本文整理汇总了C#中AkCallbackManager类的典型用法代码示例。如果您正苦于以下问题:C# AkCallbackManager类的具体用法?C# AkCallbackManager怎么用?C# AkCallbackManager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。
AkCallbackManager类属于命名空间,在下文中一共展示了AkCallbackManager类的19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: DynamicSequenceOpen
public static uint DynamicSequenceOpen(UnityEngine.GameObject in_gameObjectID, uint in_uFlags, AkCallbackManager.EventCallback in_pfnCallback, object in_pCookie) {
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);
}
in_pCookie = new AkCallbackManager.EventCallbackPackage(in_pfnCallback, in_pCookie);
{
uint ret = AkSoundEnginePINVOKE.CSharp_DynamicSequenceOpen__SWIG_1(tempin_gameObjectID, in_uFlags, (IntPtr)0, (IntPtr)in_pCookie.GetHashCode());
return ret;
}
}
开发者ID:Arpit0492,项目名称:Unity,代码行数:25,代码来源:AkSoundEngine_Windows.cs
示例2: LoadBankAsync
/// Loads a bank. This version returns right away and loads in background. See AK::SoundEngine::LoadBank for more information
public void LoadBankAsync(AkCallbackManager.BankCallback callback = null)
{
if (m_RefCount == 0)
{
bankCallback = callback;
AkSoundEngine.LoadBank(bankName, AkBankManager.GlobalBankCallback, this, AkSoundEngine.AK_DEFAULT_POOL_ID, out m_BankID);
}
IncRef();
}
开发者ID:CalumMcManus,项目名称:Sorcerers-Guild,代码行数:10,代码来源:AkBankManager.cs
示例3: DynamicSequenceOpen
public static uint DynamicSequenceOpen(UnityEngine.GameObject in_gameObjectID, uint in_uFlags, AkCallbackManager.EventCallback in_pfnCallback, object in_pCookie) {
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);
}
in_pCookie = new AkCallbackManager.EventCallbackPackage(in_pfnCallback, in_pCookie);
{
uint ret = AkSoundEnginePINVOKE.CSharp_DynamicSequenceOpen__SWIG_1(tempin_gameObjectID, in_uFlags, (IntPtr)0, (IntPtr)in_pCookie.GetHashCode());
return ret;
}
}
开发者ID:juliendeville,项目名称:Lunatic,代码行数:40,代码来源:AkSoundEngine_iOS.cs
示例4: PrepareBank
public static AKRESULT PrepareBank(PreparationType in_PreparationType, uint in_bankID, AkCallbackManager.BankCallback in_pfnBankCallback, object in_pCookie, AkBankContent in_uFlags) {
in_pCookie = new AkCallbackManager.BankCallbackPackage(in_pfnBankCallback, in_pCookie);
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_PrepareBank__SWIG_10((int)in_PreparationType, in_bankID, (IntPtr)0, (IntPtr)in_pCookie.GetHashCode(), (int)in_uFlags);
return ret;
}
}
开发者ID:juliendeville,项目名称:Lunatic,代码行数:8,代码来源:AkSoundEngine_iOS.cs
示例5: UnloadBank
public static AKRESULT UnloadBank(uint in_bankID, IntPtr in_pInMemoryBankPtr, AkCallbackManager.BankCallback in_pfnBankCallback, object in_pCookie) {
in_pCookie = new AkCallbackManager.BankCallbackPackage(in_pfnBankCallback, in_pCookie);
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_UnloadBank__SWIG_8(in_bankID, in_pInMemoryBankPtr, (IntPtr)0, (IntPtr)in_pCookie.GetHashCode());
return ret;
}
}
开发者ID:juliendeville,项目名称:Lunatic,代码行数:8,代码来源:AkSoundEngine_iOS.cs
示例6: LoadBank
public static AKRESULT LoadBank(uint in_bankID, AkCallbackManager.BankCallback in_pfnBankCallback, object in_pCookie, int in_memPoolId) {
in_pCookie = new AkCallbackManager.BankCallbackPackage(in_pfnBankCallback, in_pCookie);
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_LoadBank__SWIG_4(in_bankID, (IntPtr)0, (IntPtr)in_pCookie.GetHashCode(), in_memPoolId);
return ret;
}
}
开发者ID:juliendeville,项目名称:Lunatic,代码行数:8,代码来源:AkSoundEngine_iOS.cs
示例7: PrepareGameSyncs
public static AKRESULT PrepareGameSyncs(PreparationType in_PreparationType, AkGroupType in_eGameSyncType, uint in_GroupID, uint[] in_paGameSyncID, uint in_uNumGameSyncs, AkCallbackManager.BankCallback in_pfnBankCallback, object in_pCookie) {
in_pCookie = new AkCallbackManager.BankCallbackPackage(in_pfnBankCallback, in_pCookie);
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_PrepareGameSyncs__SWIG_3((int)in_PreparationType, (int)in_eGameSyncType, in_GroupID, in_paGameSyncID, in_uNumGameSyncs, (IntPtr)0, (IntPtr)in_pCookie.GetHashCode());
return ret;
}
}
开发者ID:juliendeville,项目名称:Lunatic,代码行数:8,代码来源:AkSoundEngine_iOS.cs
示例8: PostEvent
public static uint PostEvent(string in_pszEventName, ComponentBind.Entity in_gameObjectID, uint in_uFlags, AkCallbackManager.EventCallback in_pfnCallback, object in_pCookie)
{
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);
}
in_pCookie = new AkCallbackManager.EventCallbackPackage(in_pfnCallback, in_pCookie);
{
uint ret = AkSoundEnginePINVOKE.CSharp_PostEvent__SWIG_9(in_pszEventName, tempin_gameObjectID, in_uFlags, (IntPtr)0, (IntPtr)in_pCookie.GetHashCode());
return ret;
}
}
开发者ID:dsmo7206,项目名称:Lemma,代码行数:24,代码来源:AkSoundEngine_Windows.cs
示例9: UnloadBank
public static AKRESULT UnloadBank(string in_pszString, IntPtr in_pInMemoryBankPtr, AkCallbackManager.BankCallback in_pfnBankCallback, object in_pCookie)
{
in_pCookie = new AkCallbackManager.BankCallbackPackage(in_pfnBankCallback, in_pCookie);
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_UnloadBank__SWIG_6(in_pszString, in_pInMemoryBankPtr, (IntPtr)0, in_pCookie != null ? (IntPtr)in_pCookie.GetHashCode() : (IntPtr)0);
return ret;
}
}
开发者ID:Jalict,项目名称:MED5-PGP-P1,代码行数:9,代码来源:AkSoundEngine_Mac.cs
示例10: PostEvent
public static uint PostEvent(string in_pszEventName, UnityEngine.GameObject in_gameObjectID, uint in_uFlags, AkCallbackManager.EventCallback in_pfnCallback, object in_pCookie, uint in_cExternals, AkExternalSourceInfo in_pExternalSources, uint in_PlayingID)
{
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);
}
in_pCookie = AkCallbackManager.EventCallbackPackage.Create(in_pfnCallback, in_pCookie, ref in_uFlags);
{
uint ret = AkSoundEnginePINVOKE.CSharp_PostEvent__SWIG_6(in_pszEventName, tempin_gameObjectID, in_uFlags, in_uFlags != 0 ? (IntPtr)1 : (IntPtr)0, in_pCookie != null ? (IntPtr)in_pCookie.GetHashCode() : (IntPtr)0, in_cExternals, AkExternalSourceInfo.getCPtr(in_pExternalSources), in_PlayingID);
AkCallbackManager.SetLastAddedPlayingID(ret);
return ret;
}
}
开发者ID:NunezG,项目名称:villeEmergente,代码行数:24,代码来源:AkSoundEngine_Windows.cs
示例11: LoadBank
public static AKRESULT LoadBank(string in_pszString, AkCallbackManager.BankCallback in_pfnBankCallback, object in_pCookie, int in_memPoolId, out uint out_bankID)
{
in_pCookie = new AkCallbackManager.BankCallbackPackage(in_pfnBankCallback, in_pCookie);
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_LoadBank__SWIG_4(in_pszString, (IntPtr)0, in_pCookie != null ? (IntPtr)in_pCookie.GetHashCode() : (IntPtr)0, in_memPoolId, out out_bankID);
return ret;
}
}
开发者ID:Jalict,项目名称:MED5-PGP-P1,代码行数:9,代码来源:AkSoundEngine_Mac.cs
示例12: PostEvent
public static uint PostEvent(string in_pszEventName, UnityEngine.GameObject in_gameObjectID, uint in_uFlags, AkCallbackManager.EventCallback in_pfnCallback, object in_pCookie, uint in_cExternals)
{
AkAutoObject tempObj = null;
uint tempin_gameObjectID = (uint)AutoRegisterAkGameObj(in_gameObjectID, ref tempObj);
in_pCookie = AkCallbackManager.EventCallbackPackage.Create(in_pfnCallback, in_pCookie, ref in_uFlags);
{
uint ret = AkSoundEnginePINVOKE.CSharp_PostEvent__SWIG_8(in_pszEventName, tempin_gameObjectID, in_uFlags, in_uFlags != 0 ? (IntPtr)1 : (IntPtr)0, in_pCookie != null ? (IntPtr)in_pCookie.GetHashCode() : (IntPtr)0, in_cExternals);
AkCallbackManager.SetLastAddedPlayingID(ret);
return ret;
}
}
开发者ID:Jalict,项目名称:MED5-PGP-P1,代码行数:12,代码来源:AkSoundEngine_Mac.cs
示例13: LoadBankAsync
/// Loads a SoundBank. This version returns right away and loads in background. See AK::SoundEngine::LoadBank for more information.
public static void LoadBankAsync(string name, AkCallbackManager.BankCallback callback = null)
{
m_Mutex.WaitOne();
AkBankHandle handle = null;
if (!m_BankHandles.TryGetValue(name, out handle))
{
handle = new AkBankHandle(name, false, false);
m_BankHandles.Add(name, handle);
m_Mutex.ReleaseMutex();
handle.LoadBankAsync(callback);
}
else
{
// Bank already loaded, increment its ref count.
handle.IncRef();
m_Mutex.ReleaseMutex();
}
}
开发者ID:TheWanderingTree,项目名称:temple,代码行数:19,代码来源:AkBankManager.cs
示例14: DynamicSequenceOpen
public static uint DynamicSequenceOpen(UnityEngine.GameObject in_gameObjectID, uint in_uFlags, AkCallbackManager.EventCallback in_pfnCallback, object in_pCookie)
{
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);
}
in_pCookie = AkCallbackManager.EventCallbackPackage.Create(in_pfnCallback, in_pCookie, ref in_uFlags);
{
uint ret = AkSoundEnginePINVOKE.CSharp_DynamicSequenceOpen__SWIG_1(tempin_gameObjectID, in_uFlags, in_uFlags != 0 ? (IntPtr)1 : (IntPtr)0, in_pCookie != null ? (IntPtr)in_pCookie.GetHashCode() : (IntPtr)0);
AkCallbackManager.SetLastAddedPlayingID(ret);
return ret;
}
}
开发者ID:MaDumont,项目名称:LesVoyeurs,代码行数:34,代码来源:AkSoundEngine_Windows.cs
示例15: PrepareEvent
public static AKRESULT PrepareEvent(PreparationType in_PreparationType, uint[] in_pEventID, uint in_uNumEvent, AkCallbackManager.BankCallback in_pfnBankCallback, object in_pCookie) {
in_pCookie = new AkCallbackManager.BankCallbackPackage(in_pfnBankCallback, in_pCookie);
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_PrepareEvent__SWIG_3((int)in_PreparationType, in_pEventID, in_uNumEvent, (IntPtr)0, (IntPtr)in_pCookie.GetHashCode());
return ret;
}
}
开发者ID:juliendeville,项目名称:Lunatic,代码行数:8,代码来源:AkSoundEngine_iOS.cs
示例16: PostEvent
public static uint PostEvent(string in_pszEventName, UnityEngine.GameObject in_gameObjectID, uint in_uFlags, AkCallbackManager.EventCallback in_pfnCallback, object in_pCookie, uint in_cExternals, AkExternalSourceInfo in_pExternalSources) {
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);
}
in_pCookie = new AkCallbackManager.EventCallbackPackage(in_pfnCallback, in_pCookie);
{
uint ret = AkSoundEnginePINVOKE.CSharp_PostEvent__SWIG_7(in_pszEventName, tempin_gameObjectID, in_uFlags, (IntPtr)0, (IntPtr)in_pCookie.GetHashCode(), in_cExternals, AkExternalSourceInfo.getCPtr(in_pExternalSources));
return ret;
}
}
开发者ID:Arpit0492,项目名称:Unity,代码行数:25,代码来源:AkSoundEngine_Windows.cs
示例17: DynamicSequenceOpen
public static uint DynamicSequenceOpen(UnityEngine.GameObject in_gameObjectID, uint in_uFlags, AkCallbackManager.EventCallback in_pfnCallback, object in_pCookie)
{
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);
}
in_pCookie = AkCallbackManager.EventCallbackPackage.Create(in_pfnCallback, in_pCookie, ref in_uFlags);
{
uint ret = AkSoundEnginePINVOKE.CSharp_DynamicSequenceOpen__SWIG_1(tempin_gameObjectID, in_uFlags, in_uFlags != 0 ? (IntPtr)1 : (IntPtr)0, in_pCookie != null ? (IntPtr)in_pCookie.GetHashCode() : (IntPtr)0);
AkCallbackManager.SetLastAddedPlayingID(ret);
return ret;
}
}
开发者ID:NunezG,项目名称:villeEmergente,代码行数:24,代码来源:AkSoundEngine_Windows.cs
示例18: DynamicSequenceOpen
public static uint DynamicSequenceOpen(UnityEngine.GameObject in_gameObjectID, uint in_uFlags, AkCallbackManager.EventCallback in_pfnCallback, object in_pCookie)
{
AkAutoObject tempObj = null;
uint tempin_gameObjectID = (uint)AutoRegisterAkGameObj(in_gameObjectID, ref tempObj);
in_pCookie = AkCallbackManager.EventCallbackPackage.Create(in_pfnCallback, in_pCookie, ref in_uFlags);
{
uint ret = AkSoundEnginePINVOKE.CSharp_DynamicSequenceOpen__SWIG_1(tempin_gameObjectID, in_uFlags, in_uFlags != 0 ? (IntPtr)1 : (IntPtr)0, in_pCookie != null ? (IntPtr)in_pCookie.GetHashCode() : (IntPtr)0);
AkCallbackManager.SetLastAddedPlayingID(ret);
return ret;
}
}
开发者ID:Jalict,项目名称:MED5-PGP-P1,代码行数:12,代码来源:AkSoundEngine_Mac.cs
示例19: PlayFiniteEvent
//Methode pour jouer un event Wwise ayant une durée finie, en appelant une methode de callback quand il se termine
// eventName : le nom de l'event
// gObject : l'objet sur lequel il sera positionné dans l'espace ( si il s'agit d'un son 3d )
// callBackFunction : la fonction a appellé à la fin de l'event
public static void PlayFiniteEvent(string eventName, GameObject gObject, AkCallbackManager.EventCallback callBackFunction )
{
AkSoundEngine.PostEvent(eventName, gObject, (uint)AkCallbackType.AK_EndOfEvent, callBackFunction, gObject);
}
开发者ID:NunezG,项目名称:villeEmergente,代码行数:8,代码来源:WwiseAudioManager.cs
注:本文中的AkCallbackManager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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