//Plays a Persistent Audio
        void PlayMusic()
        {
            MultiAudioSource persistentAudio = MultiAudioManager.PlayAudioObjectByIdentifier("bgm test", 3, transform.position);

            //Makes the sound persistent
            persistentAudio.PersistsBetweenScenes = true;
        }
        //Plays an Audio Object overriting some of its parameters
        void PlaySoundOverrideParameters()
        {
            MultiAudioSource sound = MultiAudioManager.PlayAudioObject(refAudioObject, transform.position);

            //Play the audio backwards
            sound.PitchOverride = -1;
            //Change the spatial mode to 2D
            sound.SpatialMode2DOverride = true;
        }
        MultiAudioSource SetupSource(AudioClip clip)
        {
            MultiAudioSource newSource = gameObject.AddComponent <MultiAudioSource>();

            newSource.loop              = true;
            newSource.volume            = 0;
            newSource.clip              = clip;
            newSource.dontDestroyOnLoad = true;

            newSource.Play();

            newSource.m_sourceObject.hideFlags = HideFlags.HideInHierarchy;
            return(newSource);
        }
Beispiel #4
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        //This is the important part, the Custom Play Method
        public void PlayFootstep(MLPASACustomPlayMethodParameters parameters)
        {
            MultiAudioSource source = MultiAudioManager.PlayAudioObject(parameters.AudioObject, parameters.CustomParameters.IntParameter == 1?rightFoot.position:leftFoot.position);

            source.MasterVolume = speed;
        }
 public static void Play(this AudioObject ao, int channel, Transform targetToFollow, out MultiAudioSource audioSource)
 {
     audioSource = MultiAudioManager.PlayAudioObject(ao, channel, targetToFollow);
 }
 public static void Play(this AudioObject ao, int channel, Vector3 position, out MultiAudioSource audioSource)
 {
     audioSource = MultiAudioManager.PlayAudioObject(ao, channel, position);
 }
Beispiel #7
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        void Update()
        {
            // Simple test movement code

            vel = Vector3.zero;

            if (Input.GetKey(inputs [0]))
            {
                vel    += Vector3.forward;
                lastVel = vel;
            }
            if (Input.GetKey(inputs [1]))
            {
                vel    += -Vector3.forward;
                lastVel = vel;
            }
            if (Input.GetKey(inputs [2]))
            {
                vel    += Vector3.right;
                lastVel = vel;
            }
            if (Input.GetKey(inputs [3]))
            {
                vel    += -Vector3.right;
                lastVel = vel;
            }

            Vector3 finalVel = (vel.normalized * speed) * Time.deltaTime;

            finalVel.y  = 0;
            rb.velocity = finalVel;

            // Simple test rotation code

            if (lastVel != Vector3.zero)
            {
                transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(lastVel), Time.deltaTime * 15f);
            }

            // Change Reverb Preset inside the cave

            if (insideReverbZone)
            {
                listener.ReverbPreset = AudioReverbPreset.Cave;
            }
            else
            {
                listener.ReverbPreset = AudioReverbPreset.Off;
            }

            //Pause the Game
            if (playerId == 1 && Input.GetKeyDown("return"))
            {
                MultiAudioManager.Paused = !MultiAudioManager.Paused;
                if (MultiAudioManager.Paused)
                {
                    MultiAudioSource pauseBgm = MultiAudioManager.PlayAudioObjectByIdentifier("pause music", 6, transform.position);
                    pauseBgm.IgnoreListenerPause = true;
                    pauseCanvas.SetActive(true);
                    Time.timeScale = 0;
                }
                else
                {
                    MultiAudioManager.StopAudioSource(6);
                    pauseCanvas.SetActive(false);
                    Time.timeScale = 1;
                }
            }
        }
        public static void PlayIgnoringPause(this AudioObject ao, Transform trf)
        {
            MultiAudioSource source = MultiAudioManager.PlayAudioObject(ao, trf);

            source.IgnoreListenerPause = true;
        }
        public static void PlayIgnoringPause(this AudioObject ao, Vector3 position)
        {
            MultiAudioSource source = MultiAudioManager.PlayAudioObject(ao, position);

            source.IgnoreListenerPause = true;
        }
        public static void Play(this AudioObject ao, int channel, Vector3 position, MultiAudioManager.UpdateModes updateMode)
        {
            MultiAudioSource _source = MultiAudioManager.PlayAudioObject(ao, channel, position);

            _source.PlayUpdateMode = updateMode;
        }
        public static void Play(this AudioObject ao, Transform targetToFollow, MultiAudioManager.UpdateModes updateMode)
        {
            MultiAudioSource _source = MultiAudioManager.PlayAudioObject(ao, targetToFollow);

            _source.PlayUpdateMode = updateMode;
        }
 // Use this for initialization
 void Start()
 {
     oceanSource = SetupSource(oceanSound);
     windSource  = SetupSource(windSound);
 }
Beispiel #13
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 private void Start()
 {
     audioSource  = gameObject.AddComponent <MultiAudioSource>();
     handAnimator = weaponHand.GetComponent <Animator>();
     bodyAnimator = weaponBody.GetComponent <Animator>();
 }