public static AudioReverbFilter Deserialize(this SAudioReverbFilter _audioReverbFilter, ref GameObject _gameObject) { if (_audioReverbFilter.ExistsOnObject == false) { return(null); } AudioReverbFilter returnVal = _gameObject.GetComponent <AudioReverbFilter>(); returnVal.enabled = _audioReverbFilter.Enabled; returnVal.dryLevel = _audioReverbFilter.dryLevel; returnVal.room = _audioReverbFilter.room; returnVal.roomHF = _audioReverbFilter.roomHF; returnVal.decayTime = _audioReverbFilter.decayTime; returnVal.decayHFRatio = _audioReverbFilter.decayHFRatio; returnVal.reflectionsLevel = _audioReverbFilter.reflectionsLevel; returnVal.reverbLevel = _audioReverbFilter.reverbLevel; returnVal.reverbDelay = _audioReverbFilter.reverbDelay; returnVal.diffusion = _audioReverbFilter.diffusion; returnVal.density = _audioReverbFilter.density; returnVal.hfReference = _audioReverbFilter.hfReference; returnVal.lfReference = _audioReverbFilter.lfReference; returnVal.reflectionsDelay = _audioReverbFilter.reflectionsDelay; returnVal.reverbPreset = _audioReverbFilter.reverbPreset; return(returnVal); }
public static SAudioReverbFilter Serialize(this AudioReverbFilter _audioReverbFilter) { SAudioReverbFilter returnVal = new SAudioReverbFilter { ExistsOnObject = (_audioReverbFilter == null) ? false : true, Enabled = _audioReverbFilter.enabled, dryLevel = _audioReverbFilter.dryLevel, room = _audioReverbFilter.room, roomHF = _audioReverbFilter.roomHF, decayTime = _audioReverbFilter.decayTime, decayHFRatio = _audioReverbFilter.decayHFRatio, reflectionsLevel = _audioReverbFilter.reflectionsLevel, reverbLevel = _audioReverbFilter.reverbLevel, reverbDelay = _audioReverbFilter.reverbDelay, diffusion = _audioReverbFilter.diffusion, density = _audioReverbFilter.density, hfReference = _audioReverbFilter.hfReference, roomLF = _audioReverbFilter.roomLF, lfReference = _audioReverbFilter.lfReference, reflectionsDelay = _audioReverbFilter.reflectionsDelay, reverbPreset = _audioReverbFilter.reverbPreset, }; return(returnVal); }
private void Start() { listener = GameObject.Find("CenterEyeAnchor"); lowPassFilter = listener.GetComponent <AudioLowPassFilter>(); highPassFilter = listener.GetComponent <AudioHighPassFilter>(); reverbFilter = listener.GetComponent <AudioReverbFilter>(); }
void Awake() { localCamera = GetComponent <Camera>(); localWaterCamera = GetComponent <WaterCamera>(); maskRT = Shader.PropertyToID("_UnderwaterMask"); maskRT2 = Shader.PropertyToID("_UnderwaterMask2"); OnValidate(); maskMaterial = new Material(underwaterMaskShader); maskMaterial.hideFlags = HideFlags.DontSave; imeMaterial = new Material(imeShader); imeMaterial.hideFlags = HideFlags.DontSave; noiseMaterial = new Material(noiseShader); noiseMaterial.hideFlags = HideFlags.DontSave; composeUnderwaterMaskMaterial = new Material(composeUnderwaterMaskShader); composeUnderwaterMaskMaterial.hideFlags = HideFlags.DontSave; reverbFilter = GetComponent <AudioReverbFilter>(); if (reverbFilter == null && underwaterAudio) { reverbFilter = gameObject.AddComponent <AudioReverbFilter>(); } }
public override void Awake() { base.Awake(); sfxPlayer = GetComponent <SoundEffectPlayer>(); reverbFilter = GetComponent <AudioReverbFilter>(); reverbFilter.reverbLevel = -2000; }
// Use this for initialization void Start() { //EnableAudioReverbFilter (false); AudioReverbFilter arf = gameObject.GetComponent <AudioReverbFilter>(); if (arf == null) { arf = gameObject.AddComponent <AudioReverbFilter>(); } Rigidbody rb = gameObject.GetComponent <Rigidbody>(); if (rb == null) { rb = gameObject.AddComponent <Rigidbody>(); rb.isKinematic = true; } Collider c = gameObject.GetComponent <Collider>(); if (c == null) { c = gameObject.AddComponent <SphereCollider>(); c.isTrigger = true; } }
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; }
private void Start() { camShake = Camera.main.gameObject.GetComponent <CameraShake>(); musicObject = transform.Find("Music").gameObject; reverb = musicObject.GetComponent <AudioReverbFilter>(); lowPass = musicObject.GetComponent <AudioLowPassFilter>(); }
// Update is called once per frame void Update() { IsTimeStopped = GameObject.Find("LevelGlobals").GetComponent <LevelGlobals>().TimeStopped; if (IsTimeStopped == true) { //turn on filter AudioReverbFilter filter = GetComponent <AudioReverbFilter>(); filter.enabled = true; AudioReverbZone zone = GetComponent <AudioReverbZone>(); zone.enabled = true; AudioSource source = GetComponent <AudioSource>(); source.volume = NewVolume; source.pitch = NewPitch; } if (IsTimeStopped == false) { //turn off filter AudioReverbFilter filter = GetComponent <AudioReverbFilter>(); filter.enabled = false; AudioReverbZone zone = GetComponent <AudioReverbZone>(); zone.enabled = false; AudioSource source = GetComponent <AudioSource>(); source.volume = OriginalVolume; source.pitch = OriginalPitch; } }
// Use this for initialization void Start() { filter = this.gameObject.GetComponent <AudioReverbFilter>(); target = this.GetComponentInChildren <AudioListener>(); averagedVerbParams = this.GetComponent <ReverbParameters> (); SetUp(); }
IEnumerator OnNewGame() { yield return(new WaitForSeconds(3)); AudioReverbFilter arf = GetComponent <AudioReverbFilter> (); if (arf) { arf.enabled = true; } MotionBlur mb = GetComponent <MotionBlur> (); if (mb) { mb.enabled = true; } for (float t = 0; t <= 4; t += Time.deltaTime) { // Gradually strengthen reverb filter. if (arf) { arf.decayTime = Mathf.Lerp(0, 20, t / 4); } yield return(null); } }
void Awake() { instance = this; arf = GetComponent <AudioReverbFilter> (); arf.reverbPreset = AudioReverbPreset.Off; asrc = GetComponent <AudioSource> (); }
/// <summary> /// Add effects knobs to panel. Attempts to recycle existing filters. /// </summary> /// <param name="select">Select multiple knobs via logical OR. /// e.g. Knobs.distortion | Knobs.reverb</param> /// <remarks>TODO Figure out a way to make filters chain (lowpass LAST).</remarks> public void AddKnobs(Knobs select) { if ((select & Knobs.distortion) == Knobs.distortion) { distortion = gameObj.GetComponent <AudioDistortionFilter>(); if (distortion == null) { Log.dbg("Adding distortion filter"); distortion = gameObj.AddComponent <AudioDistortionFilter>(); } } if ((select & Knobs.reverb) == Knobs.reverb) { reverb = gameObj.GetComponent <AudioReverbFilter>(); if (reverb == null) { Log.dbg("Adding reverb filter"); reverb = gameObj.AddComponent <AudioReverbFilter>(); } } if ((select & Knobs.lowpass) == Knobs.lowpass) { lowpass = gameObj.GetComponent <AudioLowPassFilter>(); if (lowpass == null) { Log.dbg("Adding low-pass filter"); lowpass = gameObj.AddComponent <AudioLowPassFilter>(); } lowpass.lowpassResonaceQ = 0f; } }
void OnTriggerEnter(Collider e) { if (e.tag != "Player") { return; } for (int i = 0; i < triggerCube.Length; i++) { lowPass = triggerCube[i].GetComponent <AudioReverbFilter> (); if (lowPass == null) { triggerCube[i].AddComponent <AudioReverbFilter> (); } else { triggerCube [i].GetComponent <AudioReverbFilter> ().enabled = true; } lowPass = triggerCube[i].GetComponent <AudioReverbFilter> (); lowPass.decayTime = decay; } }
public static string GetPreviewInfo(this AudioReverbFilter pObject) { string info = ""; info += pObject.reverbPreset; return(info); }
void Start() { uSource = GetComponent <AudioSource>(); listener = FindObjectOfType <AudioListener>(); lp = GetComponent <AudioLowPassFilter>(); echo = GetComponent <AudioReverbFilter>(); }
//Get all audio components attached to the object void Start() { aud = GetComponent <AudioSource>(); chorus = GetComponent <AudioChorusFilter>(); reverb = GetComponent <AudioReverbFilter>(); mat = GetComponentInChildren <Renderer>().material; t = this.transform; }
public static string GetPreviewInfo(this AudioReverbFilter pObject) { if (pObject != null) { return(pObject.reverbPreset.ToString()); } return(""); }
private void OnEnable() { seqGen = GetComponentInParent <seqGenerator>(); uiCtrl = seqGen.uiCtrl; GameObject accoPlayer = GameObject.Find("AccoPlayer"); reverb = accoPlayer.GetComponent <AudioReverbFilter>(); delay = accoPlayer.GetComponent <AudioEchoFilter>(); }
public void EnableAudioReverbFilter(bool enabled) { AudioReverbFilter filter = GetComponent <AudioReverbFilter> (); if (filter) { filter.enabled = enabled; } }
private void Start() { m_SoundManager = SoundManager.Instance; m_musicAudioSource = GetComponent <AudioSource>(); m_reverbeFilter = GetComponent <AudioReverbFilter>(); m_masterVolume = m_SoundManager.GetVolumeMaster(); m_musicVolume = m_SoundManager.GetVolumeMusic(); PlayLobbyMusic(); SceneManager.sceneLoaded += OnSceneLoaded; }
public override UnityEngine.Component CreateComponent(GameObject gameObject) { AudioReverbFilter audioReverbFilter = gameObject.GetComponent <AudioReverbFilter>(); if (audioReverbFilter == null) { audioReverbFilter = gameObject.AddComponent <AudioReverbFilter>(); } return(audioReverbFilter); }
void Start() { source = GetComponent <AudioSource>(); sound = GetComponent <AudioClip>(); reverb = GetComponent <AudioReverbFilter>(); sound = source.clip; myDevice.set(portName, baudRate, ReadTimeout, QueueLenght); // This method set the communication with the following vars; // Serial Port, Baud Rates, Read Timeout and QueueLenght. myDevice.connect(); // This method open the Serial communication with the vars previously given. myDevice.send("Keyboard"); // Send data to the device using thread. }
void OnTriggerExit(Collider e) { for (int i = 0; i < triggerCube.Length; i++) { lowPass = triggerCube[i].GetComponent <AudioReverbFilter> (); if (lowPass != null) { lowPass.enabled = false; } } }
// unity methods derived from MonoBehaviour void Start() { // set defaults frequency = Utils.GetRandomArrayItem(Jart.possibleFrequencies); rest = (Utils.GetRandomArrayItem(Jart.possibleTimings) / 1000) * Utils.Randomizer.Next(0, 4); noteTime = Utils.GetRandomArrayItem(Jart.possibleTimings); // now set up the waves that we could potentially hear waveForms = new List <Wave>(); // Put all of our wave form methods in an accessible data structure, // passed with a maxVolume float waveForms.Add(new Wave(playTriangleWave, 0.15f)); waveForms.Add(new Wave(playSineWave, 0.09f)); waveForms.Add(new Wave(playTriangleSineWave, 0.15f)); waveForms.Add(new Wave(playSquareWave, 0.15f)); waveForms.Add(new Wave(playEvanWave, 0.3f)); waveForms.Add(new Wave(playPinkNoiseWave, 0.05f)); waveForms.Add(new Wave(playWhiteNoiseWave, 0.008f)); // we currently have multiple possible waves, so pick one // note: random.Next is inclusive lower bound, exclusive high bound waveIndex = Utils.Randomizer.Next(0, waveForms.Count); // add audio source first because filters depend on it audioSource = gameObject.AddComponent <AudioSource>(); audioSource.volume = 0; audioSource.playOnAwake = false; // make sure the audio source is 3d audioSource.maxDistance = Constants.JartCubeSize; audioSource.rolloffMode = AudioRolloffMode.Linear; audioSource.spread = 360; audioSource.spatialize = true; audioSource.spatialBlend = 1.0f; // when you add the oscillator, it will start playing echoFilter = gameObject.AddComponent <AudioEchoFilter>(); reverbFilter = gameObject.AddComponent <AudioReverbFilter>(); lowPassFilter = gameObject.AddComponent <AudioLowPassFilter>(); // change around the echo per OSCILLATOR, not per note echoFilter.delay = (Utils.Randomizer.Next(25, 100) * 0.01f) * noteTime; echoFilter.decayRatio = Utils.Randomizer.Next(5, 9) * 0.1f; // ensure we can mess around with the reverb filter, // otherwise, all values can't be modified: https://docs.unity3d.com/Manual/class-AudioReverbFilter.html reverbFilter.reverbPreset = Utils.Randomizer.Next(0, 100) > 50 ? AudioReverbPreset.Arena : AudioReverbPreset.Mountains; // change around the reverb per OSCILLATOR, not per note //reverbFilter.diffusion = Utils.Randomizer.Next(20, 90); // echo "density", in percent //reverbFilter.density = Utils.Randomizer.Next(20, 90); // modal "density", in percent //reverbFilter.dryLevel = -1000; // need to figure out what this actually does //reverbFilter.room = -1000; // need to figure out what this actually does //reverbFilter.reverbDelay = Utils.Randomizer.Next(10, 30) * 0.01f; //reverbFilter.reverbLevel = Utils.Randomizer.Next(0, 2000); //reverbFilter.reflectionsLevel = Utils.Randomizer.Next(0, 1000); // change around lowpass filter per OSCILLATOR, not per note cutoffFrequencyMod = Utils.Randomizer.Next(100, 1500); //lowPassFilter.lowpassResonanceQ = Utils.Randomizer.Next(1, 20) * 0.1f; // now set up the timer for the next note StartCoroutine(waitAndStartNewNote()); }
// Start is called before the first frame update void Start() { // Assign components instance = this; lowPass = GetComponent <AudioLowPassFilter>(); reverbFilter = GetComponent <AudioReverbFilter>(); // Set component values lowPass.enabled = true; reverbFilter.enabled = false; currVolume = audioSource.volume; audioSource.volume = 0; }
void Awake() { m_audio = GetComponent <AudioSource>(); m_listener = GetComponent <AudioListener>(); m_audioFilter = GetComponent <AudioReverbFilter>(); m_anim = GetComponent <Animator>(); m_audio.clip = DefaultWalk; ZoneManager zoneMan = GameObject.FindWithTag("CanvasUI").GetComponent <ZoneManager>(); zoneMan.Transition += OnZoneTransition; }
// Update is called once per frame void Update() { Current_Distort = Indicator.distort; Current_Reverb = Indicator.reverb; Num.text = Math.Round(Current_Distort.distortionLevel, 2).ToString(); Num2.text = Math.Round(Current_Reverb.reverbLevel, 2).ToString(); Num3.text = Math.Round(Current_Reverb.decayTime, 2).ToString(); Num4.text = Math.Round(Indicator.CurrentFreq, 2).ToString(); loopSpeed = Loop.speed; Divide_Num = 2 / (double)loopSpeed; Final_Num = 60 / Divide_Num; Num5.text = Final_Num.ToString(); }
void LateUpdate() { AudioReverbFilter to = GetComponent <AudioReverbFilter> (); to.decayHFRatio = 0; to.decayTime = 0; to.density = 0; to.diffusion = 0; //to.reflections = from.reflections; //to.reflectionsDelay = from.reflectionsDelay; //to.reverb = from.reverb; to.reverbDelay = 0; to.reverbPreset = 0; to.room = 0; to.roomHF = 0; to.roomLF = 0; to.dryLevel = 0; //to.reverbPreset = AudioReverbPreset.User; int count = resonators.Count; //interpolation of all resonators and apply to this AudioReverbFilter foreach (NAReverbResonator r in resonators) { AudioReverbZone from = r.GetComponent <AudioReverbZone> (); //to.dryLevel += from.dryLevel; //to.decayHFRatio += from.decayHFRatio/count; //to.decayTime += from.decayTime/count; //to.density += from.density/count; //to.diffusion += from.diffusion/count; //to.reflections = from.reflections; //to.reflectionsDelay = from.reflectionsDelay; //to.reverb = from.reverb; //to.reverbDelay += from.reverbDelay/count; //to.reverbPreset += from.reverbPreset/count; //to.room += from.room/count; //to.roomHF += from.roomHF/count; //to.roomLF += from.roomLF/count; //to.roomRolloffFactor = from.roomRolloffFactor; to.reverbPreset = r.reverbPreset; } if (count > 0) { EnableAudioReverbFilter(true); } else { EnableAudioReverbFilter(false); } }
public void Update() { if (Filter == null) { Filter = GetComponent <AudioReverbFilter>(); } timer += Time.unscaledDeltaTime; if (timer > 0.1f) { Filter.reverbPreset = DefaultState; } }