public void SfxSetReverb(Reverb reverb) { PRESET preset = new PRESET(); REVERB_PROPERTIES rp = preset.OFF(); switch (reverb) { case Reverb.Room: rp = preset.STONEROOM(); break; case Reverb.Cave: rp = preset.CAVE(); break; case Reverb.Arena: rp = preset.ARENA(); break; case Reverb.Forest: rp = preset.FOREST(); break; case Reverb.Mountains: rp = preset.MOUNTAINS(); break; case Reverb.Underwater: rp = preset.UNDERWATER(); break; case Reverb.Dungeon: rp = preset.STONECORRIDOR(); break; case Reverb.CHall: rp = preset.CONCERTHALL(); break; case Reverb.Quarry: rp = preset.QUARRY(); break; case Reverb.Plain: rp = preset.PLAIN(); break; } fSystem.setReverbAmbientProperties(ref rp); fSystem.setReverbProperties(ref rp); }
//---------------------------------------------------------------------------- public Texture2D Get(PRESET imageType) { if (!_images.ContainsKey(imageType)) { _isAllLoaded = false; return(null); } if (_images[imageType] == null) { _isAllLoaded = false; return(null); } return(_images[imageType]); }
public Form1() { InitializeComponent(); //DoubleBuffered = true; //SetStyle(ControlStyles.OptimizedDoubleBuffer, true); bullet = Image.FromFile("assets\\models\\gunshot.png"); game = new Game(new Player(new AnimatedSprite(true, true, 20, Image.FromFile("assets\\models\\player_idle.gif"), 0, true, new RectangleF(0, 0, 50, 50), true), 0, new RectangleF(0, 0, 50, 50)), new World(), 500); game.LoadWorldFromFile("assets\\maps\\test.mf"); ap = new Ammo_Projectile(true, 2, 1000, Image.FromFile("assets\\models\\gunshot.png"), 0, true, new PointF(0, 0), true); game.player.AddPointSocket("Weapon", new PointF(34.5f, 30.6f)); game.player.AddPointSocket("projectile", new PointF(34.5f, 30.6f)); if ((game.player.GetSocketByName("Weapon") != null) && (game.player.GetSocketByName("projectile") != null)) { game.Weapons.Add(new Weapon_Moveable(10, 100, Image.FromFile("assets\\models\\weapon_pistol.gif"), "Pistol", false, game.player.GetSocketByName("Weapon"), game.player.GetSocketByName("Projectile"), 0.6f, 0.6f)); } //game.world.World_Actors.Add(new Actor(Image.FromFile("assets\\models\\floor_checkboard_texture.png"), 0, true, new PointF(50, 50), true)); //game.world.World_Actors.Add(new Actor(Image.FromFile("assets\\models\\floor_checkboard_texture.png"), 1, true, new PointF(100, 50), true)); ////game.world.World_Actors.Add(new Func_View_Layer(1, new RectangleF(90, 40, 100, 100), Image.FromFile("assets\\models\\ground_texture.png"), 0, false, new PointF(100,50), true)); //game.world.World_Actors.Add(new Trigger_Change_Layer(TriggerType.Once, MoveDirection.NONE, 1, Image.FromFile("assets\\models\\ground_texture.png"), 0, true, new PointF(200, 200), true)); game.SetPlayerWeapon(0); //Sound Work game.Sound_System.getLowLevelSystem(out system); //system.createReverb3D(out hall); REVERB_PROPERTIES Hall_Props = PRESET.HALLWAY(); //hall.setProperties(ref Hall_Props); //VECTOR v = new VECTOR(); //v = Vector.ToVECTOR(50, 0, 0); //hall.set3DAttributes(ref v, 0, 100); //game.AddActorToWorld(new Reverb_Area(system, new Reverb_Attributes(Vector.ToVECTOR(100, 100, 0), 0, 100), ref Hall_Props, Image.FromFile("assets\\models\\gunshot.bmp"), 0, false,new PointF(100,100), true)); SoundData data = new SoundData(); system.createSound("assets\\sounds\\pistol_shot.wav", MODE._3D, out data.sound); game.sounds.Add(data); game.AddActorToWorld(new Ambient_Sound(data, Image.FromFile("assets\\models\\gunshot.bmp"), 0, false, new RectangleF(0, 0, 50, 50), true)); data = new SoundData(); system.createSound("assets\\sounds\\sound_test_0.wav", MODE._3D, out data.sound); game.sounds.Add(data); game.Sound_System.update(); }
private void CheckImageAndLoad_TGA(PRESET imageType, string strFileNameWOExp) { if (_images.ContainsKey(imageType)) { if (_images[imageType] == null) { _images[imageType] = AssetDatabase.LoadAssetAtPath <Texture2D>("Assets/Editor/AnyPortraitTool/Images/TGA/" + strFileNameWOExp + ".tga"); } } else { _images.Add(imageType, AssetDatabase.LoadAssetAtPath <Texture2D>("Assets/Editor/AnyPortraitTool/Images/TGA/" + strFileNameWOExp + ".tga")); } if (_images[imageType] == null) { Debug.LogError("Editor Image Load Faile : " + imageType); _isAllLoaded = false; } }
private void CheckImageAndLoad(PRESET imageType, string strFileNameWOExp, bool isProSkinVersion = false) { if (_images.ContainsKey(imageType)) { if (_images[imageType] == null) { //기본 경로 변경 //"Assets/Editor/AnyPortraitTool/Images/" => apEditorUtil.ResourcePath_Icon if (EditorGUIUtility.isProSkin && isProSkinVersion) //정식 코드 //if (!EditorGUIUtility.isProSkin && isProSkinVersion)//테스트 코드 { _images[imageType] = AssetDatabase.LoadAssetAtPath <Texture2D>(apEditorUtil.ResourcePath_Icon + "ProSkin/" + strFileNameWOExp + ".png"); } else { _images[imageType] = AssetDatabase.LoadAssetAtPath <Texture2D>(apEditorUtil.ResourcePath_Icon + strFileNameWOExp + ".png"); } } } else { if (EditorGUIUtility.isProSkin && isProSkinVersion) //정식 코드 //if (!EditorGUIUtility.isProSkin && isProSkinVersion)//테스트 코드 { _images.Add(imageType, AssetDatabase.LoadAssetAtPath <Texture2D>(apEditorUtil.ResourcePath_Icon + "ProSkin/" + strFileNameWOExp + ".png")); } else { _images.Add(imageType, AssetDatabase.LoadAssetAtPath <Texture2D>(apEditorUtil.ResourcePath_Icon + strFileNameWOExp + ".png")); } } if (_images[imageType] == null) { Debug.LogError("Editor Image Load Faile : " + imageType); _isAllLoaded = false; } }
public static REVERB_PROPERTIES LoadPreset(Reverb_Props_Presets p) { if (p == Reverb_Props_Presets.ALLEY) { return(PRESET.ALLEY()); } if (p == Reverb_Props_Presets.GENERIC) { return(PRESET.GENERIC()); } if (p == Reverb_Props_Presets.PADDEDCELL) { return(PRESET.PADDEDCELL()); } if (p == Reverb_Props_Presets.LIVINGROOM) { return(PRESET.LIVINGROOM()); } if (p == Reverb_Props_Presets.BATHROOM) { return(PRESET.BATHROOM()); } if (p == Reverb_Props_Presets.STONEROOM) { return(PRESET.STONEROOM()); } if (p == Reverb_Props_Presets.AUDITORIUM) { return(PRESET.AUDITORIUM()); } if (p == Reverb_Props_Presets.CONCERTHALL) { return(PRESET.CONCERTHALL()); } if (p == Reverb_Props_Presets.CAVE) { return(PRESET.CAVE()); } if (p == Reverb_Props_Presets.ARENA) { return(PRESET.ARENA()); } if (p == Reverb_Props_Presets.HANGAR) { return(PRESET.HANGAR()); } if (p == Reverb_Props_Presets.CARPETTEDHALLWAY) { return(PRESET.CARPETTEDHALLWAY()); } if (p == Reverb_Props_Presets.HALLWAY) { return(PRESET.HALLWAY()); } if (p == Reverb_Props_Presets.STONECORRIDOR) { return(PRESET.STONECORRIDOR()); } if (p == Reverb_Props_Presets.FOREST) { return(PRESET.FOREST()); } if (p == Reverb_Props_Presets.CITY) { return(PRESET.CITY()); } if (p == Reverb_Props_Presets.MOUNTAINS) { return(PRESET.MOUNTAINS()); } if (p == Reverb_Props_Presets.QUARRY) { return(PRESET.QUARRY()); } if (p == Reverb_Props_Presets.PARKINGLOT) { return(PRESET.PARKINGLOT()); } if (p == Reverb_Props_Presets.SEWERPIPE) { return(PRESET.SEWERPIPE()); } if (p == Reverb_Props_Presets.UNDERWATER) { return(PRESET.UNDERWATER()); } else { return(PRESET.OFF()); } }
/// <summary> /// Gets an FMOD reverb preset from the FMOD Extension's preset enum /// </summary> /// <returns>The reverb to FMODR everb.</returns> /// <param name="preset">Preset.</param> public static REVERB_PROPERTIES ExtensionReverbToFMODReverb(ReverbPreset preset) { REVERB_PROPERTIES properties = new REVERB_PROPERTIES(); switch (preset) { case ReverbPreset.Alley: properties = PRESET.ALLEY(); break; case ReverbPreset.Arena: properties = PRESET.ARENA(); break; case ReverbPreset.Auditorium: properties = PRESET.AUDITORIUM(); break; case ReverbPreset.Bathroom: properties = PRESET.BATHROOM(); break; case ReverbPreset.Cave: properties = PRESET.CAVE(); break; case ReverbPreset.CerpettedHallway: properties = PRESET.CARPETTEDHALLWAY(); break; case ReverbPreset.City: properties = PRESET.CITY(); break; case ReverbPreset.ConcertHall: properties = PRESET.CONCERTHALL(); break; case ReverbPreset.Forest: properties = PRESET.FOREST(); break; case ReverbPreset.Generic: properties = PRESET.GENERIC(); break; case ReverbPreset.Hallway: properties = PRESET.HALLWAY(); break; case ReverbPreset.Hangar: properties = PRESET.HANGAR(); break; case ReverbPreset.LivingRoom: properties = PRESET.LIVINGROOM(); break; case ReverbPreset.Mountains: properties = PRESET.MOUNTAINS(); break; case ReverbPreset.Off: properties = PRESET.OFF(); break; case ReverbPreset.PaddedCell: properties = PRESET.PADDEDCELL(); break; case ReverbPreset.ParkingLot: properties = PRESET.PARKINGLOT(); break; case ReverbPreset.Plain: properties = PRESET.PLAIN(); break; case ReverbPreset.Quarry: properties = PRESET.QUARRY(); break; case ReverbPreset.Room: properties = PRESET.ROOM(); break; case ReverbPreset.SewerPipe: properties = PRESET.SEWERPIPE(); break; case ReverbPreset.StoneCorridor: properties = PRESET.STONECORRIDOR(); break; case ReverbPreset.StoneRoom: properties = PRESET.STONEROOM(); break; case ReverbPreset.Underwater: properties = PRESET.UNDERWATER(); break; } return(properties); }