本文整理汇总了C#中AkCurveInterpolation类的典型用法代码示例。如果您正苦于以下问题:C# AkCurveInterpolation类的具体用法?C# AkCurveInterpolation怎么用?C# AkCurveInterpolation使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
AkCurveInterpolation类属于命名空间,在下文中一共展示了AkCurveInterpolation类的15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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: Stop
public void Stop(int _transitionDuration, AkCurveInterpolation _curveInterpolation = AkCurveInterpolation.AkCurveInterpolation_Linear)
{
AkSoundEngine.ExecuteActionOnEvent((uint)eventID, AkActionOnEventType.AkActionOnEventType_Stop, soundEmitterObject, _transitionDuration, _curveInterpolation);
}
开发者ID:PurdueSIGGD,项目名称:GrapplingHookFighters,代码行数:4,代码来源: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;
}
开发者ID:juliendeville,项目名称:Lunatic,代码行数:5,代码来源: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;
}
}
开发者ID:juliendeville,项目名称:Lunatic,代码行数:39,代码来源: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;
}
}
开发者ID:Arpit0492,项目名称:Unity,代码行数:24,代码来源: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);
}
开发者ID:juliendeville,项目名称:Lunatic,代码行数:4,代码来源: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;
}
}
开发者ID:Jalict,项目名称:MED5-PGP-P1,代码行数:11,代码来源: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;
}
}
开发者ID:Arpit0492,项目名称:Unity,代码行数:24,代码来源: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;
}
开发者ID:Jalict,项目名称:MED5-PGP-P1,代码行数:6,代码来源: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;
}
}
开发者ID:Jalict,项目名称:MED5-PGP-P1,代码行数:11,代码来源: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;
}
}
开发者ID:Jalict,项目名称:MED5-PGP-P1,代码行数:11,代码来源: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;
}
}
开发者ID:MaDumont,项目名称:LesVoyeurs,代码行数:33,代码来源: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;
}
}
开发者ID:MaDumont,项目名称:LesVoyeurs,代码行数:33,代码来源: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;
}
}
开发者ID:dsmo7206,项目名称:Lemma,代码行数:23,代码来源: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;
}
}
开发者ID:dsmo7206,项目名称:Lemma,代码行数:23,代码来源: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;
}
}
开发者ID:NunezG,项目名称:villeEmergente,代码行数:23,代码来源:AkSoundEngine_Windows.cs
注:本文中的AkCurveInterpolation类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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