// Token: 0x0600371D RID: 14109 RVA: 0x0011A608 File Offset: 0x00118A08 private void Acquire() { if (!this.audioSource) { return; } this.panLevel = this.audioSource.spatialBlend; this.spread = this.audioSource.spread; if (this.context == -1) { this.context = OSPManager.AcquireContext(base.GetInstanceID()); } if (this.context == -1) { return; } float spatialBlend = 1f; if (OSPManager.GetUseInverseSquareAttenuation()) { spatialBlend = 0f; } this.audioSource.spatialBlend = spatialBlend; this.audioSource.spread = 180f; }
//* * * * * * * * * * * * * // Private functions //* * * * * * * * * * * * * /// <summary> /// Acquire resources for spatialization /// </summary> private void Acquire() { if (!audioSource) { return; } // Cache pan and spread #if (!UNITY5) #else panLevel = audioSource.spatialBlend; #endif spread = audioSource.spread; // Reserve a context in OSP that will be used for spatializing sound // (Don't grab a new one if is already has a context attached to it) if (context == sNoContext) { context = OSPManager.AcquireContext(GetInstanceID()); } // We don't have a context here, so bail if (context == sNoContext) { return; } // Set pan to full (spread at 180 will keep attenuation curve working, but all 2D // panning will be removed) // We want to remove FMod curve attenuation if we are doing our // own internal calc float pl = sSetPanLevel; if (OSPManager.GetUseInverseSquareAttenuation() == true) { pl = sSetPanLevelInvSq; } #if (!UNITY5) #else audioSource.spatialBlend = pl; #endif // set spread to 180 audioSource.spread = sSetSpread; }