public void Mute(bool mute) { Muted = mute; if (QuickMute.BlizzyToolbar != null) { QuickMute.BlizzyToolbar.Refresh(); } if (QStockToolbar.Instance != null) { QStockToolbar.Instance.Refresh(); } audioSourceMute(); if (Muted) { SaveSettingsVolume(); ResetSettingsVolume(); MusicLogic.SetVolume(0); } else { LoadSavedVolume(); ResetSavedVolume(); MusicLogic.SetVolume(GameSettings.MUSIC_VOLUME); } Log((Muted ? "Mute" : "Unmute")); }
private void HammerMusicMute( ) { if (muted) { MusicLogic.SetVolume(0f, 0f); } }
private void Start() { StartCoroutine(AttachSoundAssets()); _originalMusicSound = GameSettings.MUSIC_VOLUME; MusicLogic.SetVolume(0); }
public void Start() { Instance = this; music = MusicLogic.fetch; preloadTimer.Elapsed += new System.Timers.ElapsedEventHandler(preloadTimer_Elapsed); //Utils.Log("# OS Version: " + Environment.OSVersion + ", Platform: " + Environment.OSVersion.Platform); //DeleteAllStock(); DontDestroyOnLoad(gameObject); /*Load(); * UnloadUnusedTracks(); * * // Remove positional effects. * music.audio1.panLevel = 0; * music.audio1.dopplerLevel = 0; * music.audio2.panLevel = 0; * music.audio2.dopplerLevel = 0;*/ UnloadStockMusicPlayer(); /*for (int i = 0; i < Enum.GetNames(typeof(Enums.Channel)).Length; i++) * { * Speakers[i] = new Speaker(gameObject, (Enums.Channel)i); * }*/ // Set up the main audio source. Speaker = gameObject.AddComponent <AudioSource>(); // Disable positional effects. Speaker.spatialBlend = 0; Speaker.dopplerLevel = 0; Speaker.loop = false; Speaker.volume = GameSettings.MUSIC_VOLUME; fader = new Fader(Speaker); // TODO: Change volume on unpause or main menu. EventManager.Instance.AddEvents(); // Set up test playlists. //SoundTest soundTest = new SoundTest(); //SoundTest.CreatePlaylists(Playlists); Playlists = Persistor.LoadPlaylists(); }
public void Start() { Instance = this; music = MusicLogic.fetch; //Utils.Log("# OS Version: " + Environment.OSVersion + ", Platform: " + Environment.OSVersion.Platform); //DeleteAllStock(); DontDestroyOnLoad(gameObject); //UnloadUnusedTracks(); emptyTrack = AudioClip.Create("none", 44100, 1, 44100, false); UnloadStockMusicPlayer(); /*for (int i = 0; i < Enum.GetNames(typeof(Enums.Channel)).Length; i++) * { * Speakers[i] = new Speaker(gameObject, (Enums.Channel)i); * }*/ // Set up the main audio source. Speaker = gameObject.AddComponent <AudioSource>(); // Disable positional effects. Speaker.spatialBlend = 0; Speaker.dopplerLevel = 0; Speaker.loop = false; Speaker.volume = GameSettings.MUSIC_VOLUME; fader = new Fader(Speaker); // TODO: Change volume on unpause or main menu. preloadTimer = new System.Timers.Timer(); preloadTimer.Elapsed += new System.Timers.ElapsedEventHandler(preloadTimer_Elapsed); // Create a new empty audio clip to replace the stock ones when they are disabled. CurrentSituation = new Playlist.Prerequisites() { scene = Enums.Scenes.Loading }; EventManager.Instance.AddEvents(); // Set up test playlists. //SoundTest soundTest = new SoundTest(); //SoundTest.CreatePlaylists(Playlists); Playlists = Persistor.LoadPlaylists(); }
public void Start() { Instance = this; music = MusicLogic.fetch; preloadTimer.Elapsed += new System.Timers.ElapsedEventHandler(preloadTimer_Elapsed); //Utils.Log("# OS Version: " + Environment.OSVersion + ", Platform: " + Environment.OSVersion.Platform); //DeleteAllStock(); DontDestroyOnLoad(gameObject); /*Load(); UnloadUnusedTracks(); // Remove positional effects. music.audio1.panLevel = 0; music.audio1.dopplerLevel = 0; music.audio2.panLevel = 0; music.audio2.dopplerLevel = 0;*/ UnloadStockMusicPlayer(); /*for (int i = 0; i < Enum.GetNames(typeof(Enums.Channel)).Length; i++) { Speakers[i] = new Speaker(gameObject, (Enums.Channel)i); }*/ // Set up the main audio source. Speaker = gameObject.AddComponent<AudioSource>(); // Disable positional effects. Speaker.spatialBlend = 0; Speaker.dopplerLevel = 0; Speaker.loop = false; Speaker.volume = GameSettings.MUSIC_VOLUME; fader = new Fader(Speaker); // TODO: Change volume on unpause or main menu. EventManager.Instance.AddEvents(); // Set up test playlists. //SoundTest soundTest = new SoundTest(); //SoundTest.CreatePlaylists(Playlists); Playlists = Persistor.LoadPlaylists(); }
// Sets the music volume to 0 public void VerifyMuted() { MusicLogic.SetVolume(0f); }
public void Start() { music = MusicLogic.fetch; Load(); UnloadUnusedTracks(); // Remove positional effects. music.audio1.panLevel = 0; music.audio1.dopplerLevel = 0; music.audio2.panLevel = 0; music.audio2.dopplerLevel = 0; }
private void OnDestroy() { audio.Stop(); MusicLogic.SetVolume(_originalMusicSound); }
//constructor public MusicLogicWrapper() { musicLogic = MusicLogic.fetch; }