fmod added & sound working
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64
Assets/Plugins/FMOD/src/PlatformDefault.cs
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64
Assets/Plugins/FMOD/src/PlatformDefault.cs
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using System.Collections.Generic;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace FMODUnity
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{
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public class PlatformDefault : Platform
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{
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public const string ConstIdentifier = "default";
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public PlatformDefault()
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{
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Identifier = ConstIdentifier;
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}
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internal override string DisplayName { get { return "Default"; } }
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internal override void DeclareRuntimePlatforms(Settings settings) { }
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#if UNITY_EDITOR
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internal override IEnumerable<BuildTarget> GetBuildTargets()
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{
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yield break;
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}
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internal override Legacy.Platform LegacyIdentifier { get { return Legacy.Platform.Default; } }
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protected override BinaryAssetFolderInfo GetBinaryAssetFolder(BuildTarget buildTarget)
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{
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return null;
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}
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protected override IEnumerable<FileRecord> GetBinaryFiles(BuildTarget buildTarget, bool allVariants, string suffix)
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{
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yield break;
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}
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#endif
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internal override bool IsIntrinsic { get { return true; } }
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internal override void InitializeProperties()
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{
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base.InitializeProperties();
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PropertyAccessors.Plugins.Set(this, new List<string>());
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PropertyAccessors.StaticPlugins.Set(this, new List<string>());
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}
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internal override void EnsurePropertiesAreValid()
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{
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base.EnsurePropertiesAreValid();
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if (StaticPlugins == null)
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{
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PropertyAccessors.StaticPlugins.Set(this, new List<string>());
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}
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}
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// null means no valid output types - don't display the field in the UI
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#if UNITY_EDITOR
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internal override OutputType[] ValidOutputTypes { get { return null; } }
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#endif
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}
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}
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