Releases: MagmarFire/Enso-Music-Player
Releases · MagmarFire/Enso-Music-Player
v1.4.1
v1.4
Additions
- New API Call
- FadeTo()
API Changes
- All fade functions (FadeIn/FadeOut/FadeTo) have been clarified to not mutate the main player's volume. This is also reflected in the documentation.
- StartVolume replaces Volume in the Inspector.
- Volume is now a readonly accessor.
Bugfixes
- Unit tests that were broken between 2017.3 and 2018.1 are now fixed.
- Consecutive calls to FadeIn/FadeOut will not set the volume to an extreme before fading in that call's direction; in other words, FadeIn/FadeOut will do nothing when followed with another FadeIn/FadeOut.
v1.3
Additions
-
Finite looping: You can now specify a track to no longer run endlessly and, instead, to play a specified number of times. Of course, you can still play tracks infinitely, as well.
-
New event handlers
- OnTrackEndOrLoop
- OnTrackEnd
- OnTrackLoop
API Changes
- Numerous functions in the MusicPlayer now have an optional parameter added to allow one to specify a finite number of times a track will play before it stops.
Bugfixes
- Some edge case errors and other bugs fixed.
v1.2
Myriad issues were fixed. A few API changes were also made.
Additions
- Frequency compensation: Ensō will now take into account any frequency changes Unity may make while importing a track. This means it will automatically adjust preset loop points if the track's frequency in Unity is different than what it originally was. This option can be turned off for individual tracks.
API Changes
- MusicTrack.LoopPoints.compensateForFrequency
- MusicTrack.Channels
- MusicTrack.FrequencyRatio
- MusicTrack.SamplesToSeconds()
- MusicTrack.SecondsToSamples()
- MusicTrack.TimeToSamples() is now deprecated
Bugfixes
- WAV metadata is now properly read.
- Frequency compensation was implemented.
- Loop points will no longer cause errors if they go outside the bounds of the track.
v1.1
Targeted features implemented:
- PlayAtPoint
- FadeInAtPoint
- FadeOutAtPoint
- CrossFadeAtPoint
- OnFadeInComplete
- OnFadeOutComplete
Some bugfixes were also made.
v1.0
Software is now stable and ready for public use.
v0.3
The looping system was overhauled to no longer use audio scheduling (such as PlayScheduled() and SetScheduledEndTime()). Instead, it uses Unity's built-in support for looping AudioClips. As a result, looping quality is pretty much perfect at this point.