Пример #1
0
 /// Updates the |soundfield| with given |id| and its properties.
 /// @note This should only be called from the main Unity thread.
 public static void UpdateAudioSoundfield(int id, GvrAudioSoundfield soundfield)
 {
     if (initialized)
     {
         SetSourceBypassRoomEffects(id, soundfield.bypassRoomEffects);
     }
 }
        public static IEnumerator fadeOut(this GvrAudioSoundfield audioSource, float duration)
        {
            float startVolume = audioSource.volume;
            float counter     = 0f;

            while (counter < duration)
            {
                audioSource.volume = Mathf.Lerp(startVolume, 0, counter / duration);
                counter           += Time.deltaTime;
                yield return(new WaitForEndOfFrame());
            }
            audioSource.volume = 0;
            audioSource.Stop();
        }
Пример #3
0
    private IEnumerator FadeInAmbiAudio(GvrAudioSoundfield audioSoundField, float openTimeSpreader)
    {
        //Debug.Log("FadeIn!");
        float minMask  = 0.0f;
        float maxMask  = gvrTargetVolume;
        float currMask = minMask;

        while (currMask < maxMask)
        {
            audioSoundField.volume = Mathf.Lerp(minMask, maxMask, currMask);
            currMask += openTimeSpreader * Time.deltaTime;
            yield return(null);
        }
        audioSoundField.volume = gvrTargetVolume;
    }
Пример #4
0
    private IEnumerator FadeOutAmbiAudio(GvrAudioSoundfield audioSoundField, float closeTimeSpreader)
    {
        float minMask  = 0.0f;
        float maxMask  = gvrTargetVolume;
        float currMask = audioSoundField.volume;

        while (currMask > minMask && cancelBlink == false)
        {
            audioSoundField.volume = Mathf.Lerp(minMask, maxMask, currMask);
            currMask -= closeTimeSpreader * Time.deltaTime;
            yield return(null);
        }

        audioSoundField.volume = minMask;
        audioSoundField.Stop();
    }
Пример #5
0
 // Use this for initialization
 void Start()
 {
     soundfield = GetComponent <GvrAudioSoundfield> ();
 }