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