//Load the song and wait for completion void Start() { //trackConfigWindow.CloseWindow(); _dataPath = Application.dataPath + "/Songs"; _mode = TimelineMode.sec; _curSong = Song.loadSong(File.ReadAllBytes(_dataPath + "/SongName/Song.SongData")); //File.WriteAllBytes(_dataPath + "/SongName/Song.SongData", _curSong.getSongData()); _audio = GetComponent<AudioSource>(); _audio.playOnAwake = false; _audio.Stop(); EventManager.StartListening("songLoaded", SongReady); _loadStartTime = Time.time; StartCoroutine(_curSong.LoadAudioClip("songLoaded")); Debug.Log("Loading Song..."); }
void Start() { //Set the Data path _dataPath = Application.dataPath + "/Songs/"; //Cache the audio source _src = GetComponent<AudioSource>(); //get the song length //Cache the size of the progressBar //Generate the song //GenerateSong(); //_song = null; byte[] songData = File.ReadAllBytes(_dataPath + "SongName/Song.SongData"); _song = Song.loadSong(songData); EventManager.StartListening("loadSong", SongReady); StartCoroutine(_song.LoadAudioClip("loadSong")); //_src.clip = _song.song; //_songLength = _src.clip.length; }