feature: change playing sound property
This commit is contained in:
@@ -271,7 +271,7 @@ MonoBehaviour:
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m_HorizontalOverflow: 0
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m_VerticalOverflow: 0
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m_LineSpacing: 1
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m_Text: Disable Lowpass
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m_Text: Reset Pitch
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--- !u!222 &351150078
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- component: {fileID: 876276287}
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--- !u!114 &876276284
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@@ -1054,14 +1039,14 @@ MonoBehaviour:
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m_Calls:
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- m_Target: {fileID: 2093584670}
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m_TargetAssemblyTypeName: OCES.Audio.AudioSystem, Assembly-CSharp
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m_MethodName: Play
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m_Mode: 3
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m_TargetAssemblyTypeName: SetPropertyBind, Assembly-CSharp
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@@ -1104,6 +1089,20 @@ CanvasRenderer:
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--- !u!114 &876276287
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--- !u!1 &1013617498
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GameObject:
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@@ -2559,7 +2558,7 @@ MonoBehaviour:
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m_HorizontalOverflow: 0
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m_VerticalOverflow: 0
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m_LineSpacing: 1
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m_Text: Enable Lowpass
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m_Text: Set Pitch
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--- !u!222 &1985546677
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CanvasRenderer:
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@@ -2672,9 +2671,9 @@ GameObject:
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- component: {fileID: 1989157234}
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- component: {fileID: 1989157238}
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m_Layer: 5
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m_Name: LowpassDisable
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m_Name: TestButton
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m_TagString: Untagged
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@@ -2700,21 +2699,6 @@ RectTransform:
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 160, y: 30}
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m_Pivot: {x: 0.5, y: 0.5}
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- m_Target: {fileID: 1989157238}
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m_TargetAssemblyTypeName: SetPropertyBind, Assembly-CSharp
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m_MethodName: ResetPitch
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m_Mode: 1
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--- !u!114 &1989157236
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--- !u!114 &1989157238
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--- !u!1 &2093584669
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GameObject:
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@@ -2827,7 +2837,7 @@ MonoBehaviour:
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m_Name:
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startWithMusic: 1
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logLevel: 0
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--- !u!4 &2093584671
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Transform:
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@@ -179,6 +179,92 @@ namespace OCES.Audio
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this.m_sfxSystem.Stop(audioId);
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}
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/// <summary>
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/// 设置指定音频ID的音量
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/// </summary>
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/// <param name="audioId">音频ID</param>
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/// <param name="targetVolume">目标音量 (0.0 - 1.0)</param>
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public void SetVolume(uint audioId, float targetVolume)
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{
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if (targetVolume is < 0 or > 1)
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{
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Debug.LogWarning($"[AudioSystem] Volume '{targetVolume}' is out of range [0, 1].");
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return;
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}
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this.m_sfxSystem.SetVolume(audioId, targetVolume);
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}
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/// <summary>
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/// 设置指定音频ID的音量
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/// </summary>
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/// <param name="audioId">音频ID</param>
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/// <param name="targetVolume">目标音量 (0.0 - 1.0)</param>
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public void SetVolume(int audioId, float targetVolume)
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{
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SetVolume((uint)audioId, targetVolume);
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}
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/// <summary>
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/// 设置指定音频ID的音高
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/// </summary>
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/// <param name="audioId">音频ID</param>
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/// <param name="targetPitch">目标音高 (通常 1.0 为正常音高, -3 ~ 3)</param>
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public void SetPitch(uint audioId, float targetPitch)
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{
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if (targetPitch is < -3 or > 3)
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{
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Debug.LogWarning($"[AudioSystem] Pitch '{targetPitch}' is out of range [-3, 3].");
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return;
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}
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this.m_sfxSystem.SetPitch(audioId, targetPitch);
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}
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/// <summary>
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/// 设置指定音频ID的音高
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/// </summary>
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/// <param name="audioId">音频ID</param>
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/// <param name="targetPitch">目标音高 (通常 1.0 为正常音高)</param>
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public void SetPitch(int audioId, float targetPitch)
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{
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SetPitch((uint)audioId, targetPitch);
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}
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/// <summary>
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/// 重置指定音频ID的音量为默认值
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/// </summary>
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/// <param name="audioId">音频ID</param>
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public void ResetVolume(uint audioId)
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{
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this.m_sfxSystem.ResetVolume(audioId);
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}
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/// <summary>
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/// 重置指定音频ID的音量为默认值
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/// </summary>
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/// <param name="audioId">音频ID</param>
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public void ResetVolume(int audioId)
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{
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ResetVolume((uint)audioId);
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}
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/// <summary>
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/// 重置指定音频ID的音高为默认值
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/// </summary>
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/// <param name="audioId">音频ID</param>
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public void ResetPitch(uint audioId)
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{
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this.m_sfxSystem.ResetPitch(audioId);
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}
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/// <summary>
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/// 重置指定音频ID的音高为默认值
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/// </summary>
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/// <param name="audioId">音频ID</param>
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public void ResetPitch(int audioId)
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{
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ResetPitch((uint)audioId);
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}
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// ─────────────────────────────────────────────
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// 初始化
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// ─────────────────────────────────────────────
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@@ -99,6 +99,62 @@ namespace OCES.Audio
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}
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}
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internal void SetVolume(uint audioId, float targetVolume)
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{
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List<ActiveSound> targets = this.m_activeSounds.FindAll(activeSound => activeSound.AudioObject.Id == audioId);
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foreach (ActiveSound target in targets)
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{
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target.Volume = targetVolume;
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if (target.Source)
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{
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target.Source.volume = targetVolume;
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}
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}
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}
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internal void SetPitch(uint audioId, float targetPitch)
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{
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List<ActiveSound> targets = this.m_activeSounds.FindAll(activeSound => activeSound.AudioObject.Id == audioId);
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foreach (ActiveSound target in targets)
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{
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target.Pitch = targetPitch;
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if (target.Source)
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{
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target.Source.pitch = targetPitch;
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}
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}
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}
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internal void ResetVolume(uint audioId)
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{
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double now = Time.realtimeSinceStartupAsDouble * 1000.0;
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List<ActiveSound> targets = this.m_activeSounds.FindAll(activeSound => activeSound.AudioObject.Id == audioId);
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foreach (ActiveSound target in targets)
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{
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float defaultVolume = this.m_volumeStepResolver.ResolveVolume(target.AudioObject, now);
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target.Volume = defaultVolume;
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if (target.Source)
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{
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target.Source.volume = defaultVolume;
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}
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}
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}
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internal void ResetPitch(uint audioId)
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{
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double now = Time.realtimeSinceStartupAsDouble * 1000.0;
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List<ActiveSound> targets = this.m_activeSounds.FindAll(activeSound => activeSound.AudioObject.Id == audioId);
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foreach (ActiveSound target in targets)
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{
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float defaultPitch = this.m_pitchStepResolver.ResolvePitch(target.AudioObject, now);
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target.Pitch = defaultPitch;
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if (target.Source != null)
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{
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target.Source.pitch = defaultPitch;
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}
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}
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}
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// ─────────────────────────────────────────────
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// 节流 & 调度入口
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// ─────────────────────────────────────────────
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@@ -0,0 +1,36 @@
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using System.Collections;
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using System.Collections.Generic;
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using OCES.Audio;
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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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public class SetPropertyBind : MonoBehaviour
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{
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public InputField inputField;
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public float targetValue;
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public void SetVolume()
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{
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uint.TryParse(this.inputField.text, out uint audioId);
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AudioSystem.Instance.SetVolume(audioId, this.targetValue);
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}
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public void SetPitch()
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{
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uint.TryParse(this.inputField.text, out uint audioId);
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AudioSystem.Instance.SetPitch(audioId, this.targetValue);
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}
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public void ResetVolume()
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{
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uint.TryParse(this.inputField.text, out uint audioId);
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AudioSystem.Instance.ResetVolume(audioId);
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}
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public void ResetPitch()
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{
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uint.TryParse(this.inputField.text, out uint audioId);
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AudioSystem.Instance.ResetPitch(audioId);
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}
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}
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@@ -0,0 +1,11 @@
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Block a user