void SelectDiscModel_BeginCeiling() { discsModel_indexRandom = Random.Range(0, makeDiscsModel_script.discsModel.Count); discModel_selected = makeDiscsModel_script.discsModel[discsModel_indexRandom]; modelFreqs = discModel_selected.freqs; modelAmps = discModel_selected.amps; modelDecays = discModel_selected.decays; // for these states, ampGlobal set in the EvolutionParams() }
void SelectDiscModel_LowerAndRougher() { discsModel_indexRandom = Random.Range(0, makeDiscsModel_script.discsModel.Count); discModel_selected = makeDiscsModel_script.discsModel[discsModel_indexRandom]; modelFreqs = discModel_selected.freqs; modelAmps = discModel_selected.amps; modelDecays = discModel_selected.decays; // now use the transp and ampGlobal from the ScoreDiscs modelTransposition = discModel_selected.modelTransposition; aud_lightFlareEvent_ampGlobal = discModel_selected.ampGlobal * mx_lightFlareEvent_ampGlobal_scaleValuesInScore_lowerAndRougher; aud_lightSpinEvent_resonance_ampGlobal = discModel_selected.ampGlobal * mx_lightSpinEvent_ampGlobal_scaleValuesInScore_lowerAndRougher; }