Exemplo n.º 1
0
        private void TransitBy(AudioTransition transition)
        {
            if (transition.Destination != null)
            {
                _ActiveTransition = transition;

                double deltaTime = 0;
                bool   isPlaying = _CurrentState.IsPlaying;
                if (isPlaying)
                {
                    float time = _CurrentState.AudioTime;
                    if (_ActiveTransition.WaitForBreakPoint)
                    {
                        float breakPoint = FindNextBreakPoint(time + _ActiveTransition.FadeOut, _CurrentState.BreakPoints, _CurrentState.End);
                        deltaTime = breakPoint - time;
                    }
                    else
                    {
                        deltaTime = Mathf.Min(_ActiveTransition.FadeOut, _CurrentState.End - time);
                    }
                }

                if (_NextState != null)
                {
                    _NextState.Stop();
                }

                _InTransition = true;
                _NextState    = FindState(transition.Destination);

                float fdeltaTime = System.Convert.ToSingle(deltaTime);
                _NextStateTW.Begin(fdeltaTime);

                if (isPlaying)
                {
                    _CurrentState.EndTime(deltaTime, _ActiveTransition.FadeOut);
                }

                if (_NextState.Clip != null)
                {
                    _NextState.Initialize(_ActiveTransition.FadeIn > AudioState.MINFADETIME);
                    if (_ActiveTransition.CrossFade)
                    {
                        _UpdateNextStateTW.Begin(Mathf.Max(0, fdeltaTime - _ActiveTransition.FadeIn));
                        _NextState.StartTime(_UpdateNextStateTW.Length, _ActiveTransition.FadeIn);
                    }
                    else
                    {
                        _NextState.StartTime(deltaTime, _ActiveTransition.FadeIn);
                    }
                }
            }
        }
Exemplo n.º 2
0
        public void FadeTo(string stateName, float fadeIn, float fadeOut, bool crossFade = true)
        {
            AudioState state = FindState(stateName);

            if (state != null && state != _CurrentState)
            {
                AudioTransition at = new AudioTransition();
                at.Destination       = stateName;
                at.FadeIn            = Mathf.Max(fadeIn, 0);
                at.FadeOut           = Mathf.Max(fadeOut, 0);
                at.WaitForBreakPoint = false;
                at.CrossFade         = crossFade;
                TransitBy(at);
            }
        }
Exemplo n.º 3
0
        public void Stop()
        {
            if (_NextState != null)
            {
                _NextState.Stop();
            }
            if (_CurrentState != null)
            {
                _CurrentState.Stop();
            }

            foreach (var t in _TriggersMap.Values)
            {
                t.Reset();
            }

            _NextStateTW.End();
            _ActiveTransition = null;
            _NextState        = null;
            _CurrentState     = FindState(DefaultState);
        }
Exemplo n.º 4
0
        protected override void Update()
        {
            base.Update();
            if (_NextStateTW.IsEnabled)
            {
                if (_NextState == null)
                {
                    _NextStateTW.End();
                    if (_ActiveTransition != null)
                    {
                        if (_ActiveTransition.TriggerRef != null)
                        {
                            _ActiveTransition.TriggerRef.Reset();
                        }
                        _ActiveTransition = null;
                    }
                }
                if (_NextStateTW.IsEnabledAndOver)
                {
                    _UpdateNextStateTW.End();
                    _ScheduleNextStateTW.End();
                    _NextStateTW.End();
                    if (_ActiveTransition != null)
                    {
                        if (_ActiveTransition.TriggerRef != null)
                        {
                            _ActiveTransition.TriggerRef.Reset();
                        }
                        _ActiveTransition = null;
                    }

                    _CurrentState = _NextState;
                    _InTransition = false;
                    _NextState    = null;

                    if (_CurrentState.NextState != null)
                    {
                        float deltaTime = _CurrentState.End - _CurrentState.Begin;
                        if (deltaTime > BufferTime)
                        {
                            _ScheduleNextStateTW.Begin(deltaTime);
                        }
                        else
                        {
                            ScheduleNextState(deltaTime);
                        }
                    }
                }
            }
            else if (_ScheduleNextStateTW.IsEnabled)
            {
                if (_ScheduleNextStateTW.TimeLeft < BufferTime)
                {
                    ScheduleNextState(_CurrentState.EndDspTime - AudioSettings.dspTime);
                    _ScheduleNextStateTW.End();
                }
            }

            if (_CurrentState != null)
            {
                _CurrentState.Update(this.VolumeFactor);
                if (!_InTransition)
                {
                    if (_CurrentState.Transitions != null)
                    {
                        foreach (var t in _CurrentState.Transitions)
                        {
                            if (t.TriggerRef != null)
                            {
                                if (t.TriggerRef.IsActive)
                                {
                                    TransitBy(t);
                                    break;
                                }
                            }
                        }
                    }
                }
            }
            if (_UpdateNextStateTW.IsEnabledAndOver && _NextState != null)
            {
                _NextState.Update(this.VolumeFactor);
            }
        }