/// <summary> /// Determine which rules to follow for container playback, and begin the appropriate function. /// </summary> /// <param Name="activeEvent">The event to play.</param> protected void PlayContainer(ActiveEvent activeEvent) { if (activeEvent.AudioEvent.Container.Sounds.Length == 0) { Debug.LogErrorFormat(this, "Trying to play container \"{0}\" with no clips.", activeEvent.AudioEvent.Container); // Clean up the ActiveEvent before we discard it, so it will release its AudioSource(s). activeEvent.Dispose(); return; } switch (activeEvent.AudioEvent.Container.ContainerType) { case AudioContainerType.Random: StartOneOffEvent(activeEvent); break; case AudioContainerType.Simultaneous: StartOneOffEvent(activeEvent); break; case AudioContainerType.Sequence: StartOneOffEvent(activeEvent); break; case AudioContainerType.ContinuousSequence: PlayContinuousSequenceContainer(activeEvent.AudioEvent.Container, activeEvent.PrimarySource, activeEvent); break; case AudioContainerType.ContinuousRandom: PlayContinuousRandomContainer(activeEvent.AudioEvent.Container, activeEvent.PrimarySource, activeEvent); break; default: Debug.LogErrorFormat(this, "Trying to play container \"{0}\" with an unknown AudioContainerType \"{1}\".", activeEvent.AudioEvent.Container, activeEvent.AudioEvent.Container.ContainerType); // Clean up the ActiveEvent before we discard it, so it will release its AudioSource(s). activeEvent.Dispose(); break; } }
/// <summary> /// Remove event from the currently active events. /// </summary> /// <param Name="activeEvent">The persistent reference to the event as long as it is playing.</param> private void RemoveEventInstance(ActiveEvent activeEvent) { ActiveEvents.Remove(activeEvent); // Send message notifying user that sound is complete if (!string.IsNullOrEmpty(activeEvent.MessageOnAudioEnd)) { activeEvent.AudioEmitter.SendMessage(activeEvent.MessageOnAudioEnd); } activeEvent.Dispose(); }
/// <summary> /// Remove event from the currently active events. /// </summary> /// <param name="activeEvent">The persistent reference to the event as long as it is playing.</param> private void RemoveEventInstance(ActiveEvent activeEvent) { activeEvents.Remove(activeEvent); activeEvent.Dispose(); }