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using System;
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using System.Collections;
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using UnityEngine;
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[AddComponentMenu("")]
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public class SfxrCacheSurrogate : MonoBehaviour {
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/**
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* usfxr
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*
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* Copyright 2013 Zeh Fernando
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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/**
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* SfxrCacheSurrogate
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* This is the (internal) behavior script responsible for calling Coroutines for asynchronous audio generation
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*
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* @author Zeh Fernando
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*/
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// ================================================================================================================
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// PUBLIC INTERFACE -----------------------------------------------------------------------------------------------
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public void CacheSound(SfxrSynth __synth, Action __callback) {
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StartCoroutine(CacheSoundAsynchronously(__synth, __callback));
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}
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private IEnumerator CacheSoundAsynchronously(SfxrSynth __synth, Action __callback) {
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yield return null;
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__synth.CacheSound(null, true);
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__callback();
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UnityEngine.Object.Destroy(gameObject);
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}
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public void CacheMutations(SfxrSynth __synth, uint __mutationsNum, float __mutationAmount, Action __callback) {
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StartCoroutine(CacheMutationsAsynchronously(__synth, __mutationsNum, __mutationAmount, __callback));
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}
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private IEnumerator CacheMutationsAsynchronously(SfxrSynth __synth, uint __mutationsNum, float __mutationAmount, Action __callback) {
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yield return null;
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__synth.CacheMutations(__mutationsNum, __mutationAmount, null, true);
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__callback();
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UnityEngine.Object.Destroy(gameObject);
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}
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}
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