An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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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);
}
}