stream = CreateInputStream(filePath, 1, false); if (stream != null) { mainOutputStream = new LoopStream(stream); mainOutputStream.EnableLooping = loop; try { waveOutDevice.Init(mainOutputStream); } catch (Exception initException) { Console.WriteLine(String.Format("{0}", initException.Message), "Error Initializing Output"); return; } waveOutDevice.Play(); } #endif }