// 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>();
 }
Ejemplo n.º 3
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    public void Start()
    {
        var listenerObject = GameObject.FindGameObjectWithTag("Listener");

        targetLowPassFilter  = listenerObject.GetComponent <AudioLowPassFilter>();
        targetHighPassFilter = listenerObject.GetComponent <AudioHighPassFilter>();
    }
Ejemplo n.º 4
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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;
 }
Ejemplo n.º 5
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    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;
            }
        }
    }
Ejemplo n.º 6
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    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();
    }
Ejemplo n.º 7
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 void Start()
 {
     lowPassFilter = GetComponent <AudioLowPassFilter>();
     lowPassFilter.cutoffFrequency = 22000;
     hiPassFilter = GetComponent <AudioHighPassFilter>();
     hiPassFilter.cutoffFrequency = 0;
 }
Ejemplo n.º 8
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 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();
 }
Ejemplo n.º 9
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        public override void SetupOn(AudioSource source)
        {
            AudioHighPassFilter orMakeFilterOn = SoundFilter.GetOrMakeFilterOn <AudioHighPassFilter>(source);

            orMakeFilterOn.cutoffFrequency    = this.cutoffFrequency;
            orMakeFilterOn.highpassResonanceQ = this.highpassResonanceQ;
        }
Ejemplo n.º 10
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    //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);
            }
        }
    }
Ejemplo n.º 11
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    // 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;
    }
Ejemplo n.º 12
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 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;
    }
Ejemplo n.º 14
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 public void Highpass(bool state = true)
 {
     if (!highpass)
     {
         highpass = Camera.main.GetComponent <AudioHighPassFilter>();
     }
     doingHighpass = state;
     doingLowpass  = false;
 }
Ejemplo n.º 15
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        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);
        }
Ejemplo n.º 16
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	/// <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;

	}
Ejemplo n.º 17
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 // 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;
 }
Ejemplo n.º 18
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        public override UnityEngine.Component CreateComponent(GameObject gameObject)
        {
            AudioHighPassFilter audioHighPassFilter = gameObject.GetComponent <AudioHighPassFilter>();

            if (audioHighPassFilter == null)
            {
                audioHighPassFilter = gameObject.AddComponent <AudioHighPassFilter>();
            }
            return(audioHighPassFilter);
        }
Ejemplo n.º 19
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 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";
 }
Ejemplo n.º 20
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    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));
        }
    }
Ejemplo n.º 21
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        private void Awake()
        {
            LoadQualityFilterSettings();
            filterSettings = sourceQualityFilterSettings[SourceQuality];

            lowPassFilter = gameObject.GetComponent <AudioLowPassFilter>();
            lowPassFilter.cutoffFrequency = filterSettings.LowPassCutoff;

            highPassFilter = gameObject.GetComponent <AudioHighPassFilter>();
            highPassFilter.cutoffFrequency = filterSettings.HighPassCutoff;
        }
Ejemplo n.º 22
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    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);
    }
Ejemplo n.º 24
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    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;
    }
Ejemplo n.º 25
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        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);
        }
Ejemplo n.º 26
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    // 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> ();
    }
Ejemplo n.º 27
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        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);
    }
Ejemplo n.º 29
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 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"));
     }
 }
Ejemplo n.º 30
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        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;
            }
        }