// Use this for initialization void Start() { FmodEventSystemHandle handle = new FmodEventSystemHandle(); ReverbSettings.FmodReverbPreset globalReverbSetting = FmodReverb.GLOBAL_REVERB; m_globalReverb = FmodReverb.CreateInstance(typeof(FmodReverb)) as FmodReverb; GameObject obj = GameObject.Instantiate(Resources.Load("FmodReverbZone")) as GameObject; m_globalReverbZone = obj.GetComponent <FmodReverbZone>(); if (m_globalReverbZone == null) { Debug.LogError("Prefab for FmodReverbZone should have component FmodReverbZone !"); } m_globalReverbZone.SetGlobal(true); m_globalReverbZone.name = "Global Reverb"; m_globalReverb.Initialize(globalReverbSetting.Name, globalReverbSetting.Properties); m_globalReverbZone.SetReverb(m_globalReverb); m_globalReverbZone.Priority = 0; m_globalReverbZone.fadeTime = 0; m_currentZone = m_globalReverbZone; StackReverb(m_currentZone); handle.getEventSystem().setReverbImmediate(globalReverbSetting.Properties); handle.Dispose(); m_startProperties = globalReverbSetting.Properties; m_curProperties = globalReverbSetting.Properties; m_endProperties = globalReverbSetting.Properties; }
public void UpdateGlobalReverb() { if (m_currentZone == m_globalReverbZone && m_globalReverbZone != null && m_globalReverb != null) { FmodEventSystemHandle handle = new FmodEventSystemHandle(); ReverbSettings.FmodReverbPreset globalReverbSetting = ReverbSettings.Get().CurPreset; m_globalReverb = m_globalReverbZone.GetReverb(); m_globalReverb.Initialize(globalReverbSetting.Name, globalReverbSetting.Properties); m_curProperties = m_globalReverb.getProperties(); m_endProperties = m_curProperties; handle.getEventSystem().setReverbImmediate(m_curProperties); handle.Dispose(); } }