Пример #1
0
 void Update()
 {
     if (sequencer != null && sequencer.Playing)
     {
         ApplyMessages(sequencer.Advance(Time.deltaTime));
     }
 }
Пример #2
0
    // Update function (MonoBehaviour)
    void Update()
    {
        if (m_director != null)
        {
            if (m_director.state == PlayState.Paused)
            {
                seq.Stop();
            }
            if (m_director.state == PlayState.Playing)
            {
                if (m_previousState == PlayState.Paused)
                {
                    ResetAndPlay((float)m_director.time);
                }
            }

            m_previousState = m_director.state;
        }

        if (seq != null && seq.Playing)
        {
            // Update the sequencer and dispatch incoming events.
            DispatchEvents(seq.Advance(Time.deltaTime));
        }
    }
Пример #3
0
 // Update function (MonoBehaviour).
 void Update()
 {
     if (seq != null && seq.Playing)
     {
         // Update the sequencer and dispatch incoming events.
         DispatchEvents(seq.Advance(Time.deltaTime));
         Timer += Time.deltaTime;
     }
 }
Пример #4
0
 void Update()
 {
     if (seq.Playing)
     {
         foreach (MidiEvent e in seq.Advance(Time.deltaTime))
         {
             Debug.Log(e);
         }
     }
 }
Пример #5
0
    public override void ProcessFrame(Playable playable, FrameData info, object playerData)
    {
        double time = playable.GetTime();

        MidiEventReceiver trackBinding = playerData as MidiEventReceiver;

        if (!trackBinding)
        {
            return;
        }

        m_midiEventReceiver = trackBinding;

        //  Debug.Log( playable.GetGraph().GetRootPlayable(0).GetPlayState() );

        // Debug.Log(m_previousState);

        if (Director.state == PlayState.Paused)
        {
            m_lastTime = playable.GetTime();
            // DispatchEvents(m_seq.Start((float)playable.GetTime()));
        }
        // On play
        if (Director.state == PlayState.Playing && m_previousState == PlayState.Paused)
        {
            if (m_seq != null)
            {
                Debug.Log("Start it " + m_lastTime);
                LoadSong();
                LoadSequencer();
                DispatchEvents(m_seq.Start((float)m_lastTime));
            }
        }
        m_previousState = Director.state;


        if (!m_FirstFrameHappened)
        {
            m_FirstFrameHappened = true;
        }


        if (m_seq != null && m_seq.Playing)
        {
            // Update the sequencer and dispatch incoming events.

            DispatchEvents(m_seq.Advance(info.deltaTime));
        }
    }