void SetupLoop() { sourceTwo = gameObject.AddComponent<AudioSource> (); sourceTwo.playOnAwake = false; sourceTwo.clip = songClip; sourceTwo.timeSamples = introEndInSamples; sourceTwo.PlayScheduled (introEndTime); sourceTwo.SetScheduledEndTime (nextLoopSwap); InvokeRepeating ("SwapLoop", (float) ((introEndInSamples * oneSampleInSeconds) + 1.0f), (float) loopTime); }
// Use this for initialization void Awake() { sourceOne = gameObject.AddComponent<AudioSource> (); sourceOne.clip = songClip; oneSampleInSeconds = 1.0 / songClip.frequency; loopTime = loopInSamples * oneSampleInSeconds; introEndTime = AudioSettings.dspTime + (introEndInSamples * oneSampleInSeconds); nextLoopSwap = introEndTime + loopTime; sourceOne.PlayScheduled(AudioSettings.dspTime); sourceOne.SetScheduledEndTime (introEndTime); Invoke ("SetupLoop", 2.0f); }
static public int SetScheduledEndTime(IntPtr l) { try { UnityEngine.AudioSource self = (UnityEngine.AudioSource)checkSelf(l); System.Double a1; checkType(l, 2, out a1); self.SetScheduledEndTime(a1); return(0); } catch (Exception e) { return(error(l, e)); } }
static int SetScheduledEndTime(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.AudioSource obj = (UnityEngine.AudioSource)ToLua.CheckObject <UnityEngine.AudioSource>(L, 1); double arg0 = (double)LuaDLL.luaL_checknumber(L, 2); obj.SetScheduledEndTime(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }