예제 #1
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파일: Sound.cs 프로젝트: HaKDMoDz/InVision
		public RESULT set3DCustomRolloff      (ref VECTOR points, int numpoints)
		{
			return FMOD_Sound_Set3DCustomRolloff(soundraw, ref points, numpoints);
		}
예제 #2
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		public RESULT getScale              (ref VECTOR scale)
		{
			return FMOD_Geometry_GetScale(geometryraw, ref scale);
		}
예제 #3
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파일: Sound.cs 프로젝트: HaKDMoDz/InVision
		private static extern RESULT FMOD_Sound_Set3DCustomRolloff      (IntPtr sound, ref VECTOR points, int numpoints);
예제 #4
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		private static extern RESULT FMOD_Channel_Get3DConeOrientation  (IntPtr channel, ref VECTOR orientation);
예제 #5
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파일: System.cs 프로젝트: HaKDMoDz/InVision
		private static extern RESULT FMOD_System_Get3DListenerAttributes(IntPtr system, int listener, ref VECTOR pos, ref VECTOR vel, ref VECTOR forward, ref VECTOR up);
예제 #6
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		public RESULT get3DAttributes       (ref VECTOR pos, ref VECTOR vel)
		{
			return FMOD_Channel_Get3DAttributes(channelraw, ref pos, ref vel);
		}
예제 #7
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		public RESULT set3DCustomRolloff    (ref VECTOR points, int numpoints)
		{
			return FMOD_Channel_Set3DCustomRolloff(channelraw, ref points, numpoints);
		}
예제 #8
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		private static extern RESULT FMOD_Geometry_GetRotation          (IntPtr geometry, ref VECTOR forward, ref VECTOR up);
예제 #9
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		private static extern RESULT FMOD_Geometry_GetPosition          (IntPtr geometry, ref VECTOR position);
예제 #10
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		private static extern RESULT FMOD_Geometry_AddPolygon           (IntPtr geometry, float directocclusion, float reverbocclusion, int doublesided, int numvertices, VECTOR[] vertices, ref int polygonindex);
예제 #11
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		private static extern RESULT FMOD_Geometry_GetPolygonVertex     (IntPtr geometry, int index, int vertexindex, ref VECTOR vertex);
예제 #12
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		public RESULT addPolygon            (float directocclusion, float reverbocclusion, bool doublesided, int numvertices, VECTOR[] vertices, ref int polygonindex)
		{
			return FMOD_Geometry_AddPolygon(geometryraw, directocclusion, reverbocclusion, (doublesided ? 1 : 0), numvertices, vertices, ref polygonindex);
		}
예제 #13
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파일: System.cs 프로젝트: HaKDMoDz/InVision
		public RESULT get3DListenerAttributes(int listener, ref VECTOR pos, ref VECTOR vel, ref VECTOR forward, ref VECTOR up)
		{
			return FMOD_System_Get3DListenerAttributes(systemraw, listener, ref pos, ref vel, ref forward, ref up);
		}
예제 #14
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파일: System.cs 프로젝트: HaKDMoDz/InVision
		private static extern RESULT FMOD_System_GetGeometryOcclusion   (IntPtr system, ref VECTOR listener, ref VECTOR source, ref float direct, ref float reverb);
예제 #15
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		public RESULT override3DAttributes   (ref VECTOR pos, ref VECTOR vel)
		{
			return FMOD_ChannelGroup_Override3DAttributes(channelgroupraw, ref pos, ref vel);
		}
예제 #16
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		private static extern RESULT FMOD_Geometry_GetScale             (IntPtr geometry, ref VECTOR scale);
예제 #17
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		private static extern RESULT FMOD_ChannelGroup_Override3DAttributes  (IntPtr channelgroup, ref VECTOR pos, ref VECTOR vel);
예제 #18
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		public RESULT getPolygonVertex      (int index, int vertexindex, ref VECTOR vertex)
		{
			return FMOD_Geometry_GetPolygonVertex(geometryraw, index, vertexindex, ref vertex);
		}
예제 #19
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		public RESULT get3DConeOrientation  (ref VECTOR orientation)
		{
			return FMOD_Channel_Get3DConeOrientation(channelraw, ref orientation);
		}
예제 #20
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		public RESULT getRotation           (ref VECTOR forward, ref VECTOR up)
		{
			return FMOD_Geometry_GetRotation(geometryraw, ref forward, ref up);
		}
예제 #21
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		private static extern RESULT FMOD_Channel_Get3DAttributes       (IntPtr channel, ref VECTOR pos, ref VECTOR vel);
예제 #22
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		public RESULT getPosition           (ref VECTOR position)
		{
			return FMOD_Geometry_GetPosition(geometryraw, ref position);
		}
예제 #23
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		private static extern RESULT FMOD_Channel_Set3DCustomRolloff    (IntPtr channel, ref VECTOR points, int numpoints);
예제 #24
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파일: System.cs 프로젝트: HaKDMoDz/InVision
		public RESULT getGeometryOcclusion    (ref VECTOR listener, ref VECTOR source, ref float direct, ref float reverb)
		{
			return FMOD_System_GetGeometryOcclusion(systemraw, ref listener, ref source, ref direct, ref reverb);
		}