void Update() { // Update occlusion state. if (!occlusionEnabled) { currentOcclusion = 0.0f; } else if (Time.time >= nextOcclusionUpdate) { nextOcclusionUpdate = Time.time + GvrAudio.occlusionDetectionInterval; currentOcclusion = GvrAudio.ComputeOcclusion(transform); } // Update source. if (!isPlaying && !isPaused) { Stop(); } else { audioSource.SetSpatializerFloat((int)GvrAudio.SpatializerData.Gain, GvrAudio.ConvertAmplitudeFromDb(gainDb)); audioSource.SetSpatializerFloat((int)GvrAudio.SpatializerData.MinDistance, sourceMinDistance); GvrAudio.UpdateAudioSource(id, this, currentOcclusion); } }
void Update() { // Update occlusion state. if (!occlusionEnabled) { currentOcclusion = 0.0f; } else if (Time.time >= nextOcclusionUpdate) { nextOcclusionUpdate = Time.time + GvrAudio.occlusionDetectionInterval; currentOcclusion = GvrAudio.ComputeOcclusion(transform); } // Update source. if (!isPlaying && !isPaused) { Stop(); } else { GvrAudio.UpdateAudioSource(id, transform, bypassRoomEffects, gainDb, spread, rolloffMode, sourceMinDistance, sourceMaxDistance, directivityAlpha, directivitySharpness, currentOcclusion); } }