示例#1
0
        /// <summary>
        /// Removes the specified AudioStackItem from the AudioStack.
        /// </summary>
        /// <param name="item">An AudioStackItem.</param>
        public void Remove(AudioStackItem item)
        {
            if (!IsLoaded(item))
            {
                return;
            }

            // Make sure the item is stopped
            item.Source.Stop();

            // Remove the clip association
            item.Source.clip = null;

            // Add the source back to the stack
            _audioSources.Push(item.Source);

            // Remove our item definition
            _loadedItems.Remove(item.Key);

            // Free Item
            item = null;
        }
示例#2
0
 /// <summary>
 /// Determines whether an AudioStackItem is playing.
 /// </summary>
 /// <returns>Is the AudioStackItem playing?</returns>
 /// <param name="item">An AudioStackItem.</param>
 public bool IsPlaying(AudioStackItem item)
 {
     return(item != null && item.Source != null && item.Source.isPlaying);
 }
示例#3
0
        /// <summary>
        /// Add/Load an AudioStackItem
        /// </summary>
        /// <param name="item">An AudioStackItem.</param>
        /// <param name="createDuplicate">Create a duplicate entry if need be.</param>
        public string Add(AudioStackItem item, bool createDuplicate)
        {
            if (IsLoaded(item.Key) && !createDuplicate)
            {
                // Update any settings we need too
                _loadedItems [item.Key].Fade       = item.Fade;
                _loadedItems [item.Key].Loop       = item.Loop;
                _loadedItems [item.Key].PlayOnLoad = item.PlayOnLoad;

                _loadedItems [item.Key].FadeInSpeed        = item.FadeInSpeed;
                _loadedItems [item.Key].FadeOutSpeed       = item.FadeOutSpeed;
                _loadedItems [item.Key].Persistant         = item.Persistant;
                _loadedItems [item.Key].TargetVolume       = item.TargetVolume;
                _loadedItems [item.Key].StartVolume        = item.StartVolume;
                _loadedItems [item.Key].RemoveAfterFadeOut = item.RemoveAfterFadeOut;
                _loadedItems [item.Key].Priority           = item.Priority;

                if (_loadedItems [item.Key].Source != null)
                {
                    _loadedItems [item.Key].Source.priority = item.Priority;
                }
            }
            else
            {
                // If we do not have enough sources, we should make one, if we can.
                if (_audioSources.Count <= 0 && _loadedItems.Count < MaximumSources)
                {
                    var source = _poolObject.AddComponent <AudioSource> ();

                    // Make sure we dont have any fun little hickups
                    source.playOnAwake = false;

                    _audioSources.Push(source);
                }

                // Let's rock this playing of one
                if (_audioSources.Count > 0)
                {
                    // Create a slightly different key if need be
                    // You should never be starting the exact same sound twice in the same frame,
                    // thus we can just use the this simple addition
                    if (createDuplicate && IsLoaded(item.Key))
                    {
                        item.Key = item.Key + Time.time + item.GetHashCode();
                    }

                    // Use this stack for callback
                    // TODO: Don't like this
                    item.Stack = this;

                    item.Source = _audioSources.Pop() as AudioSource;
                    // Update Our Source
                    item.Source.clip     = item.Clip;
                    item.Source.volume   = item.StartVolume;
                    item.Source.loop     = item.Loop;
                    item.Source.priority = item.Priority;

                    // Auto Play Stuff
                    if (item.PlayOnLoad)
                    {
                        item.Source.Play();
                    }

                    _loadedItems.Add(item.Key, item);
                }
                else if (_audioSources.Count <= 0 && UsePriorities)
                {
                    // Find our sucker to replace.
                    //TODO: Maybe we can search for how long a track has already played
                    AudioStackItem replaceItem = item;
                    foreach (string s in _loadedItems.Keys.ToList())
                    {
                        if (_loadedItems [s].Priority < replaceItem.Priority &&
                            !_loadedItems [s].Loop)
                        {
                            replaceItem = _loadedItems [s];
                        }
                    }

                    // Did any thing qualify?
                    if (replaceItem != item)
                    {
                        Remove(replaceItem);
                        Add(item);
                    }
                    else
                    {
                        Debug.Log("No available Audio Sources from the AudioStack to use, even when prioritized.");
                    }
                }
                else
                {
                    Debug.Log("No available Audio Sources from the AudioStack to use.");
                }
            }

            return(item.Key);
        }
示例#4
0
 /// <summary>
 /// Determines whether an AudioStackItem is currently loaded and managed by the AudioStack.
 /// </summary>
 /// <returns>Is the AudioStackItem present in the AudioStack?</returns>
 /// <param name="item">An AudioStackItem.</param>
 public bool IsLoaded(AudioStackItem item)
 {
     return(item != null && IsLoaded(item.Key));
 }
示例#5
0
 /// <summary>
 /// Add/Load an AudioStackItem
 /// </summary>
 /// <param name="item">An AudioStackItem.</param>
 public string Add(AudioStackItem item)
 {
     return(Add(item, false));
 }