// Update is called once per frame void Update() { //creates the link (via the variable audio) to access the game object's base component, in this case the Audio Source AudioSource audio = GetComponent <AudioSource>(); AudioHighPassFilter highpass = GetComponent <AudioHighPassFilter>(); AudioLowPassFilter lowpass = GetComponent <AudioLowPassFilter>(); positionx = GetComponent <Transform>().position.x; positiony = GetComponent <Transform>().position.y; positionz = GetComponent <Transform>().position.z; scalez = GetComponent <Transform>().lossyScale.z; audio.pitch = scalez * 5; if (-2f < positionx && positionx <= 2f) { float v = ((positionx + 2f) * lowmod); lowpass.cutoffFrequency = lowbase + v; } if (-2f < positionz && positionz <= 2f) { float x = ((positionz + 2f) * highmod); highpass.cutoffFrequency = highbase + x; } if (0f < positiony && positiony <= 2f) { audio.volume = positiony - .1f; } }
private void Start() { listener = GameObject.Find("CenterEyeAnchor"); lowPassFilter = listener.GetComponent <AudioLowPassFilter>(); highPassFilter = listener.GetComponent <AudioHighPassFilter>(); reverbFilter = listener.GetComponent <AudioReverbFilter>(); }
public void Start() { var listenerObject = GameObject.FindGameObjectWithTag("Listener"); targetLowPassFilter = listenerObject.GetComponent <AudioLowPassFilter>(); targetHighPassFilter = listenerObject.GetComponent <AudioHighPassFilter>(); }
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; }
public static void Init() { audioSoundsGameObjects.Clear(); currentPlaingAudioSounds.Clear(); Transform soundsContainer = GameObject.Find("SoundPlayersContainer").transform; for (int i = 0; i < 40; i++) { GameObject _gameObj = new GameObject("Sound", typeof(AudioSource), typeof(AudioHighPassFilter)); AudioHighPassFilter audioHighPassFilter = _gameObj.GetComponent <AudioHighPassFilter>(); _gameObj.GetComponent <AudioSource>().playOnAwake = false; audioHighPassFilter.cutoffFrequency = 2000; audioHighPassFilter.highpassResonanceQ = 4; audioHighPassFilter.enabled = false; _gameObj.transform.SetParent(soundsContainer); _gameObj.SetActive(false); audioSoundsGameObjects.Enqueue(_gameObj); } ITakeDmg takeDmg; foreach (var item in BirdContainerController.GetInstance.birds.Values) { item.TryGetComponent <ITakeDmg>(out takeDmg); if (takeDmg != null) { item.GetComponent <ITakeDmg>().OnDie += () => backMusic.GetComponent <AudioHighPassFilter>().enabled = true; } } }
public override void Init() { m_audioSource = this.GetComponent <AudioSource>(); m_highPassFilter = GetComponent <AudioHighPassFilter>(); m_childObj = new GameObject[CHILD_COUNT]; for (int i = 0; i < CHILD_COUNT; i++) { GameObject empty = new GameObject("EmptyClip"); empty.AddComponent <AudioSource>(); empty.transform.parent = transform; m_childObj[i] = empty; } if (m_AudioClips.Length != 0) { for (int i = 0; i < m_AudioClips.Length; i++) { if (m_AudioClips[i] != null) { arr_AudioClip.Add(m_AudioClips[i].name, m_AudioClips[i]); } } } m_soundPlayData = new SoundPlayData(); m_soundPlayDataEft = new SoundPlayData(); }
void Start() { lowPassFilter = GetComponent <AudioLowPassFilter>(); lowPassFilter.cutoffFrequency = 22000; hiPassFilter = GetComponent <AudioHighPassFilter>(); hiPassFilter.cutoffFrequency = 0; }
public void SetChar(CharacterComponent myChar) { this.audioChar = myChar; this.myAudioSource = this.audioChar.GetAudioSource(CharacterComponent.AudioSourceType.Character); highPassFilter = this.myAudioSource.gameObject.GetComponent <AudioHighPassFilter>(); lowPassFilter = this.myAudioSource.gameObject.GetComponent <AudioLowPassFilter>(); distortion = this.myAudioSource.gameObject.GetComponent <AudioDistortionFilter>(); if (!highPassFilter) { highPassFilter = this.myAudioSource.gameObject.AddComponent <AudioHighPassFilter>(); } if (!lowPassFilter) { lowPassFilter = this.myAudioSource.gameObject.AddComponent <AudioLowPassFilter>(); } if (!distortion) { distortion = this.myAudioSource.gameObject.AddComponent <AudioDistortionFilter>(); } highPassFilter.cutoffFrequency = Main.ruVoiceSettings.highPassFilterValue; lowPassFilter.cutoffFrequency = Main.ruVoiceSettings.lowPassFilterValue; lowPassFilter.lowpassResonanceQ = Main.ruVoiceSettings.lowpassResonanceQValue; highPassFilter.cutoffFrequency = Main.ruVoiceSettings.highPassFilterCutoffFrequencyValue; distortion.distortionLevel = Main.ruVoiceSettings.distortionFilterValue; this.SetAudioPitch(); this.SetAudioVolume(); }
public override void SetupOn(AudioSource source) { AudioHighPassFilter orMakeFilterOn = SoundFilter.GetOrMakeFilterOn <AudioHighPassFilter>(source); orMakeFilterOn.cutoffFrequency = this.cutoffFrequency; orMakeFilterOn.highpassResonanceQ = this.highpassResonanceQ; }
//the audio settings to change from either mono to stereo public void AuSettings() { if (!isPlaying) {//checking if an animation is playing if (!isPlaying) { Text audioText = GameObject.Find("Canvas/Pause/Menus/AudioMenus/Audio").GetComponent <Text>(); switch (audioSettings) {//determining which audio setting is currently being set default: audioSettings = AudioSettings.Stereo; audioText.text = "Stereo"; gameObject.GetComponent <AudioHighPassFilter>().enabled = false; AudioHighPassFilter sound = GameObject.Find("Game Manager/Sound").GetComponent <AudioHighPassFilter>(); sound.enabled = false; sound = GameObject.Find("Game Manager/Music").GetComponent <AudioHighPassFilter>(); sound.enabled = false; break; case AudioSettings.Stereo: audioSettings = AudioSettings.Mono; audioText.text = "Mono"; gameObject.GetComponent <AudioHighPassFilter>().enabled = true; sound = GameObject.Find("Game Manager/Sound").GetComponent <AudioHighPassFilter>(); sound.enabled = true; sound = GameObject.Find("Game Manager/Music").GetComponent <AudioHighPassFilter>(); sound.enabled = true; break; } _audio.pitch = 1.2f; _audio.PlayOneShot(select, SFXvolume); } } }
// Use this for initialization void Start() { //Find the player/listener listener = GameObject.Find("FirstPersonCharacter"); lpFilter = GetComponent <AudioLowPassFilter> (); hpFilter = GetComponent <AudioHighPassFilter> (); sphereSound = GetComponent <AudioSource> (); /* * 1. Make our Collider a trigger * 2. Make it in same place as our source * 3. Audio Sources are Circular thus 3D curve is radius. thus size should be 2 * Radius (Essentially the diameter) */ TriggerBox.isTrigger = true; TriggerBox.transform.position = transform.position; TriggerBox.size = new Vector3((maxAudioDistance * 2f), (maxAudioDistance * 2f), (maxAudioDistance * 2f)); //Play the sound file, loop it, and specify volume. Change at will sphereSound.loop = true; //High Pass filter will kick in for the last 1/3rd distance away (as compared to max 3D Audio attenuation Curve) //Also Change .3f to whatever you wish. hpfdist = maxAudioDistance * .3f; hpfstartdist = maxAudioDistance - hpfdist; }
private void Start() { menu_gameobject = main_canvas.transform.Find("Menu").gameObject; audioS = GetComponent <AudioSource>(); audioFilterHigh = GetComponent <AudioHighPassFilter>(); Invoke("GenerateRandomLevel", 0.01f); CheckPlayerPrefs(); Time.timeScale = startTimeScale; }
// Use this for initialization void Start() { listener = GameObject.Find("Player"); source = gameObject.GetComponent <AudioSource>(); lpFilter = gameObject.GetComponent <AudioLowPassFilter>(); hpFilter = gameObject.GetComponent <AudioHighPassFilter>(); source.playOnAwake = true; }
public void Highpass(bool state = true) { if (!highpass) { highpass = Camera.main.GetComponent <AudioHighPassFilter>(); } doingHighpass = state; doingLowpass = false; }
private void save_shared_settings_filter(ConfigNode node, AudioHighPassFilter highPassFilter) { ConfigNode _filter = new ConfigNode(); _filter.AddValue("enabled", highPassFilter.enabled); _filter.AddValue("cutoff_freq", highPassFilter.cutoffFrequency); _filter.AddValue("resonance_q", highPassFilter.highpassResonanceQ); node.SetNode("HIGHPASS", _filter, true); }
/// <summary> /// Adds High Pass Filter to audiosource. Used for turbo. /// </summary> public static void NewHighPassFilter(AudioSource source, float freq, int level){ if(source == null) return; AudioHighPassFilter highFilter = source.gameObject.AddComponent<AudioHighPassFilter>(); highFilter.cutoffFrequency = freq; highFilter.highpassResonanceQ = level; }
// Start is called before the first frame update void Start() { MLInput.Start(); _controller = MLInput.GetController(MLInput.Hand.Left); hpf = GetComponent <AudioHighPassFilter>(); lpf = GetComponent <AudioLowPassFilter>(); active = false; currentPosx = 1; currentPosY = 0; }
public override UnityEngine.Component CreateComponent(GameObject gameObject) { AudioHighPassFilter audioHighPassFilter = gameObject.GetComponent <AudioHighPassFilter>(); if (audioHighPassFilter == null) { audioHighPassFilter = gameObject.AddComponent <AudioHighPassFilter>(); } return(audioHighPassFilter); }
private void Start() { PauseMenu = GameObject.Find("PauseMenu"); PauseMenu.SetActive(false); SettingsMenu.SetActive(false); audioHighPassFilter = gameObject.GetComponent <AudioHighPassFilter>(); audioHighPassFilter.cutoffFrequency = 10; obstacleDelaySlider.SetValueWithoutNotify(0.7f); hitCountText.text = "0"; }
public IEnumerator HighPassDeathEffect() { AudioHighPassFilter hipass = gameObject.AddComponent <AudioHighPassFilter>(); hipass.cutoffFrequency = 1000f; for (int i = 0; i < 100; i++) { hipass.highpassResonanceQ = (float)(i) / 50.0f; yield return(new WaitForSeconds(0.05f)); } }
private void Awake() { LoadQualityFilterSettings(); filterSettings = sourceQualityFilterSettings[SourceQuality]; lowPassFilter = gameObject.GetComponent <AudioLowPassFilter>(); lowPassFilter.cutoffFrequency = filterSettings.LowPassCutoff; highPassFilter = gameObject.GetComponent <AudioHighPassFilter>(); highPassFilter.cutoffFrequency = filterSettings.HighPassCutoff; }
private void Awake() { instance = this; gameOver += GameOver; source = GetComponent<AudioSource>(); highpass = GetComponent<AudioHighPassFilter>(); lowpass = GetComponent<AudioLowPassFilter>(); source.clip = clip; anim = GetComponent<Animator>(); }
public static SAudioHighPassFilter Serialize(this AudioHighPassFilter _audioHighPassFilter) { SAudioHighPassFilter returnVal = new SAudioHighPassFilter { ExistsOnObject = (_audioHighPassFilter == null) ? false : true, Enabled = _audioHighPassFilter.enabled, cutoffFrequency = _audioHighPassFilter.cutoffFrequency, highpassResonanceQ = _audioHighPassFilter.highpassResonanceQ, }; return(returnVal); }
private IEnumerator PrevRegionCoroutine() { AudioHighPassFilter filter = this.GetComponent <AudioHighPassFilter>(); filter.enabled = true; for (float f = 0.0f; f < 1.0f; f += Time.deltaTime / pitchChangeTime) { filter.cutoffFrequency = previousPitchChangeCurve.Evaluate(f) * 100; yield return(new WaitForEndOfFrame()); } source.pitch = 1; filter.enabled = false; }
private void Start() { _audioFarFilter = _audioFar.GetComponent <AudioLowPassFilter>(); _audioMiddleFilter = _audioMiddle.GetComponent <AudioHighPassFilter>(); _audioCloseFilter = _audioClose.GetComponent <AudioHighPassFilter>(); // Schedule the audio clips to play slightly in the future so they have time to sync. double startTime = AudioSettings.dspTime + 0.01; _audioClose.PlayScheduled(startTime); _audioMiddle.PlayScheduled(startTime); _audioFar.PlayScheduled(startTime); }
// Use this for initialization void Start() { //gyro_status_first g_x = 0; g_y = 0; back_x = 0; back_y = 0; //get_Inputcheck Input = GameObject.Find("InputCheck"); //get_filter low = gameObject.GetComponent <AudioLowPassFilter> (); high = gameObject.GetComponent <AudioHighPassFilter> (); }
private void Awake() { initialAudioSourceVolume = audioSource.volume; // Get optional filters (and initial values) that the sound designer / developer // may have applied to this game object lowPassFilter = gameObject.GetComponent <AudioLowPassFilter>(); nativeLowPassCutoffFrequency = (lowPassFilter != null) ? lowPassFilter.cutoffFrequency : NeutralHighFrequency; highPassFilter = gameObject.GetComponent <AudioHighPassFilter>(); nativeHighPassCutoffFrequency = (highPassFilter != null) ? highPassFilter.cutoffFrequency : NeutralLowFrequency; // Preallocate the array that will be used to collect RaycastHit structures. hits = new RaycastHit[maxObjects]; }
public static AudioHighPassFilter Deserialize(this SAudioHighPassFilter _audioHighPassFilter, ref GameObject _gameObject) { if (_audioHighPassFilter.ExistsOnObject == false) { return(null); } AudioHighPassFilter returnVal = _gameObject.GetComponent <AudioHighPassFilter>(); returnVal.enabled = _audioHighPassFilter.Enabled; returnVal.cutoffFrequency = _audioHighPassFilter.cutoffFrequency; returnVal.highpassResonanceQ = _audioHighPassFilter.highpassResonanceQ; return(returnVal); }
private void load_shared_settings_filter(ConfigNode node, AudioHighPassFilter highPassFilter) { if (node.HasValue("enabled")) { highPassFilter.enabled = Boolean.Parse(node.GetValue("enabled")); } if (node.HasValue("cutoff_freq")) { highPassFilter.cutoffFrequency = Single.Parse(node.GetValue("cutoff_freq")); } if (node.HasValue("resonance_q")) { highPassFilter.highpassResonanceQ = Single.Parse(node.GetValue("resonance_q")); } }
public void SetFilters(AudioManagerCategory cat) { if (cat.UseLowPassFilter) { AudioLowPassFilter filter = EnableFilter <AudioLowPassFilter>(EAudioFilter.LowPass); cat.AudioFilters.LowPass.SetToFilter(filter); } if (cat.UseHighPassFilter) { AudioHighPassFilter filter = EnableFilter <AudioHighPassFilter>(EAudioFilter.HighPass); cat.AudioFilters.HighPass.SetToFilter(filter); } if (cat.UseChorusFilter) { AudioChorusFilter filter = EnableFilter <AudioChorusFilter>(EAudioFilter.Chorus); cat.AudioFilters.Chorus.SetToFilter(filter); } if (cat.UseDistortionFilter) { AudioDistortionFilter filter = EnableFilter <AudioDistortionFilter>(EAudioFilter.Distortion); cat.AudioFilters.Distortion.SetToFilter(filter); } if (cat.UseEchoFilter) { AudioEchoFilter filter = EnableFilter <AudioEchoFilter>(EAudioFilter.Echo); cat.AudioFilters.Echo.SetToFilter(filter); } if (cat.UseReverbFilter) { AudioReverbFilter filter = EnableFilter <AudioReverbFilter>(EAudioFilter.Reverb); cat.AudioFilters.Reverb.SetToFilter(filter); } if (cat.UseFadeIn) { m_FadeInData = cat.AudioFilters.FadeIn; } if (cat.UseFadeOut) { m_FadeOutData = cat.AudioFilters.FadeOut; } }