private void load_AAE_soundscape_audio()
{
string[] audio_file_ext = { "*.wav", "*.ogg", "*.aif", "*.aiff" };
string sounds_path = AssemblyLoader.loadedAssemblies.GetPathByType(typeof(chatterer)) + "/../../../Sounds/AAE/soundscape/";
if (Directory.Exists(sounds_path))
{
//AAE_exists = true; //set flag to display and run AAE functions if any AAE is found
string[] st_array;
foreach (string ext in audio_file_ext)
{
//if (debugging) Debug.Log("[CHATR] checking for " + ext + " files...");
st_array = Directory.GetFiles(sounds_path, ext);
foreach (string file in st_array)
{
//get the file name without extension
int start_pos = sounds_path.Length;
string file_name = file.Substring(start_pos);
int end_pos = file_name.LastIndexOf(".");
file_name = file_name.Substring(0, end_pos);
string gdb_path = "Chatterer/Sounds/AAE/soundscape/" + file_name;
if (GameDatabase.Instance.ExistsAudioClip(gdb_path))
{
aae_soundscapes_exist = true;
dict_soundscape_samples.Add(file_name, GameDatabase.Instance.GetAudioClip(gdb_path));
dict_soundscape_samples2.Add(GameDatabase.Instance.GetAudioClip(gdb_path), file_name);
//audio_soundscape.Add(GameDatabase.Instance.GetAudioClip(gdb_path));
//audio_list.Add(GameDatabase.Instance.GetAudioClip(gdb_path));
//if (debugging) Debug.Log("[muziker] " + gdb_path + " loaded OK");
}
else
{
//no ExistsAudioClip == false
Debug.LogWarning("[CHATR] Could not load audio " + gdb_path);
}
}
}
}
else
{
Debug.LogWarning("Directory '" + sounds_path + "' could not be found");
}
}