本文整理汇总了C#中FMOD.getPlaybackState方法的典型用法代码示例。如果您正苦于以下问题:C# FMOD.getPlaybackState方法的具体用法?C# FMOD.getPlaybackState怎么用?C# FMOD.getPlaybackState使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FMOD
的用法示例。
在下文中一共展示了FMOD.getPlaybackState方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: startStopLoop
// Starts or stops a looping audio event depending on whether the play condition is met
// Prevents retriggering when play should be continuous
public static void startStopLoop(FMOD.Studio.EventInstance loopingSound, Boolean playConditionMet, GameObject soundSource)
{
var attributes = FMOD.Studio.UnityUtil.to3DAttributes(soundSource.transform.position);
loopingSound.set3DAttributes(attributes);
FMOD.Studio.PLAYBACK_STATE state;
loopingSound.getPlaybackState(out state);
// Stop looping sound if already playing and play condition is no longer true
if (state == PLAYBACK_STATE.PLAYING)
{
if (!playConditionMet)
{
loopingSound.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT);
}
}
// Start looping sound if play condition is met and sound not already playing
else
{
if(playConditionMet)
{
loopingSound.start();
}
}
}
示例2: StopIfPlaying
private static void StopIfPlaying(FMOD.Studio.EventInstance evt)
{
if (evt == null)
{
return;
}
PLAYBACK_STATE pLAYBACK_STATE;
UnityUtil.ERRCHECK(evt.getPlaybackState(out pLAYBACK_STATE));
if (pLAYBACK_STATE != PLAYBACK_STATE.STOPPING && pLAYBACK_STATE != PLAYBACK_STATE.STOPPED)
{
UnityUtil.ERRCHECK(evt.stop(STOP_MODE.ALLOWFADEOUT));
}
}
示例3: StartIfNotPlaying
private static void StartIfNotPlaying(FMOD.Studio.EventInstance evt)
{
if (evt == null)
{
return;
}
PLAYBACK_STATE pLAYBACK_STATE;
UnityUtil.ERRCHECK(evt.getPlaybackState(out pLAYBACK_STATE));
if (pLAYBACK_STATE != PLAYBACK_STATE.STARTING && pLAYBACK_STATE != PLAYBACK_STATE.PLAYING)
{
UnityUtil.ERRCHECK(evt.start());
}
}