public void SetPlaybackState(AudioPlaybackState state) { if (state == _audioPlaybackState) { return; } switch (state) { case AudioPlaybackState.Stop: { Stop(); } break; case AudioPlaybackState.Paused: { Pause(); } break; case AudioPlaybackState.Playing: { Play(); } break; } _audioPlaybackState = state; }
void UpdateMat(AudioPlaybackState state) { if (m_showingState != state) { m_renderer.material = state == AudioPlaybackState.eStopped ? matStart : matStop; m_showingState = state; } }
void SetPlaybackState(AudioPlaybackState state) { UnityEngine.Assertions.Assert.IsTrue(IsReady()); SetStreamState(state, m_state); m_state = state; m_events.playbackChangeEvent.Invoke(m_state); }
/// <summary> /// Update the internal streaming according to playback state. /// </summary> /// <param name="updated"></param> /// <param name="previous"></param> void SetStreamState(AudioPlaybackState updated, AudioPlaybackState previous) { switch (updated) { case AudioPlaybackState.ePaused: m_source.Pause(); break; case AudioPlaybackState.ePlaying: if (previous == AudioPlaybackState.eStopped) { m_source.Play(); } else { m_source.UnPause(); } break; case AudioPlaybackState.eStopped: m_source.Stop(); break; } }
void UpdateMat(AudioPlaybackState state) { m_renderer.material = state == AudioPlaybackState.ePaused ? matResume : matPause; }