示例#1
0
 public override void OnStateUpdate()
 {
     AudioEvent.Volume = Mathf.Lerp(_startVolume, 0, _passedTime / GobalFadeoutTime);
     _passedTime      += Time.deltaTime;
     if (Math.Abs(AudioEvent.Volume) < float.Epsilon)
     {
         AudioEvent.EnterState("Stopped");
     }
 }
示例#2
0
        public override void OnStateUpdate()
        {
            AudioEvent.Volume = Mathf.Lerp(_startVolume, 0, _passedTime / _gobalFadeoutTime);
            _passedTime      += Time.deltaTime;
            if (Math.Abs(AudioEvent.Volume) < float.Epsilon)
            {
                AudioEvent.EnterState("Virtual");
            }

            if (!AudioEvent.ShouldBeVirtual())
            {
                AudioEvent.EnterState("Playing");
            }
        }
示例#3
0
        public override void OnEnterState(AudioEvent audioEvent)
        {
            base.OnEnterState(audioEvent);
            //now it is sync when in real project it should be an async way
            AudioEvent             = audioEvent;
            AudioEvent.AudioSource = GameObjectPool.Instance.GetNext("Audio").GetComponent <AudioSource>();
            AudioEvent.AudioSource.spatialBlend       = AudioEvent.Position == null ? 0f : 1f;
            AudioEvent.AudioSource.transform.position = AudioEvent.Position ?? Vector3.zero;
            AudioEvent.AudioSource.volume             = AudioEvent.Volume;
            AudioEvent.AudioSource.playOnAwake        = false;

            var request = AudioEngine.Instance.Loader.LoadAsyncWithCallBack <AudioClip>(AudioEvent.EventName);

            request.completed += operation =>
            {
                var clip = request.asset as AudioClip;
                AudioEvent.AudioSource.clip = clip;
                AudioEvent.Loaded           = true;
                AudioEvent.EnterState("ToPlay");
            };
        }