void Start() { if (!GetComponent <NetworkView>().isMine) { USpeaker.Get(this).SpeakerMode = SpeakerMode.Remote; } }
void Start() { if (!networkView.isMine) { USpeaker.Get(this).SpeakerMode = SpeakerMode.Remote; } }
IEnumerator JitterSend(byte[] data) { if (Random.Range(0.0f, 1.0f) <= ChanceOfPacketLoss) { yield break; } yield return(new WaitForSeconds(Random.Range(0.0f, (float)PingJitterMS / 1000.0f))); USpeaker.Get(this).ReceiveAudio(data); }
// Token: 0x06004CFA RID: 19706 RVA: 0x0019C8D0 File Offset: 0x0019ACD0 public override void Awake() { base.Awake(); this.spk = USpeaker.Get(this); if (base.photonView.isMine) { this.spk.SpeakerMode = SpeakerMode.Local; } else { this.spk.SpeakerMode = SpeakerMode.Remote; } }
IEnumerator fakeSendPacket(byte[] data) { float rand = Random.Range(0f, 100f); if (rand < packetLoss) { yield break; } float delay = Random.Range(ping, ping + jitter) / 1000f; yield return(new WaitForSeconds(delay)); USpeaker.Get(this).ReceiveAudio(data); }
// Token: 0x06004CC4 RID: 19652 RVA: 0x0019BA84 File Offset: 0x00199E84 private IEnumerator fakeSendPacket(byte[] data) { float rand = UnityEngine.Random.Range(0f, 100f); if (rand < this.packetLoss) { yield break; } float delay = UnityEngine.Random.Range(this.ping, this.ping + this.jitter) / 1000f; yield return(new WaitForSeconds(delay)); USpeaker.Get(this).ReceiveAudio(data); yield break; }
public void USpeakInitializeSettings(int data) { USpeaker.Get(this).InitializeSettings(data); }
void init(int data) { USpeaker.Get(this).InitializeSettings(data); }
void vc(byte[] data) { USpeaker.Get(this).ReceiveAudio(data); }
public void USpeakOnSerializeAudio(byte[] data) { USpeaker.Get(this).ReceiveAudio(data); }
// Token: 0x06004CC3 RID: 19651 RVA: 0x0019BA73 File Offset: 0x00199E73 public void USpeakInitializeSettingsForPlayer(int data, Player p) { USpeaker.Get(this).InitializeSettings(data); }
// Token: 0x06004D1A RID: 19738 RVA: 0x0019D932 File Offset: 0x0019BD32 private void Awake() { this.spk = USpeaker.Get(this); Debug.LogError("FIX PREVIOUS LINES"); UnityEngine.Object.DontDestroyOnLoad(base.gameObject); }