// Updates audio according to playState & playDirection void UpdateAudio() { if (enableAudio && audioAttached) { if (scrubbing) { myAudio.Stop(); } else { if(playState == UVT_PlayState.Playing) { switch (playDirection) { case UVT_PlayDirection.forward: myAudio.frameIndex = index; myAudio.Sync(); myAudio.Play(); break; case UVT_PlayDirection.backward: myAudio.Stop(); break; } } else myAudio.Stop(); } } }
void Update() { // Forces audio sync on first play (helpful for some devices) if ((firstPlay) && (index < firstFrame + 1) && enableAudio) { myAudio.frameIndex = index; myAudio.Sync(); myAudio.Play(); } if (Input.GetMouseButtonDown(0) && enableReplay) { index = firstFrame; if (audioAttached && enableAudio) { myAudio.frameIndex = index; myAudio.Sync(); myAudio.Play(); } } index += FPS * Time.deltaTime; intIndex = (int)index; if (index >= lastFrame) { index = lastFrame; } if (intIndex != lastIndex) { indexStr = string.Format("{0:" + digitsFormat + "}", intIndex); if (DigitsLocation == digitsLocation.Postfix) { newTex = Resources.Load(FileName + indexStr) as Texture; } else { newTex = Resources.Load(indexStr + FileName) as Texture; } lastIndex = intIndex; } }