public static AudioReverbFilter Deserialize(this SAudioReverbFilter _audioReverbFilter, ref GameObject _gameObject)
    {
        if (_audioReverbFilter.ExistsOnObject == false)
        {
            return(null);
        }

        AudioReverbFilter returnVal = _gameObject.GetComponent <AudioReverbFilter>();

        returnVal.enabled = _audioReverbFilter.Enabled;

        returnVal.dryLevel         = _audioReverbFilter.dryLevel;
        returnVal.room             = _audioReverbFilter.room;
        returnVal.roomHF           = _audioReverbFilter.roomHF;
        returnVal.decayTime        = _audioReverbFilter.decayTime;
        returnVal.decayHFRatio     = _audioReverbFilter.decayHFRatio;
        returnVal.reflectionsLevel = _audioReverbFilter.reflectionsLevel;
        returnVal.reverbLevel      = _audioReverbFilter.reverbLevel;
        returnVal.reverbDelay      = _audioReverbFilter.reverbDelay;
        returnVal.diffusion        = _audioReverbFilter.diffusion;
        returnVal.density          = _audioReverbFilter.density;
        returnVal.hfReference      = _audioReverbFilter.hfReference;
        returnVal.lfReference      = _audioReverbFilter.lfReference;
        returnVal.reflectionsDelay = _audioReverbFilter.reflectionsDelay;
        returnVal.reverbPreset     = _audioReverbFilter.reverbPreset;
        return(returnVal);
    }
    public static SAudioReverbFilter Serialize(this AudioReverbFilter _audioReverbFilter)
    {
        SAudioReverbFilter returnVal = new SAudioReverbFilter
        {
            ExistsOnObject = (_audioReverbFilter == null) ? false : true,
            Enabled        = _audioReverbFilter.enabled,

            dryLevel         = _audioReverbFilter.dryLevel,
            room             = _audioReverbFilter.room,
            roomHF           = _audioReverbFilter.roomHF,
            decayTime        = _audioReverbFilter.decayTime,
            decayHFRatio     = _audioReverbFilter.decayHFRatio,
            reflectionsLevel = _audioReverbFilter.reflectionsLevel,
            reverbLevel      = _audioReverbFilter.reverbLevel,
            reverbDelay      = _audioReverbFilter.reverbDelay,
            diffusion        = _audioReverbFilter.diffusion,
            density          = _audioReverbFilter.density,
            hfReference      = _audioReverbFilter.hfReference,
            roomLF           = _audioReverbFilter.roomLF,
            lfReference      = _audioReverbFilter.lfReference,
            reflectionsDelay = _audioReverbFilter.reflectionsDelay,
            reverbPreset     = _audioReverbFilter.reverbPreset,
        };

        return(returnVal);
    }
 private void Start()
 {
     listener       = GameObject.Find("CenterEyeAnchor");
     lowPassFilter  = listener.GetComponent <AudioLowPassFilter>();
     highPassFilter = listener.GetComponent <AudioHighPassFilter>();
     reverbFilter   = listener.GetComponent <AudioReverbFilter>();
 }
Beispiel #4
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        void Awake()
        {
            localCamera      = GetComponent <Camera>();
            localWaterCamera = GetComponent <WaterCamera>();

            maskRT  = Shader.PropertyToID("_UnderwaterMask");
            maskRT2 = Shader.PropertyToID("_UnderwaterMask2");

            OnValidate();

            maskMaterial           = new Material(underwaterMaskShader);
            maskMaterial.hideFlags = HideFlags.DontSave;

            imeMaterial           = new Material(imeShader);
            imeMaterial.hideFlags = HideFlags.DontSave;

            noiseMaterial           = new Material(noiseShader);
            noiseMaterial.hideFlags = HideFlags.DontSave;

            composeUnderwaterMaskMaterial           = new Material(composeUnderwaterMaskShader);
            composeUnderwaterMaskMaterial.hideFlags = HideFlags.DontSave;

            reverbFilter = GetComponent <AudioReverbFilter>();

            if (reverbFilter == null && underwaterAudio)
            {
                reverbFilter = gameObject.AddComponent <AudioReverbFilter>();
            }
        }
Beispiel #5
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 public override void Awake()
 {
     base.Awake();
     sfxPlayer                = GetComponent <SoundEffectPlayer>();
     reverbFilter             = GetComponent <AudioReverbFilter>();
     reverbFilter.reverbLevel = -2000;
 }
    // Use this for initialization
    void Start()
    {
        //EnableAudioReverbFilter (false);

        AudioReverbFilter arf = gameObject.GetComponent <AudioReverbFilter>();

        if (arf == null)
        {
            arf = gameObject.AddComponent <AudioReverbFilter>();
        }

        Rigidbody rb = gameObject.GetComponent <Rigidbody>();

        if (rb == null)
        {
            rb             = gameObject.AddComponent <Rigidbody>();
            rb.isKinematic = true;
        }

        Collider c = gameObject.GetComponent <Collider>();

        if (c == null)
        {
            c           = gameObject.AddComponent <SphereCollider>();
            c.isTrigger = true;
        }
    }
Beispiel #7
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 private void Awake()
 {
     audioSource = this.GetComponent <AudioSource>();
     if (!audioSource)
     {
         audioSource = this.gameObject.AddComponent <AudioSource>();
     }
     audioSource.spatialBlend = 1;
     audioSource.playOnAwake  = false;
     audioSource.spatialize   = true;
     lowPassFilter            = this.GetComponent <AudioLowPassFilter>();
     if (!lowPassFilter)
     {
         lowPassFilter = this.gameObject.AddComponent <AudioLowPassFilter>();
     }
     lowPassFilter.enabled = false;
     highPassFilter        = this.GetComponent <AudioHighPassFilter>();
     if (!highPassFilter)
     {
         highPassFilter = this.gameObject.AddComponent <AudioHighPassFilter>();
     }
     highPassFilter.enabled = false;
     reverbFilter           = this.GetComponent <AudioReverbFilter>();
     if (!reverbFilter)
     {
         reverbFilter = this.gameObject.AddComponent <AudioReverbFilter>();
     }
     reverbFilter.reverbPreset = AudioReverbPreset.Off;
     reverbFilter.enabled      = false;
 }
Beispiel #8
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 private void Start()
 {
     camShake    = Camera.main.gameObject.GetComponent <CameraShake>();
     musicObject = transform.Find("Music").gameObject;
     reverb      = musicObject.GetComponent <AudioReverbFilter>();
     lowPass     = musicObject.GetComponent <AudioLowPassFilter>();
 }
    // Update is called once per frame
    void Update()
    {
        IsTimeStopped = GameObject.Find("LevelGlobals").GetComponent <LevelGlobals>().TimeStopped;
        if (IsTimeStopped == true)
        {
            //turn on filter
            AudioReverbFilter filter = GetComponent <AudioReverbFilter>();
            filter.enabled = true;
            AudioReverbZone zone = GetComponent <AudioReverbZone>();
            zone.enabled = true;

            AudioSource source = GetComponent <AudioSource>();
            source.volume = NewVolume;
            source.pitch  = NewPitch;
        }

        if (IsTimeStopped == false)
        {
            //turn off filter
            AudioReverbFilter filter = GetComponent <AudioReverbFilter>();
            filter.enabled = false;
            AudioReverbZone zone = GetComponent <AudioReverbZone>();
            zone.enabled = false;

            AudioSource source = GetComponent <AudioSource>();
            source.volume = OriginalVolume;
            source.pitch  = OriginalPitch;
        }
    }
 // Use this for initialization
 void Start()
 {
     filter             = this.gameObject.GetComponent <AudioReverbFilter>();
     target             = this.GetComponentInChildren <AudioListener>();
     averagedVerbParams = this.GetComponent <ReverbParameters> ();
     SetUp();
 }
Beispiel #11
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    IEnumerator OnNewGame()
    {
        yield return(new WaitForSeconds(3));

        AudioReverbFilter arf = GetComponent <AudioReverbFilter> ();

        if (arf)
        {
            arf.enabled = true;
        }

        MotionBlur mb = GetComponent <MotionBlur> ();

        if (mb)
        {
            mb.enabled = true;
        }

        for (float t = 0; t <= 4; t += Time.deltaTime)
        {
            // Gradually strengthen reverb filter.
            if (arf)
            {
                arf.decayTime = Mathf.Lerp(0, 20, t / 4);
            }

            yield return(null);
        }
    }
 void Awake()
 {
     instance         = this;
     arf              = GetComponent <AudioReverbFilter> ();
     arf.reverbPreset = AudioReverbPreset.Off;
     asrc             = GetComponent <AudioSource> ();
 }
 /// <summary>
 /// Add effects knobs to panel.  Attempts to recycle existing filters.
 /// </summary>
 /// <param name="select">Select multiple knobs via logical OR.
 /// e.g. Knobs.distortion | Knobs.reverb</param>
 /// <remarks>TODO Figure out a way to make filters chain (lowpass LAST).</remarks>
 public void AddKnobs(Knobs select)
 {
     if ((select & Knobs.distortion) == Knobs.distortion)
     {
         distortion = gameObj.GetComponent <AudioDistortionFilter>();
         if (distortion == null)
         {
             Log.dbg("Adding distortion filter");
             distortion = gameObj.AddComponent <AudioDistortionFilter>();
         }
     }
     if ((select & Knobs.reverb) == Knobs.reverb)
     {
         reverb = gameObj.GetComponent <AudioReverbFilter>();
         if (reverb == null)
         {
             Log.dbg("Adding reverb filter");
             reverb = gameObj.AddComponent <AudioReverbFilter>();
         }
     }
     if ((select & Knobs.lowpass) == Knobs.lowpass)
     {
         lowpass = gameObj.GetComponent <AudioLowPassFilter>();
         if (lowpass == null)
         {
             Log.dbg("Adding low-pass filter");
             lowpass = gameObj.AddComponent <AudioLowPassFilter>();
         }
         lowpass.lowpassResonaceQ = 0f;
     }
 }
    void OnTriggerEnter(Collider e)
    {
        if (e.tag != "Player")
        {
            return;
        }



        for (int i = 0; i < triggerCube.Length; i++)
        {
            lowPass = triggerCube[i].GetComponent <AudioReverbFilter> ();
            if (lowPass == null)
            {
                triggerCube[i].AddComponent <AudioReverbFilter> ();
            }
            else
            {
                triggerCube [i].GetComponent <AudioReverbFilter> ().enabled = true;
            }


            lowPass           = triggerCube[i].GetComponent <AudioReverbFilter> ();
            lowPass.decayTime = decay;
        }
    }
Beispiel #15
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        public static string GetPreviewInfo(this AudioReverbFilter pObject)
        {
            string info = "";

            info += pObject.reverbPreset;

            return(info);
        }
Beispiel #16
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      void Start()
      {
          uSource  = GetComponent <AudioSource>();
          listener = FindObjectOfType <AudioListener>();

          lp   = GetComponent <AudioLowPassFilter>();
          echo = GetComponent <AudioReverbFilter>();
      }
Beispiel #17
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 //Get all audio components attached to the object
 void Start()
 {
     aud    = GetComponent <AudioSource>();
     chorus = GetComponent <AudioChorusFilter>();
     reverb = GetComponent <AudioReverbFilter>();
     mat    = GetComponentInChildren <Renderer>().material;
     t      = this.transform;
 }
        public static string GetPreviewInfo(this AudioReverbFilter pObject)
        {
            if (pObject != null)
            {
                return(pObject.reverbPreset.ToString());
            }

            return("");
        }
Beispiel #19
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        private void OnEnable()
        {
            seqGen = GetComponentInParent <seqGenerator>();
            uiCtrl = seqGen.uiCtrl;
            GameObject accoPlayer = GameObject.Find("AccoPlayer");

            reverb = accoPlayer.GetComponent <AudioReverbFilter>();
            delay  = accoPlayer.GetComponent <AudioEchoFilter>();
        }
    public void EnableAudioReverbFilter(bool enabled)
    {
        AudioReverbFilter filter = GetComponent <AudioReverbFilter> ();

        if (filter)
        {
            filter.enabled = enabled;
        }
    }
Beispiel #21
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 private void Start()
 {
     m_SoundManager     = SoundManager.Instance;
     m_musicAudioSource = GetComponent <AudioSource>();
     m_reverbeFilter    = GetComponent <AudioReverbFilter>();
     m_masterVolume     = m_SoundManager.GetVolumeMaster();
     m_musicVolume      = m_SoundManager.GetVolumeMusic();
     PlayLobbyMusic();
     SceneManager.sceneLoaded += OnSceneLoaded;
 }
Beispiel #22
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        public override UnityEngine.Component CreateComponent(GameObject gameObject)
        {
            AudioReverbFilter audioReverbFilter = gameObject.GetComponent <AudioReverbFilter>();

            if (audioReverbFilter == null)
            {
                audioReverbFilter = gameObject.AddComponent <AudioReverbFilter>();
            }
            return(audioReverbFilter);
        }
Beispiel #23
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 void Start()
 {
     source = GetComponent <AudioSource>();
     sound  = GetComponent <AudioClip>();
     reverb = GetComponent <AudioReverbFilter>();
     sound  = source.clip;
     myDevice.set(portName, baudRate, ReadTimeout, QueueLenght); // This method set the communication with the following vars;
                                                                 //                              Serial Port, Baud Rates, Read Timeout and QueueLenght.
     myDevice.connect();                                         // This method open the Serial communication with the vars previously given.
     myDevice.send("Keyboard");                                  // Send data to the device using thread.
 }
 void OnTriggerExit(Collider e)
 {
     for (int i = 0; i < triggerCube.Length; i++)
     {
         lowPass = triggerCube[i].GetComponent <AudioReverbFilter> ();
         if (lowPass != null)
         {
             lowPass.enabled = false;
         }
     }
 }
Beispiel #25
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 // unity methods derived from MonoBehaviour
 void Start()
 {
     // set defaults
     frequency = Utils.GetRandomArrayItem(Jart.possibleFrequencies);
     rest      = (Utils.GetRandomArrayItem(Jart.possibleTimings) / 1000) * Utils.Randomizer.Next(0, 4);
     noteTime  = Utils.GetRandomArrayItem(Jart.possibleTimings);
     // now set up the waves that we could potentially hear
     waveForms = new List <Wave>();
     // Put all of our wave form methods in an accessible data structure,
     // passed with a maxVolume float
     waveForms.Add(new Wave(playTriangleWave, 0.15f));
     waveForms.Add(new Wave(playSineWave, 0.09f));
     waveForms.Add(new Wave(playTriangleSineWave, 0.15f));
     waveForms.Add(new Wave(playSquareWave, 0.15f));
     waveForms.Add(new Wave(playEvanWave, 0.3f));
     waveForms.Add(new Wave(playPinkNoiseWave, 0.05f));
     waveForms.Add(new Wave(playWhiteNoiseWave, 0.008f));
     // we currently have multiple possible waves, so pick one
     // note: random.Next is inclusive lower bound, exclusive high bound
     waveIndex = Utils.Randomizer.Next(0, waveForms.Count);
     // add audio source first because filters depend on it
     audioSource             = gameObject.AddComponent <AudioSource>();
     audioSource.volume      = 0;
     audioSource.playOnAwake = false;
     // make sure the audio source is 3d
     audioSource.maxDistance  = Constants.JartCubeSize;
     audioSource.rolloffMode  = AudioRolloffMode.Linear;
     audioSource.spread       = 360;
     audioSource.spatialize   = true;
     audioSource.spatialBlend = 1.0f;
     // when you add the oscillator, it will start playing
     echoFilter    = gameObject.AddComponent <AudioEchoFilter>();
     reverbFilter  = gameObject.AddComponent <AudioReverbFilter>();
     lowPassFilter = gameObject.AddComponent <AudioLowPassFilter>();
     // change around the echo per OSCILLATOR, not per note
     echoFilter.delay      = (Utils.Randomizer.Next(25, 100) * 0.01f) * noteTime;
     echoFilter.decayRatio = Utils.Randomizer.Next(5, 9) * 0.1f;
     // ensure we can mess around with the reverb filter,
     // otherwise, all values can't be modified: https://docs.unity3d.com/Manual/class-AudioReverbFilter.html
     reverbFilter.reverbPreset = Utils.Randomizer.Next(0, 100) > 50 ? AudioReverbPreset.Arena : AudioReverbPreset.Mountains;
     // change around the reverb per OSCILLATOR, not per note
     //reverbFilter.diffusion = Utils.Randomizer.Next(20, 90); // echo "density", in percent
     //reverbFilter.density = Utils.Randomizer.Next(20, 90); // modal "density", in percent
     //reverbFilter.dryLevel = -1000; // need to figure out what this actually does
     //reverbFilter.room = -1000; // need to figure out what this actually does
     //reverbFilter.reverbDelay = Utils.Randomizer.Next(10, 30) * 0.01f;
     //reverbFilter.reverbLevel = Utils.Randomizer.Next(0, 2000);
     //reverbFilter.reflectionsLevel = Utils.Randomizer.Next(0, 1000);
     // change around lowpass filter per OSCILLATOR, not per note
     cutoffFrequencyMod = Utils.Randomizer.Next(100, 1500);
     //lowPassFilter.lowpassResonanceQ = Utils.Randomizer.Next(1, 20) * 0.1f;
     // now set up the timer for the next note
     StartCoroutine(waitAndStartNewNote());
 }
Beispiel #26
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 // Start is called before the first frame update
 void Start()
 {
     // Assign components
     instance     = this;
     lowPass      = GetComponent <AudioLowPassFilter>();
     reverbFilter = GetComponent <AudioReverbFilter>();
     // Set component values
     lowPass.enabled      = true;
     reverbFilter.enabled = false;
     currVolume           = audioSource.volume;
     audioSource.volume   = 0;
 }
        void Awake()
        {
            m_audio       = GetComponent <AudioSource>();
            m_listener    = GetComponent <AudioListener>();
            m_audioFilter = GetComponent <AudioReverbFilter>();
            m_anim        = GetComponent <Animator>();

            m_audio.clip = DefaultWalk;

            ZoneManager zoneMan = GameObject.FindWithTag("CanvasUI").GetComponent <ZoneManager>();

            zoneMan.Transition += OnZoneTransition;
        }
Beispiel #28
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 // Update is called once per frame
 void Update()
 {
     Current_Distort = Indicator.distort;
     Current_Reverb  = Indicator.reverb;
     Num.text        = Math.Round(Current_Distort.distortionLevel, 2).ToString();
     Num2.text       = Math.Round(Current_Reverb.reverbLevel, 2).ToString();
     Num3.text       = Math.Round(Current_Reverb.decayTime, 2).ToString();
     Num4.text       = Math.Round(Indicator.CurrentFreq, 2).ToString();
     loopSpeed       = Loop.speed;
     Divide_Num      = 2 / (double)loopSpeed;
     Final_Num       = 60 / Divide_Num;
     Num5.text       = Final_Num.ToString();
 }
Beispiel #29
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    void LateUpdate()
    {
        AudioReverbFilter to = GetComponent <AudioReverbFilter> ();

        to.decayHFRatio = 0;
        to.decayTime    = 0;
        to.density      = 0;
        to.diffusion    = 0;
        //to.reflections        = from.reflections;
        //to.reflectionsDelay = from.reflectionsDelay;
        //to.reverb             = from.reverb;
        to.reverbDelay  = 0;
        to.reverbPreset = 0;
        to.room         = 0;
        to.roomHF       = 0;
        to.roomLF       = 0;
        to.dryLevel     = 0;
        //to.reverbPreset = AudioReverbPreset.User;
        int count = resonators.Count;

        //interpolation of all resonators and apply to this AudioReverbFilter
        foreach (NAReverbResonator r in resonators)
        {
            AudioReverbZone from = r.GetComponent <AudioReverbZone> ();
            //to.dryLevel       += from.dryLevel;
            //to.decayHFRatio   += from.decayHFRatio/count;
            //to.decayTime		+= from.decayTime/count;
            //to.density            += from.density/count;
            //to.diffusion      += from.diffusion/count;
            //to.reflections        = from.reflections;
            //to.reflectionsDelay = from.reflectionsDelay;
            //to.reverb             = from.reverb;
            //to.reverbDelay        += from.reverbDelay/count;
            //to.reverbPreset   += from.reverbPreset/count;
            //to.room				+= from.room/count;
            //to.roomHF             += from.roomHF/count;
            //to.roomLF             += from.roomLF/count;
            //to.roomRolloffFactor = from.roomRolloffFactor;

            to.reverbPreset = r.reverbPreset;
        }

        if (count > 0)
        {
            EnableAudioReverbFilter(true);
        }
        else
        {
            EnableAudioReverbFilter(false);
        }
    }
Beispiel #30
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    public void Update()
    {
        if (Filter == null)
        {
            Filter = GetComponent <AudioReverbFilter>();
        }

        timer += Time.unscaledDeltaTime;

        if (timer > 0.1f)
        {
            Filter.reverbPreset = DefaultState;
        }
    }