// SE再生 SoundSe PlaySeSub(AudioClip clip, float volume, string label, SoundPlayMode playMode) { //音量0なので、鳴らさない if (volume <= 0) { return(null); } //同一フレームで既に鳴っているので鳴らさない(多重再生防止) foreach (SoundSe audio in curretFrameSeList) { if (clip == audio.AudioSource.clip) { return(null); } } SoundSe se = PlaySeClip(clip, volume, label, playMode); if (se == null) { return(null); } curretFrameSeList.Add(se); seList.Add(se); return(se); }
//オーディオクリップをSEとして再生 SoundSe PlaySeClip(AudioClip clip, float volume, string label, SoundPlayMode playMode) { if (string.IsNullOrEmpty(label)) { label = clip.name; } switch (playMode) { case SoundPlayMode.Add: break; case SoundPlayMode.Cancel: if (IsPlayingSe(label)) { Debug.Log("Cancel"); StopSe(label, 0.02f); } break; case SoundPlayMode.NoPlay: if (IsPlayingSe(label)) { return(null); } break; } GameObject go = UtageToolKit.AddChild(CachedTransform, new GameObject(label)); SoundSe se = go.AddComponent <SoundSe>(); se.Init(clip, volume); return(se); }
void PlayeSe(SoundPlayMode playMode, AudioClip clip) { if (Selectable == null) { return; } if (!Selectable.interactable) { return; } if (clip != null) { SoundManager soundManager = SoundManager.GetInstance(); if (soundManager) { soundManager.PlaySe(clip, clip.name, playMode); } else { AudioSource.PlayClipAtPoint(clip, Vector3.zero); } } }
/// <summary> /// SE停止 /// </summary> public void PlaySe(AudioClip clip, float volume, string label = "", SoundPlayMode playMode = SoundPlayMode.Add, bool isLoop = false) { if (string.IsNullOrEmpty(label)) { label = clip.name; } System.Play(IdSe, label, new SoundData(clip, playMode, volume, isLoop), 0, 0.02f); }
/// <summary> /// SE再生 /// </summary> /// <param name="file">サウンドファイル</param> /// <param name="volume">再生ボリューム</param> /// <returns>再生をしているサウンドストリーム</returns> public void PlaySe(AssetFile file, float volume, string label = "", SoundPlayMode playMode = SoundPlayMode.Add, bool isLoop = false) { if (string.IsNullOrEmpty(label)) { label = file.Sound.name; } System.Play(IdSe, label, new SoundData(file, playMode, volume, isLoop), 0, 0); }
public void PlaySe(AssetFile file, float volume, string label, SoundPlayMode playMode = SoundPlayMode.Add) { SoundSe audio = PlaySeSub(file.Sound, volume, label, playMode); if (audio) { file.AddReferenceComponet(audio.gameObject); } }
public SoundData(AudioClip clip, SoundPlayMode playmode, float playVolume, bool isLoop) { this.clip = clip; this.PlayMode = playmode; this.PlayVolume = playVolume; this.IsLoop = isLoop; this.ResourceVolume = 1; this.Tag = ""; }
private void PlayeSe(SoundPlayMode playMode, AudioClip clip) { if (((this.Selectable != null) && this.Selectable.get_interactable()) && (clip != null)) { SoundManager instance = SoundManager.GetInstance(); if (instance != null) { instance.PlaySe(clip, clip.get_name(), playMode, false); } else { AudioSource.PlayClipAtPoint(clip, Vector3.get_zero()); } } }
void PlaySe(SoundPlayMode mode, AudioClip clip) { if (clip != null) { SoundManager soundManager = SoundManager.GetInstance(); if (soundManager) { soundManager.PlaySe(clip, clip.name, mode); } else { AudioSource.PlayClipAtPoint(clip, Vector3.zero); } } }
public SoundData(AssetFile file, SoundPlayMode playmode, float playVolume, bool isLoop) { this.File = file; this.PlayMode = playmode; this.PlayVolume = playVolume; this.IsLoop = isLoop; if (file.SettingData is IAssetFileSoundSettingData) { IAssetFileSoundSettingData setting = file.SettingData as IAssetFileSoundSettingData; this.IntroTime = setting.IntroTime; this.ResourceVolume = setting.Volume; } else { this.IntroTime = 0; this.ResourceVolume = 1; } this.Tag = ""; }
//************ SE ************// /// <summary> /// SEの再生 /// </summary> /// <param name="file">サウンドファイル</param> /// <returns>再生をしているサウンドストリーム</returns> public void PlaySe(AssetFile file, string label = "", SoundPlayMode playMode = SoundPlayMode.Add, bool isLoop = false) { PlaySe(file, DefaultVolume, label, playMode, isLoop); }
public PlaySoundEvent(string name, SOUND.MarchSoundName soundName, SoundPlayMode mode) : base(name) { this.soundName = soundName; this.mode = mode; }
public PlaySoundEvent(string name, string otherSoundName, SoundPlayMode mode = SoundPlayMode.SND_PLAY) : base(name) { this.otherSoundName = otherSoundName; this.mode = mode; }
public void PlaySe(AudioClip clip, float volume, string label, SoundPlayMode playMode = SoundPlayMode.Add) { PlaySeSub(clip, volume, label, playMode); }
/// <summary> /// SE再生 /// </summary> /// <param name="clip">オーディオクリップ</param> /// <param name="volume">再生ボリューム</param> /// <returns>再生をしているサウンドストリーム</returns> public void PlaySe(AudioClip clip, float volume, string label = "", SoundPlayMode playMode = SoundPlayMode.Add, bool isLoop = false) { System.PlaySe(clip, volume * GetMasterVolume(IdSe), label, playMode, isLoop); }
/// <summary> /// SE再生 /// </summary> /// <param name="file">サウンドファイル</param> /// <param name="volume">再生ボリューム</param> /// <returns>再生をしているサウンドストリーム</returns> public void PlaySe(AssetFile file, float volume, string label = "", SoundPlayMode playMode = SoundPlayMode.Add, bool isLoop = false) { System.PlaySe(file, volume * GetMasterVolume(IdSe), label, playMode, isLoop); }
private static void RegisterSound(ContentManager content, SoundType type, string fileName, SoundPlayMode mode) { var source = content.Load<SoundEffect>(AudioDirectory + fileName); SoundList.Add(type, new SoundData { Source = source, Instance = source.CreateInstance(), Mode = mode }); }
/// <summary> /// SEの再生 /// </summary> /// <param name="clip">オーディオクリップ</param> /// <returns>再生をしているサウンドストリーム</returns> public void PlaySe(AudioClip clip, string label = "", SoundPlayMode playMode = SoundPlayMode.Add, bool isLoop = false) { PlaySe(clip, DefaultVolume, label, playMode, isLoop); }
//************ SE ************// /// <summary> /// SEの再生 /// </summary> /// <param name="file">サウンドファイル</param> /// <returns>再生をしているサウンドストリーム</returns> public void PlaySe(AssetFile file, string label = "", SoundPlayMode playMode = SoundPlayMode.Add) { PlaySe(file, DefaultVolume, label, playMode); }
/// <summary> /// SEの再生 /// </summary> /// <param name="clip">オーディオクリップ</param> /// <returns>再生をしているサウンドストリーム</returns> public void PlaySe(AudioClip clip, string label = "", SoundPlayMode playMode = SoundPlayMode.Add) { PlaySe(clip, DefaultVolume, label, playMode); }
public void PlaySe(AudioClip clip, float volume, string label, SoundPlayMode playMode = SoundPlayMode.Add, bool isLoop = false) { PlaySeSub(clip, volume, label, playMode, isLoop); }