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							- using System;
 
- using UnityEngine;
 
- public class ONSPAudioSource : MonoBehaviour
 
- {
 
- 	public bool EnableSpatialization
 
- 	{
 
- 		get
 
- 		{
 
- 			return this.enableSpatialization;
 
- 		}
 
- 		set
 
- 		{
 
- 			this.enableSpatialization = value;
 
- 		}
 
- 	}
 
- 	public float Gain
 
- 	{
 
- 		get
 
- 		{
 
- 			return this.gain;
 
- 		}
 
- 		set
 
- 		{
 
- 			this.gain = Mathf.Clamp(value, 0f, 24f);
 
- 		}
 
- 	}
 
- 	public bool UseInvSqr
 
- 	{
 
- 		get
 
- 		{
 
- 			return this.useInvSqr;
 
- 		}
 
- 		set
 
- 		{
 
- 			this.useInvSqr = value;
 
- 		}
 
- 	}
 
- 	public float Near
 
- 	{
 
- 		get
 
- 		{
 
- 			return this.near;
 
- 		}
 
- 		set
 
- 		{
 
- 			this.near = Mathf.Clamp(value, 0f, 1000000f);
 
- 		}
 
- 	}
 
- 	public float Far
 
- 	{
 
- 		get
 
- 		{
 
- 			return this.far;
 
- 		}
 
- 		set
 
- 		{
 
- 			this.far = Mathf.Clamp(value, 0f, 1000000f);
 
- 		}
 
- 	}
 
- 	public bool DisableRfl
 
- 	{
 
- 		get
 
- 		{
 
- 			return this.disableRfl;
 
- 		}
 
- 		set
 
- 		{
 
- 			this.disableRfl = value;
 
- 		}
 
- 	}
 
- 	private void Awake()
 
- 	{
 
- 		AudioSource component = base.GetComponent<AudioSource>();
 
- 		this.SetParameters(ref component);
 
- 	}
 
- 	private void Start()
 
- 	{
 
- 	}
 
- 	private void Update()
 
- 	{
 
- 		AudioSource component = base.GetComponent<AudioSource>();
 
- 		this.SetParameters(ref component);
 
- 	}
 
- 	public void SetParameters(ref AudioSource source)
 
- 	{
 
- 		if (!Application.isPlaying || AudioListener.pause || !source.isPlaying || !source.isActiveAndEnabled)
 
- 		{
 
- 			source.spatialize = false;
 
- 			return;
 
- 		}
 
- 		source.spatialize = this.enableSpatialization;
 
- 		source.SetSpatializerFloat(0, this.gain);
 
- 		if (this.useInvSqr)
 
- 		{
 
- 			source.SetSpatializerFloat(1, 1f);
 
- 		}
 
- 		else
 
- 		{
 
- 			source.SetSpatializerFloat(1, 0f);
 
- 		}
 
- 		source.SetSpatializerFloat(2, this.near);
 
- 		source.SetSpatializerFloat(3, this.far);
 
- 		if (this.disableRfl)
 
- 		{
 
- 			source.SetSpatializerFloat(4, 1f);
 
- 		}
 
- 		else
 
- 		{
 
- 			source.SetSpatializerFloat(4, 0f);
 
- 		}
 
- 	}
 
- 	[SerializeField]
 
- 	private bool enableSpatialization = true;
 
- 	[SerializeField]
 
- 	private float gain;
 
- 	[SerializeField]
 
- 	private bool useInvSqr;
 
- 	[SerializeField]
 
- 	private float near = 1f;
 
- 	[SerializeField]
 
- 	private float far = 10f;
 
- 	[SerializeField]
 
- 	private bool disableRfl;
 
- }
 
 
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