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/*
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http://www.cgsoso.com/forum-211-1.html
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CG搜搜 Unity3d 每日Unity3d插件免费更新 更有VIP资源!
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CGSOSO 主打游戏开发,影视设计等CG资源素材。
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插件如若商用,请务必官网购买!
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daily assets update for try.
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U should buy the asset from home store if u use it in your project!
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*/
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using System;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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public class LeanAudio
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{
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public static float MIN_FREQEUNCY_PERIOD = 0.000115f;
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public static int PROCESSING_ITERATIONS_MAX = 50000;
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public static float[] generatedWaveDistances;
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public static int generatedWaveDistancesCount;
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private static float[] longList;
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[CompilerGenerated]
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private static AudioClip.PCMSetPositionCallback _003C_003Ef__mg_0024cache0;
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public static LeanAudioOptions options()
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{
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if (generatedWaveDistances == null)
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{
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generatedWaveDistances = new float[PROCESSING_ITERATIONS_MAX];
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longList = new float[PROCESSING_ITERATIONS_MAX];
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}
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return new LeanAudioOptions();
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}
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public static LeanAudioStream createAudioStream(AnimationCurve volume, AnimationCurve frequency, LeanAudioOptions options = null)
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{
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if (options == null)
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{
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options = new LeanAudioOptions();
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}
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options.useSetData = false;
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int waveLength = createAudioWave(volume, frequency, options);
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createAudioFromWave(waveLength, options);
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return options.stream;
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}
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public static AudioClip createAudio(AnimationCurve volume, AnimationCurve frequency, LeanAudioOptions options = null)
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{
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if (options == null)
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{
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options = new LeanAudioOptions();
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}
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int waveLength = createAudioWave(volume, frequency, options);
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return createAudioFromWave(waveLength, options);
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}
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private static int createAudioWave(AnimationCurve volume, AnimationCurve frequency, LeanAudioOptions options)
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{
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float time = volume[volume.length - 1].time;
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int num = 0;
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float num2 = 0f;
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for (int i = 0; i < PROCESSING_ITERATIONS_MAX; i++)
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{
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float num3 = frequency.Evaluate(num2);
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if (num3 < MIN_FREQEUNCY_PERIOD)
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{
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num3 = MIN_FREQEUNCY_PERIOD;
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}
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float num4 = volume.Evaluate(num2 + 0.5f * num3);
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if (options.vibrato != null)
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{
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for (int j = 0; j < options.vibrato.Length; j++)
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{
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float num5 = Mathf.Abs(Mathf.Sin(1.5708f + num2 * (1f / options.vibrato[j][0]) * (float)Math.PI));
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float num6 = 1f - options.vibrato[j][1];
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num5 = options.vibrato[j][1] + num6 * num5;
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num4 *= num5;
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}
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}
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if (num2 + 0.5f * num3 >= time)
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{
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break;
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}
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if (num >= PROCESSING_ITERATIONS_MAX - 1)
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{
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UnityEngine.Debug.LogError("LeanAudio has reached it's processing cap. To avoid this error increase the number of iterations ex: LeanAudio.PROCESSING_ITERATIONS_MAX = " + PROCESSING_ITERATIONS_MAX * 2);
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break;
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}
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int num7 = num / 2;
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num2 += num3;
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generatedWaveDistances[num7] = num2;
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longList[num] = num2;
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longList[num + 1] = ((i % 2 != 0) ? num4 : (0f - num4));
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num += 2;
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}
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num += -2;
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generatedWaveDistancesCount = num / 2;
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return num;
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}
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private static AudioClip createAudioFromWave(int waveLength, LeanAudioOptions options)
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{
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float num = longList[waveLength - 2];
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float[] array = new float[(int)((float)options.frequencyRate * num)];
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int num2 = 0;
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float num3 = longList[num2];
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float num4 = 0f;
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float num5 = longList[num2];
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float num6 = longList[num2 + 1];
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for (int i = 0; i < array.Length; i++)
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{
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float num7 = (float)i / (float)options.frequencyRate;
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if (num7 > longList[num2])
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{
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num4 = longList[num2];
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num2 += 2;
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num3 = longList[num2] - longList[num2 - 2];
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num6 = longList[num2 + 1];
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}
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num5 = num7 - num4;
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float num8 = num5 / num3;
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float num9 = Mathf.Sin(num8 * (float)Math.PI);
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if (options.waveStyle == LeanAudioOptions.LeanAudioWaveStyle.Square)
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{
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if (num9 > 0f)
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{
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num9 = 1f;
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}
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if (num9 < 0f)
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{
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num9 = -1f;
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}
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}
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else if (options.waveStyle == LeanAudioOptions.LeanAudioWaveStyle.Sawtooth)
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{
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float num10 = (!(num9 > 0f)) ? (-1f) : 1f;
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num9 = ((!(num8 < 0.5f)) ? ((1f - num8) * 2f * num10) : (num8 * 2f * num10));
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}
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else if (options.waveStyle == LeanAudioOptions.LeanAudioWaveStyle.Noise)
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{
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float num11 = 1f - options.waveNoiseInfluence + Mathf.PerlinNoise(0f, num7 * options.waveNoiseScale) * options.waveNoiseInfluence;
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num9 *= num11;
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}
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num9 *= num6;
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if (options.modulation != null)
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{
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for (int j = 0; j < options.modulation.Length; j++)
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{
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float num12 = Mathf.Abs(Mathf.Sin(1.5708f + num7 * (1f / options.modulation[j][0]) * (float)Math.PI));
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float num13 = 1f - options.modulation[j][1];
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num12 = options.modulation[j][1] + num13 * num12;
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num9 *= num12;
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}
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}
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array[i] = num9;
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}
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int lengthSamples = array.Length;
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AudioClip audioClip = null;
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if (options.useSetData)
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{
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audioClip = AudioClip.Create("Generated Audio", lengthSamples, 1, options.frequencyRate, stream: false, null, OnAudioSetPosition);
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audioClip.SetData(array, 0);
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}
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else
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{
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options.stream = new LeanAudioStream(array);
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audioClip = AudioClip.Create("Generated Audio", lengthSamples, 1, options.frequencyRate, stream: false, options.stream.OnAudioRead, options.stream.OnAudioSetPosition);
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options.stream.audioClip = audioClip;
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}
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return audioClip;
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}
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private static void OnAudioSetPosition(int newPosition)
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{
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}
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public static AudioClip generateAudioFromCurve(AnimationCurve curve, int frequencyRate = 44100)
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{
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float time = curve[curve.length - 1].time;
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float num = time;
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float[] array = new float[(int)((float)frequencyRate * num)];
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for (int i = 0; i < array.Length; i++)
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{
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float time2 = (float)i / (float)frequencyRate;
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array[i] = curve.Evaluate(time2);
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}
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int lengthSamples = array.Length;
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AudioClip audioClip = AudioClip.Create("Generated Audio", lengthSamples, 1, frequencyRate, stream: false);
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audioClip.SetData(array, 0);
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return audioClip;
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}
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public static AudioSource play(AudioClip audio, float volume)
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{
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AudioSource audioSource = playClipAt(audio, Vector3.zero);
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audioSource.volume = volume;
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return audioSource;
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}
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public static AudioSource play(AudioClip audio)
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{
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return playClipAt(audio, Vector3.zero);
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}
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public static AudioSource play(AudioClip audio, Vector3 pos)
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{
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return playClipAt(audio, pos);
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}
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public static AudioSource play(AudioClip audio, Vector3 pos, float volume)
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{
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AudioSource audioSource = playClipAt(audio, pos);
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audioSource.minDistance = 1f;
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audioSource.volume = volume;
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return audioSource;
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}
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public static AudioSource playClipAt(AudioClip clip, Vector3 pos)
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{
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GameObject gameObject = new GameObject();
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gameObject.transform.position = pos;
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AudioSource audioSource = gameObject.AddComponent<AudioSource>();
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audioSource.clip = clip;
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audioSource.Play();
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UnityEngine.Object.Destroy(gameObject, clip.length);
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return audioSource;
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}
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public static void printOutAudioClip(AudioClip audioClip, ref AnimationCurve curve, float scaleX = 1f)
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{
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float[] array = new float[audioClip.samples * audioClip.channels];
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audioClip.GetData(array, 0);
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int i = 0;
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Keyframe[] array2 = new Keyframe[array.Length];
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for (; i < array.Length; i++)
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{
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array2[i] = new Keyframe((float)i * scaleX, array[i]);
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}
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curve = new AnimationCurve(array2);
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}
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}
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