本文整理匯總了C#中UnityEngine.AudioSource.SetScheduledEndTime方法的典型用法代碼示例。如果您正苦於以下問題:C# AudioSource.SetScheduledEndTime方法的具體用法?C# AudioSource.SetScheduledEndTime怎麽用?C# AudioSource.SetScheduledEndTime使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類UnityEngine.AudioSource
的用法示例。
在下文中一共展示了AudioSource.SetScheduledEndTime方法的2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: SetupLoop
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);
}
示例2: Awake
// 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);
}