98 lines
2.4 KiB
C#
98 lines
2.4 KiB
C#
using UnityEngine;
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public class UEGSoundPlayer : MonoBehaviour//, ISoundPlayer
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{
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//[SerializeField]
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//private AudioSource m_as;
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//private RingBuffer<float> _buffer = new RingBuffer<float>(4096);
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//private TimeSpan lastElapsed;
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//public double audioFPS { get; private set; }
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//float lastData = 0;
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//void Awake()
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//{
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// AudioClip dummy = AudioClip.Create("dummy", 1, 2, AudioSettings.outputSampleRate, false);
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// dummy.SetData(new float[] { 1, 1 }, 0);
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// m_as.clip = dummy;
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// m_as.loop = true;
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// m_as.spatialBlend = 1;
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//}
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//public void Initialize()
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//{
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// if (!m_as.isPlaying)
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// {
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// m_as.Play();
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// }
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//}
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//public void StopPlay()
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//{
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// if (m_as.isPlaying)
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// {
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// m_as.Stop();
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// }
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//}
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//void OnAudioFilterRead(float[] data, int channels)
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//{
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// if (!UMAME.bInGame) return;
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// int step = channels;
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// for (int i = 0; i < data.Length; i += step)
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// {
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// float rawFloat = lastData;
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// if (_buffer.TryRead(out float rawData))
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// {
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// rawFloat = rawData;
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// }
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// data[i] = rawFloat;
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// for (int fill = 1; fill < step; fill++)
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// data[i + fill] = rawFloat;
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// lastData = rawFloat;
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// }
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//}
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public void SubmitSamples(short[] buffer, int samples_a)
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{
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return;
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//var current = UMAME.sw.Elapsed;
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//var delta = current - lastElapsed;
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//lastElapsed = current;
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//audioFPS = 1d / delta.TotalSeconds;
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////for (int i = 0; i < samples_a; i++)
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////{
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//// short left = BitConverter.ToInt16(buffer, i * 2 * 2);
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//// //short right = BitConverter.ToInt16(buffer, i * 2 * 2 + 2);
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//// _buffer.Write(left / 32767.0f);
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//// //_buffer.Write(right / 32767.0f);
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////}
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//for (int i = 0; i < samples_a; i++)
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//{
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// _buffer.Write(buffer);
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//}
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}
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public void BufferWirte(int Off, byte[] Data)
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{
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}
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public void GetCurrentPosition(out int play_position, out int write_position)
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{
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play_position = 0;
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write_position = 0;
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}
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public void SetVolume(int Vol)
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{
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//TODO <20><><EFBFBD><EFBFBD>
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//if (m_as)
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// return;
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//m_as.volume = Vol;
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}
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}
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