當前位置: 首頁>>代碼示例>>C#>>正文


C# AkCurveInterpolation類代碼示例

本文整理匯總了C#中AkCurveInterpolation的典型用法代碼示例。如果您正苦於以下問題:C# AkCurveInterpolation類的具體用法?C# AkCurveInterpolation怎麽用?C# AkCurveInterpolation使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。


AkCurveInterpolation類屬於命名空間,在下文中一共展示了AkCurveInterpolation類的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。

示例1: Stop

 public void Stop(int _transitionDuration, AkCurveInterpolation _curveInterpolation = AkCurveInterpolation.AkCurveInterpolation_Linear)
 {
     AkSoundEngine.ExecuteActionOnEvent((uint)eventID, AkActionOnEventType.AkActionOnEventType_Stop, soundEmitterObject, _transitionDuration, _curveInterpolation);
 }
開發者ID:PurdueSIGGD,項目名稱:GrapplingHookFighters,代碼行數:4,代碼來源:AkEvent.cs

示例2: DynamicSequenceStop

  public static AKRESULT DynamicSequenceStop(uint in_playingID, int in_uTransitionDuration, AkCurveInterpolation in_eFadeCurve) {
    AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_DynamicSequenceStop__SWIG_0(in_playingID, in_uTransitionDuration, (int)in_eFadeCurve);

    return ret;
  }
開發者ID:juliendeville,項目名稱:Lunatic,代碼行數:5,代碼來源:AkSoundEngine_iOS.cs

示例3: ExecuteActionOnEvent

  public static AKRESULT ExecuteActionOnEvent(uint in_eventID, AkActionOnEventType in_ActionType, UnityEngine.GameObject in_gameObjectID, int in_uTransitionDuration, AkCurveInterpolation in_eFadeCurve) {
    
		uint tempin_gameObjectID;
		if ( in_gameObjectID != null )
		{
			tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID();
			// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
			if (in_gameObjectID.GetComponent<AkGameObject>() == null)
			{
				in_gameObjectID.AddComponent<AkGameObject>();

				// Note: We have missed AkGameObject.Awake() of this run to register. 
				// So we take over its work by inlining it here.
				AkSoundEngine.RegisterGameObj(in_gameObjectID, in_gameObjectID.name);
			
				//Set the original position
				AkSoundEngine.SetObjectPosition(
		            in_gameObjectID, 
		            in_gameObjectID.transform.position.x, 
		            in_gameObjectID.transform.position.y, 
		            in_gameObjectID.transform.position.z, 
		            in_gameObjectID.transform.forward.x,
		            in_gameObjectID.transform.forward.y, 
		            in_gameObjectID.transform.forward.z
		        	);
			}
		}
		else
		{
			tempin_gameObjectID = unchecked((uint)-1);
		}
		
		
    {
      AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_1(in_eventID, (int)in_ActionType, tempin_gameObjectID, in_uTransitionDuration, (int)in_eFadeCurve);

      return ret;
    }
  }
開發者ID:juliendeville,項目名稱:Lunatic,代碼行數:39,代碼來源:AkSoundEngine_iOS.cs

示例4: ExecuteActionOnEvent

  public static AKRESULT ExecuteActionOnEvent(string in_pszEventName, AkActionOnEventType in_ActionType, UnityEngine.GameObject in_gameObjectID, int in_uTransitionDuration, AkCurveInterpolation in_eFadeCurve) {
    
		uint tempin_gameObjectID;
		if ( in_gameObjectID != null )
		{
			tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID();
			// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
			if (in_gameObjectID.GetComponent<AkGameObject>() == null)
			{
				in_gameObjectID.AddComponent<AkGameObject>();
			}
		}
		else
		{
			tempin_gameObjectID = unchecked((uint)-1);
		}
		
		
    {
      AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_6(in_pszEventName, (int)in_ActionType, tempin_gameObjectID, in_uTransitionDuration, (int)in_eFadeCurve);

      return ret;
    }
  }
開發者ID:Arpit0492,項目名稱:Unity,代碼行數:24,代碼來源:AkSoundEngine_Windows.cs

示例5: StopPlayingID

  public static void StopPlayingID(uint in_playingID, int in_uTransitionDuration, AkCurveInterpolation in_eFadeCurve) {
    AkSoundEnginePINVOKE.CSharp_StopPlayingID__SWIG_0(in_playingID, in_uTransitionDuration, (int)in_eFadeCurve);

  }
開發者ID:juliendeville,項目名稱:Lunatic,代碼行數:4,代碼來源:AkSoundEngine_iOS.cs

示例6: ExecuteActionOnEvent

    public static AKRESULT ExecuteActionOnEvent(string in_pszEventName, AkActionOnEventType in_ActionType, UnityEngine.GameObject in_gameObjectID, int in_uTransitionDuration, AkCurveInterpolation in_eFadeCurve)
    {
        AkAutoObject tempObj = null;
        uint tempin_gameObjectID = (uint)AutoRegisterAkGameObj(in_gameObjectID, ref tempObj);

        {
          AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_6(in_pszEventName, (int)in_ActionType, tempin_gameObjectID, in_uTransitionDuration, (int)in_eFadeCurve);

          return ret;
        }
    }
開發者ID:Jalict,項目名稱:MED5-PGP-P1,代碼行數:11,代碼來源:AkSoundEngine_Mac.cs

示例7: ResetRTPCValue

  public static AKRESULT ResetRTPCValue(string in_pszRtpcName, UnityEngine.GameObject in_gameObjectID, int in_uValueChangeDuration, AkCurveInterpolation in_eFadeCurve) {
    
		uint tempin_gameObjectID;
		if ( in_gameObjectID != null )
		{
			tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID();
			// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
			if (in_gameObjectID.GetComponent<AkGameObject>() == null)
			{
				in_gameObjectID.AddComponent<AkGameObject>();
			}
		}
		else
		{
			tempin_gameObjectID = unchecked((uint)-1);
		}
		
		
    {
      AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ResetRTPCValue__SWIG_4(in_pszRtpcName, tempin_gameObjectID, in_uValueChangeDuration, (int)in_eFadeCurve);

      return ret;
    }
  }
開發者ID:Arpit0492,項目名稱:Unity,代碼行數:24,代碼來源:AkSoundEngine_Windows.cs

示例8: SetRTPCValueByPlayingID

    public static AKRESULT SetRTPCValueByPlayingID(uint in_rtpcID, float in_value, uint in_playingID, int in_uValueChangeDuration, AkCurveInterpolation in_eFadeCurve, bool in_bBypassInternalValueInterpolation)
    {
        AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_SetRTPCValueByPlayingID__SWIG_0(in_rtpcID, in_value, in_playingID, in_uValueChangeDuration, (int)in_eFadeCurve, in_bBypassInternalValueInterpolation);

        return ret;
    }
開發者ID:Jalict,項目名稱:MED5-PGP-P1,代碼行數:6,代碼來源:AkSoundEngine_Mac.cs

示例9: ResetRTPCValue

    public static AKRESULT ResetRTPCValue(uint in_rtpcID, UnityEngine.GameObject in_gameObjectID, int in_uValueChangeDuration, AkCurveInterpolation in_eFadeCurve, bool in_bBypassInternalValueInterpolation)
    {
        AkAutoObject tempObj = null;
        uint tempin_gameObjectID = (uint)AutoRegisterAkGameObj(in_gameObjectID, ref tempObj);

        {
          AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ResetRTPCValue__SWIG_0(in_rtpcID, tempin_gameObjectID, in_uValueChangeDuration, (int)in_eFadeCurve, in_bBypassInternalValueInterpolation);

          return ret;
        }
    }
開發者ID:Jalict,項目名稱:MED5-PGP-P1,代碼行數:11,代碼來源:AkSoundEngine_Mac.cs

示例10: SetRTPCValue

    public static AKRESULT SetRTPCValue(string in_pszRtpcName, float in_value, UnityEngine.GameObject in_gameObjectID, int in_uValueChangeDuration, AkCurveInterpolation in_eFadeCurve)
    {
        AkAutoObject tempObj = null;
        uint tempin_gameObjectID = (uint)AutoRegisterAkGameObj(in_gameObjectID, ref tempObj);

        {
          AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_SetRTPCValue__SWIG_6(in_pszRtpcName, in_value, tempin_gameObjectID, in_uValueChangeDuration, (int)in_eFadeCurve);

          return ret;
        }
    }
開發者ID:Jalict,項目名稱:MED5-PGP-P1,代碼行數:11,代碼來源:AkSoundEngine_Mac.cs

示例11: ExecuteActionOnEvent

    public static AKRESULT ExecuteActionOnEvent(string in_pszEventName, AkActionOnEventType in_ActionType, UnityEngine.GameObject in_gameObjectID, int in_uTransitionDuration, AkCurveInterpolation in_eFadeCurve)
    {
        AkAutoObject tempObj = null;
        uint tempin_gameObjectID;
        if ( in_gameObjectID != null )
        {
            tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID();
            if (in_gameObjectID.activeInHierarchy)
            {
                if (in_gameObjectID.GetComponent<AkGameObj>() == null)
                {
                    in_gameObjectID.AddComponent<AkGameObj>();
                }
            }
            else
            {
                //Object not active. AkGameObj will not work.  Use a temporary game object.
                //This will automatically unregister at the end of this scope.
                tempObj = new AkAutoObject(in_gameObjectID);
                tempin_gameObjectID = (uint)tempObj.m_id;	//Silence warning
            }
        }
        else
        {
            tempin_gameObjectID = unchecked((uint)-1);
        }

        {
          AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_6(in_pszEventName, (int)in_ActionType, tempin_gameObjectID, in_uTransitionDuration, (int)in_eFadeCurve);

          return ret;
        }
    }
開發者ID:MaDumont,項目名稱:LesVoyeurs,代碼行數:33,代碼來源:AkSoundEngine_Windows.cs

示例12: SetRTPCValue

    public static AKRESULT SetRTPCValue(string in_pszRtpcName, float in_value, UnityEngine.GameObject in_gameObjectID, int in_uValueChangeDuration, AkCurveInterpolation in_eFadeCurve, bool in_bBypassInternalValueInterpolation)
    {
        AkAutoObject tempObj = null;
        uint tempin_gameObjectID;
        if ( in_gameObjectID != null )
        {
            tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID();
            if (in_gameObjectID.activeInHierarchy)
            {
                if (in_gameObjectID.GetComponent<AkGameObj>() == null)
                {
                    in_gameObjectID.AddComponent<AkGameObj>();
                }
            }
            else
            {
                //Object not active. AkGameObj will not work.  Use a temporary game object.
                //This will automatically unregister at the end of this scope.
                tempObj = new AkAutoObject(in_gameObjectID);
                tempin_gameObjectID = (uint)tempObj.m_id;	//Silence warning
            }
        }
        else
        {
            tempin_gameObjectID = unchecked((uint)-1);
        }

        {
          AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_SetRTPCValue__SWIG_5(in_pszRtpcName, in_value, tempin_gameObjectID, in_uValueChangeDuration, (int)in_eFadeCurve, in_bBypassInternalValueInterpolation);

          return ret;
        }
    }
開發者ID:MaDumont,項目名稱:LesVoyeurs,代碼行數:33,代碼來源:AkSoundEngine_Windows.cs

示例13: ExecuteActionOnEvent

    public static AKRESULT ExecuteActionOnEvent(uint in_eventID, AkActionOnEventType in_ActionType, ComponentBind.Entity in_gameObjectID, int in_uTransitionDuration, AkCurveInterpolation in_eFadeCurve)
    {
        uint tempin_gameObjectID;
                if ( in_gameObjectID != null )
                {
                        tempin_gameObjectID = getGameObjectID(in_gameObjectID);
                        // Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
                        if (in_gameObjectID.Get<AkGameObject>() == null)
                        {
                                in_gameObjectID.Add(new AkGameObject());
                        }
                }
                else
                {
                        tempin_gameObjectID = unchecked((uint)-1);
                }

        {
            AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_1(in_eventID, (int)in_ActionType, tempin_gameObjectID, in_uTransitionDuration, (int)in_eFadeCurve);

            return ret;
        }
    }
開發者ID:dsmo7206,項目名稱:Lemma,代碼行數:23,代碼來源:AkSoundEngine_Windows.cs

示例14: SetRTPCValue

    public static AKRESULT SetRTPCValue(string in_pszRtpcName, float in_value, ComponentBind.Entity in_gameObjectID, int in_uValueChangeDuration, AkCurveInterpolation in_eFadeCurve)
    {
        uint tempin_gameObjectID;
                if ( in_gameObjectID != null )
                {
                        tempin_gameObjectID = getGameObjectID(in_gameObjectID);
                        // Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
                        if (in_gameObjectID.Get<AkGameObject>() == null)
                        {
                                in_gameObjectID.Add(new AkGameObject());
                        }
                }
                else
                {
                        tempin_gameObjectID = unchecked((uint)-1);
                }

        {
            AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_SetRTPCValue__SWIG_4(in_pszRtpcName, in_value, tempin_gameObjectID, in_uValueChangeDuration, (int)in_eFadeCurve);

            return ret;
        }
    }
開發者ID:dsmo7206,項目名稱:Lemma,代碼行數:23,代碼來源:AkSoundEngine_Windows.cs

示例15: SetRTPCValue

    public static AKRESULT SetRTPCValue(uint in_rtpcID, float in_value, UnityEngine.GameObject in_gameObjectID, int in_uValueChangeDuration, AkCurveInterpolation in_eFadeCurve, bool in_bBypassInternalValueInterpolation)
    {
        uint tempin_gameObjectID;
        if ( in_gameObjectID != null && in_gameObjectID.activeInHierarchy )
        {
            tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID();
            // Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
            if (in_gameObjectID.GetComponent<AkGameObj>() == null)
            {
                in_gameObjectID.AddComponent<AkGameObj>();
            }
        }
        else
        {
            tempin_gameObjectID = unchecked((uint)-1);
        }

        {
          AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_SetRTPCValue__SWIG_0(in_rtpcID, in_value, tempin_gameObjectID, in_uValueChangeDuration, (int)in_eFadeCurve, in_bBypassInternalValueInterpolation);

          return ret;
        }
    }
開發者ID:NunezG,項目名稱:villeEmergente,代碼行數:23,代碼來源:AkSoundEngine_Windows.cs


注:本文中的AkCurveInterpolation類示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。