public void stop(SOUND_DEFINE audio) { if (mSoundDefineMap.ContainsKey(audio)) { stop(mSoundDefineMap[audio]); } }
public static void AUDIO(myUIObject obj, SOUND_DEFINE sound, bool loop, float volume) { CMD(out CommandWindowPlayAudio cmd, false); cmd.mSound = sound; cmd.mLoop = loop; cmd.mVolume = volume; pushCommand(cmd, obj); }
public static void AUDIO(SOUND_DEFINE sound, bool loop, float volume) { CMD(out CommandGameScenePlayAudio cmd, false); cmd.mSound = sound; cmd.mLoop = loop; cmd.mVolume = volume; pushCommand(cmd, mGameSceneManager.getCurScene()); }
public float getVolumeScale(SOUND_DEFINE sound) { if (mVolumeScale.ContainsKey(sound)) { return(mVolumeScale[sound]); } return(1.0f); }
public float getVolumeScale(SOUND_DEFINE sound) { if (mVolumeScale.TryGetValue(sound, out float volume)) { return(volume); } return(1.0f); }
public string getAudioName(SOUND_DEFINE soundDefine) { if (mSoundDefineMap.TryGetValue(soundDefine, out string name)) { return(name); } return(null); }
public string getAudioName(SOUND_DEFINE soundDefine) { if (mSoundDefineMap.ContainsKey(soundDefine)) { return(mSoundDefineMap[soundDefine]); } return(""); }
public override void init() { base.init(); mSound = SOUND_DEFINE.SD_MAX; mSoundFileName = ""; mLoop = false; mVolume = 1.0f; }
public override void resetProperty() { base.resetProperty(); mSound = SOUND_DEFINE.MIN; mSoundFileName = null; mVolume = 1.0f; mUseVolumeCoe = true; mLoop = false; }
//-------------------------------------------------------------------------------------------------------------------------------------------------------- // 音效 public static void PLAY_AUDIO_WINDOW(txUIObject obj, SOUND_DEFINE sound, bool loop, float volume) { CommandWindowPlayAudio cmd = mCommandSystem.newCmd <CommandWindowPlayAudio>(false); cmd.mSound = sound; cmd.mLoop = loop; cmd.mVolume = volume; mCommandSystem.pushCommand(cmd, obj); }
public override void init() { base.init(); mSound = SOUND_DEFINE.SD_MAX; mSoundFileName = null; mVolume = 1.0f; mUseVolumeCoe = true; mLoop = false; }
public static void PLAY_AUDIO_OBJECT(MovableObject obj, SOUND_DEFINE sound, bool loop, float volume) { CommandMovableObjectPlayAudio cmd = newCmd(out cmd, false); cmd.mSound = sound; cmd.mLoop = loop; cmd.mVolume = volume; pushCommand(cmd, obj); }
public void loadAudio(SOUND_DEFINE sound, bool async = true) { if (!mSoundDefineMap.TryGetValue(sound, out string audioName)) { return; } if (mAudioClipList.TryGetValue(audioName, out AudioInfo info)) { loadAudio(info, async); } }
// 注册可以使用枚举访问的音效 public void registeSoundDefine(SOUND_DEFINE soundID, string audioName, string fileName, float volumeScale) { if (mSoundDefineMap.ContainsKey(soundID)) { return; } mSoundDefineMap.Add(soundID, audioName); if (!mVolumeScale.ContainsKey(soundID)) { mVolumeScale.Add(soundID, volumeScale); } registeAudio(fileName); }
public void loadAudio(SOUND_DEFINE sound, bool async = true) { if (!mSoundDefineMap.ContainsKey(sound)) { return; } string audioName = mSoundDefineMap[sound]; if (mAudioClipList.ContainsKey(audioName)) { loadAudio(mAudioClipList[audioName], async); } }
public override void resetProperty() { base.resetProperty(); mFadingCallback = null; mFadeDoneCallback = null; mSoundVolumeCoe = SOUND_DEFINE.MIN; mKeyframe = KEY_FRAME.NONE; mStartVolume = 0.0f; mTargetVolume = 0.0f; mOnceLength = 0.0f; mOffset = 0.0f; mLoop = false; mFullOnce = true; }
public override void init() { base.init(); mFadingCallback = null; mFadeDoneCallback = null; mSoundVolumeCoe = SOUND_DEFINE.SD_MIN; mKeyFrameName = null; mStartVolume = 0.0f; mTargetVolume = 0.0f; mOnceLength = 0.0f; mOffset = 0.0f; mAmplitude = 1.0f; mLoop = false; mFullOnce = true; }
public override void init() { int dataCount = mDataBase.getDataCount(DATA_TYPE.DT_GAME_SOUND); for (int i = 0; i < dataCount; ++i) { DataGameSound soundData = mDataBase.queryData(DATA_TYPE.DT_GAME_SOUND, i) as DataGameSound; string soundName = BinaryUtility.bytesToString(soundData.mSoundFileName); string audioName = StringUtility.getFileNameNoSuffix(soundName, true); SOUND_DEFINE soundID = (SOUND_DEFINE)(soundData.mSoundID); mSoundDefineMap.Add(soundID, audioName); if (!mVolumeScale.ContainsKey(soundID)) { mVolumeScale.Add(soundID, soundData.mVolumeScale); } registeAudio(soundName); } }
public override void init() { // 从SQlite数据库中查询音效信息 bool findInSQLite = false; if (mSQLiteSound != null) { List <SoundData> soundDataList; mSQLiteSound.queryAll(out soundDataList); int dataCount = soundDataList.Count; for (int i = 0; i < dataCount; ++i) { SoundData soundData = soundDataList[i]; string audioName = getFileNameNoSuffix(soundData.mFileName, true); SOUND_DEFINE soundID = (SOUND_DEFINE)(soundData.mID); mSoundDefineMap.Add(soundID, audioName); if (!mVolumeScale.ContainsKey(soundID)) { mVolumeScale.Add(soundID, soundData.mVolumeScale); } registeAudio(soundData.mFileName); } findInSQLite = dataCount > 0; } // 数据库中查不到,则从自定义的数据表格中查询 if (!findInSQLite) { int dataCount = mDataBase.getDataCount(DATA_TYPE.DT_GAME_SOUND); for (int i = 0; i < dataCount; ++i) { DataGameSound soundData = mDataBase.queryData(DATA_TYPE.DT_GAME_SOUND, i) as DataGameSound; string soundName = bytesToString(soundData.mSoundFileName); string audioName = getFileNameNoSuffix(soundName, true); SOUND_DEFINE soundID = (SOUND_DEFINE)(soundData.mSoundID); mSoundDefineMap.Add(soundID, audioName); if (!mVolumeScale.ContainsKey(soundID)) { mVolumeScale.Add(soundID, soundData.mVolumeScale); } registeAudio(soundName); } } }
public static void AUDIO(MovableObject obj, SOUND_DEFINE sound, bool loop, float volume, bool useVolumeCoe) { if (obj == null) { return; } string name = (sound != SOUND_DEFINE.MIN) ? mAudioManager.getAudioName(sound) : null; if (isEmpty(name)) { logError("sound name must be valid, use void AUDIO(MovableObject obj) to stop sound"); return; } CMD(out CommandMovableObjectPlayAudio cmd, false); cmd.mSound = sound; cmd.mLoop = loop; cmd.mVolume = volume; cmd.mUseVolumeCoe = useVolumeCoe; pushCommand(cmd, obj); }
public static void PLAY_AUDIO_SCENE(SOUND_DEFINE sound, bool loop) { ObjectTools.PLAY_AUDIO_SCENE(sound, loop, mGameSetting.getCurVolume()); }
public static void AUDIO(myUIObject obj, SOUND_DEFINE sound) { AUDIO(obj, sound, false, 1.0f); }
public static void PLAY_AUDIO_SCENE(SOUND_DEFINE sound) { PLAY_AUDIO_SCENE(sound, true, 1.0f); }
public static void AUDIO(myUIObject obj, SOUND_DEFINE sound, bool loop) { AUDIO(obj, sound, loop, 1.0f); }
public static void PLAY_AUDIO_OBJECT(MovableObject obj, SOUND_DEFINE sound, bool loop) { ObjectTools.PLAY_AUDIO_OBJECT(obj, sound, loop, mGameSetting.getCurVolume()); }
public float getAudioLength(SOUND_DEFINE sound) { string soundName = sound != SOUND_DEFINE.SD_MAX ? mAudioManager.getAudioName(sound) : null; return(getAudioLength(soundName)); }
public static CommandWindowPlayAudio PLAY_AUDIO_WINDOW_DELAY(LayoutScript script, txUIObject obj, float delayTime, SOUND_DEFINE sound, bool loop, float volume) { CommandWindowPlayAudio cmd = mCommandSystem.newCmd <CommandWindowPlayAudio>(false, true); cmd.mSound = sound; cmd.mLoop = loop; cmd.mVolume = volume; mCommandSystem.pushDelayCommand(cmd, obj, delayTime); script.addDelayCmd(cmd); return(cmd); }
public void play(SOUND_DEFINE sound, bool loop, float volume) { play(mAudioManager.getAudioName(sound), loop, volume); }
public static void PLAY_AUDIO_UI(txUIObject obj, SOUND_DEFINE sound, bool loop) { LayoutTools.PLAY_AUDIO(obj, sound, loop, mGameSetting.getCurVolume()); }
public static CommandWindowPlayAudio AUDIO_DELAY(IDelayCmdWatcher watcher, myUIObject obj, float delayTime, SOUND_DEFINE sound, bool loop) { CMD(out CommandWindowPlayAudio cmd, false, true); cmd.mSound = sound; cmd.mLoop = loop; cmd.mUseVolumeCoe = true; pushDelayCommand(cmd, obj, delayTime, watcher); return(cmd); }