Пример #1
0
    private IEnumerator LoadAudio(string fileName)
    {
        var filePath = Application.streamingAssetsPath + "/SongPlaylist/" + fileName;
        // var filePath = Application.streamingAssetsPath +"/"+ fileName;
        var extension = Path.GetExtension(fileName);

        // txtLog.text = Application.streamingAssetsPath + "/SongPlaylist/" + fileName;
        print(filePath);
        switch (extension)
        {
        case ".mp3":
            // TODO: Actually run this asynchronously?
            goodAudioFile = true;
            print("the extention is mp3");
            retryCount++;
            audioSource.clip = Mp3Util.GetAudio(filePath);
            //txtLog.text = retryCount.ToString();

            break;

        case ".wav":
            goodAudioFile = true;
            yield return(UnityAudioLoader(filePath, AudioType.WAV));

            break;

        default:
            goodAudioFile = false;
            print($"{extension} file type is not yet supported.");
            break;
        }

        yield return(null);
    }
Пример #2
0
        private IEnumerator LoadAudio()
        {
            /*using (var musicRequest =
             *  UnityWebRequestMultimedia.GetAudioClip(Path.Combine($"file://{_beatmapFolder}", beatmap.AudioFile),
             *      AudioType.WAV))
             * {
             *  yield return musicRequest.SendWebRequest();
             *
             *  if (musicRequest.isHttpError || musicRequest.isNetworkError)
             *  {
             *      Debug.Log(musicRequest.error);
             *  }
             *  else
             *  {
             *      audioSource.clip = DownloadHandlerAudioClip.GetContent(musicRequest);
             *  }
             * }*/
            var filePath  = Path.Combine(_beatmapFolder, beatmap.AudioFile);
            var extension = Path.GetExtension(beatmap.AudioFile);

            switch (extension)
            {
            case ".mp3":
                // TODO: Actually run this asynchronously?
                audioSource.clip = Mp3Util.GetAudio(filePath);
                break;

            case ".wav":
                yield return(UnityAudioLoader(filePath, AudioType.WAV));

                break;

            default:
                Debug.LogError($"{extension} file type is not yet supported.");
                break;
            }
            yield return(null);
        }