private FMOD.RESULT PCMSetPositionCallback(IntPtr raw, int subsound, uint position, FMOD.TIMEUNIT postype) { return FMOD.RESULT.OK; }
FMOD.RESULT PCMSetPosCallback(System.IntPtr soundraw, int subsound, uint position, FMOD.TIMEUNIT postype) { AudioStreamSupport.LOG(LogLevel.DEBUG, this.logLevel, this.gameObjectName, null, "PCMSetPosCallback requesting position {0} ", position); return(FMOD.RESULT.OK); }
private FMOD.RESULT PcmSetPosCallback(IntPtr soundraw, int subsound, uint pcmoffset, FMOD.TIMEUNIT postype) { // not needed return(FMOD.RESULT.OK); }
private static FMOD.RESULT PCMSETPOSCALLBACK(IntPtr soundraw, int subsound, uint pcmoffset, FMOD.TIMEUNIT postype) { /* * This is useful if the user calls Sound::setTime or Sound::setPosition and you want to seek your data accordingly. */ return(FMOD.RESULT.OK); }
private static FMOD.RESULT PCMSETPOSCALLBACK(IntPtr soundraw, int subsound, uint pcmoffset, FMOD.TIMEUNIT postype) { return(FMOD.RESULT.OK); }