private void Awake() { // Create and initialize the chorus filter. if (UseChorus) { chorusFilter = gameObject.AddComponent <AudioChorusFilter>(); chorusFilter.enabled = true; UpdateChorusFilter(); } // Create and initialize the echo filter. if (UseEcho) { echoFilter = gameObject.AddComponent <AudioEchoFilter>(); echoFilter.enabled = true; UpdateEchoFilter(); } // Confgure the microphone stream to use the high quality voice source // at the application's output sample rate. MicStream.MicInitializeCustomRate( (int)MicStream.StreamCategory.HIGH_QUALITY_VOICE, AudioSettings.outputSampleRate); // Set the initial microphone gain. MicStream.MicSetGain(InputGain); // Start the stream. // Do not keep the data and do not preview. MicStream.MicStartStream(false, false); MicStream.MicPause(); }
void Start() { cam = GameObject.FindWithTag("MainCamera"); lowPassFilter = cam.GetComponent <AudioLowPassFilter>(); chorusFilter = cam.GetComponent <AudioChorusFilter>(); SlomoOff(); }
//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; }
void Awake() { audioFilter = GetComponent <AudioChorusFilter>(); sampling_frequency = AudioSettings.outputSampleRate; lowPassFilter = GetComponent <AudioLowPassFilter>(); Update(); }
public void SetToFilter(AudioChorusFilter filter) { filter.delay = delay; filter.depth = depth; filter.dryMix = dryMix; filter.rate = rate; filter.wetMix1 = wetMix1; filter.wetMix2 = wetMix2; filter.wetMix3 = wetMix3; }
private void AssignValues(AudioChorusFilter component) { component.dryMix = dryMix; component.wetMix1 = wetMix01; component.wetMix2 = wetMix02; component.wetMix3 = wetMix03; component.delay = delay; component.rate = rate; component.depth = depth; }
public override UnityEngine.Component CreateComponent(GameObject gameObject) { AudioChorusFilter audioChorusFilter = gameObject.GetComponent <AudioChorusFilter>(); if (audioChorusFilter == null) { audioChorusFilter = gameObject.AddComponent <AudioChorusFilter>(); } return(audioChorusFilter); }
private void Start() { MLHands.Start(); _gestures = new MLHandKeyPose[5]; _gestures[0] = MLHandKeyPose.Ok; _gestures[1] = MLHandKeyPose.Finger; _gestures[2] = MLHandKeyPose.OpenHand; _gestures[3] = MLHandKeyPose.Fist; _gestures[4] = MLHandKeyPose.Thumb; MLHands.KeyPoseManager.EnableKeyPoses(_gestures, true, false); pos = new Vector3[3]; aS = GetComponent <AudioSource>(); chorus = GetComponent <AudioChorusFilter>(); }
void Awake() { foreach (Sound s in sounds) { s.source = gameObject.AddComponent <AudioSource>(); s.source.clip = s.clip; s.source.volume = s.volumn; s.source.pitch = s.pitch; } current = Array.Find(sounds, sound => sound.name == "TNPN"); playpauseAni = gameObject.GetComponent <PlayPause>(); audioChrousFilter = gameObject.GetComponent <AudioChorusFilter>(); }
private void save_shared_settings_filter(ConfigNode node, AudioChorusFilter chorusFilter) { ConfigNode _filter = new ConfigNode(); _filter = new ConfigNode(); _filter.AddValue("enabled", chorusFilter.enabled); _filter.AddValue("dry_mix", chorusFilter.dryMix); _filter.AddValue("wet_mix_1", chorusFilter.wetMix1); _filter.AddValue("wet_mix_2", chorusFilter.wetMix2); _filter.AddValue("wet_mix_3", chorusFilter.wetMix3); _filter.AddValue("delay", chorusFilter.delay); _filter.AddValue("rate", chorusFilter.rate); _filter.AddValue("depth", chorusFilter.depth); node.SetNode("CHORUS", _filter, true); }
public void Refresh() { // Init references if (_instrument == null) { _instrument = Instrument.AllInstruments[_instrumentIndex]; } _source = MusicManager.Instance.GetAudioSource(_instrument); _distortion = _source.GetComponent <AudioDistortionFilter>(); _tremolo = _source.GetComponent <AudioTremoloFilter>(); _chorus = _source.GetComponent <AudioChorusFilter>(); _flanger = _source.GetComponent <AudioFlangerFilter>(); _echo = _source.GetComponent <AudioEchoFilter>(); _reverb = _source.GetComponent <AudioReverbFilter>(); }
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; } }
public static AudioChorusFilter Deserialize(this SAudioChorusFilter _audioChorusFilter, ref GameObject _providedObject) { AudioChorusFilter returnVal = _providedObject.GetComponent <AudioChorusFilter>(); returnVal.enabled = _audioChorusFilter.enabled; returnVal.dryMix = _audioChorusFilter.dryMix; returnVal.wetMix1 = _audioChorusFilter.wetMix1; returnVal.wetMix2 = _audioChorusFilter.wetMix2; returnVal.wetMix3 = _audioChorusFilter.wetMix3; returnVal.delay = _audioChorusFilter.delay; returnVal.rate = _audioChorusFilter.rate; returnVal.depth = _audioChorusFilter.depth; return(returnVal); }
static int _CreateAudioChorusFilter(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { AudioChorusFilter obj = new AudioChorusFilter(); LuaScriptMgr.Push(L, obj); return(1); } else { LuaDLL.luaL_error(L, "invalid arguments to method: AudioChorusFilter.New"); } return(0); }
public static SAudioChorusFilter Serialize(this AudioChorusFilter _audioChorusFilter) { SAudioChorusFilter returnVal = new SAudioChorusFilter { existsOnObject = (_audioChorusFilter == null) ? false : true, enabled = _audioChorusFilter.enabled, dryMix = _audioChorusFilter.dryMix, wetMix1 = _audioChorusFilter.wetMix1, wetMix2 = _audioChorusFilter.wetMix2, wetMix3 = _audioChorusFilter.wetMix3, delay = _audioChorusFilter.delay, rate = _audioChorusFilter.rate, depth = _audioChorusFilter.depth }; return(returnVal); }
void Start() { playAudio = true; AS = GetComponent <AudioSource> (); ACF = GetComponent <AudioChorusFilter> (); Freq = UnityEngine.Random.Range(1, 10); ACF.rate = 7.4f; ACF.depth = .7f; ACF.delay = 70; ACF.wetMix1 = .5f; ACF.wetMix2 = .5f; ACF.enabled = this.GetType() != typeof(StorylineProgressor); AS.spatialBlend = 1.0f; AS.Play(); }
private void load_shared_settings_filter(ConfigNode node, AudioChorusFilter chorusFilter) { if (node.HasValue("enabled")) { chorusFilter.enabled = Boolean.Parse(node.GetValue("enabled")); } if (node.HasValue("dry_mix")) { chorusFilter.dryMix = Single.Parse(node.GetValue("dry_mix")); } if (node.HasValue("wet_mix_1")) { chorusFilter.wetMix1 = Single.Parse(node.GetValue("wet_mix_1")); } if (node.HasValue("wet_mix_2")) { chorusFilter.wetMix2 = Single.Parse(node.GetValue("wet_mix_2")); } if (node.HasValue("wet_mix_3")) { chorusFilter.wetMix3 = Single.Parse(node.GetValue("wet_mix_3")); } }
static int get_wetMix1(IntPtr L) { object o = LuaScriptMgr.GetLuaObject(L, 1); if (o == null) { LuaTypes types = LuaDLL.lua_type(L, 1); if (types == LuaTypes.LUA_TTABLE) { LuaDLL.luaL_error(L, "unknown member name wetMix1"); } else { LuaDLL.luaL_error(L, "attempt to index wetMix1 on a nil value"); } } AudioChorusFilter obj = (AudioChorusFilter)o; LuaScriptMgr.Push(L, obj.wetMix1); return(1); }
static int set_depth(IntPtr L) { object o = LuaScriptMgr.GetLuaObject(L, 1); if (o == null) { LuaTypes types = LuaDLL.lua_type(L, 1); if (types == LuaTypes.LUA_TTABLE) { LuaDLL.luaL_error(L, "unknown member name depth"); } else { LuaDLL.luaL_error(L, "attempt to index depth on a nil value"); } } AudioChorusFilter obj = (AudioChorusFilter)o; obj.depth = (float)LuaScriptMgr.GetNumber(L, 3); return(0); }
public override void UpdateParameters() { if (_dryMix.HasReachedTarget() && _wetMix1.HasReachedTarget() && _wetMix2.HasReachedTarget() && _wetMix3.HasReachedTarget() && _delay.HasReachedTarget() && _rate.HasReachedTarget() && _depth.HasReachedTarget() && _feedback.HasReachedTarget()) { return; } FabricTimer.Get(); for (int i = 0; i < _dspInstances.Count; i++) { AudioChorusFilter audioChorusFilter = _dspInstances[i] as AudioChorusFilter; if ((bool)audioChorusFilter) { audioChorusFilter.dryMix = _dryMix.GetValue(); audioChorusFilter.wetMix1 = _wetMix1.GetValue(); audioChorusFilter.wetMix2 = _wetMix2.GetValue(); audioChorusFilter.wetMix3 = _wetMix3.GetValue(); audioChorusFilter.delay = _delay.GetValue(); audioChorusFilter.rate = _rate.GetValue(); audioChorusFilter.depth = _depth.GetValue(); } } base.UpdateParameters(); }
public void SetExpression(Pig.Expressions exp) { if (this.m_currentExpression != exp) { switch (exp) { case Pig.Expressions.Normal: this.m_faceAnimation.Play("Normal"); break; case Pig.Expressions.Laugh: this.m_faceAnimation.Play("Laugh"); break; case Pig.Expressions.Grin: this.m_faceAnimation.Play("Grin"); break; case Pig.Expressions.Fear: this.m_faceAnimation.Play("Fear_1"); break; case Pig.Expressions.Fear2: this.m_faceAnimation.Play("Fear_2"); break; case Pig.Expressions.Hit: this.m_faceAnimation.Play("Hit"); break; case Pig.Expressions.Blink: this.m_faceAnimation.Play("Blink"); break; case Pig.Expressions.FearfulGrin: this.m_faceAnimation.Play("FearfulGrin"); break; } if (Singleton <GameManager> .Instance.IsInGame() && WPFMonoBehaviour.levelManager != null && WPFMonoBehaviour.levelManager.gameState != LevelManager.GameState.Building) { AudioSource[] sound = this.m_expressions[(int)exp].sound; if (sound != null && sound.Length > 0) { for (int i = 0; i < sound.Length; i++) { sound[i].pitch = this.m_pitch; } if (this.m_currentSound) { this.m_currentSound.Stop(); } this.m_currentSound = ((!this.m_isSilent) ? Singleton <AudioManager> .Instance.SpawnOneShotEffect(sound, base.transform) : null); if (this.m_chorusFilter) { AudioChorusFilter audioChorusFilter = this.m_currentSound.gameObject.AddComponent <AudioChorusFilter>(); audioChorusFilter.dryMix = this.m_chorusFilter.dryMix; audioChorusFilter.wetMix1 = this.m_chorusFilter.wetMix1; audioChorusFilter.wetMix2 = this.m_chorusFilter.wetMix2; audioChorusFilter.wetMix3 = this.m_chorusFilter.wetMix3; audioChorusFilter.delay = this.m_chorusFilter.delay; audioChorusFilter.rate = this.m_chorusFilter.rate; audioChorusFilter.depth = this.m_chorusFilter.depth; } if (this.m_distortionFilter) { AudioDistortionFilter audioDistortionFilter = this.m_currentSound.gameObject.AddComponent <AudioDistortionFilter>(); audioDistortionFilter.distortionLevel = this.m_distortionFilter.distortionLevel; } if (this.m_echoFilter) { AudioEchoFilter audioEchoFilter = this.m_currentSound.gameObject.AddComponent <AudioEchoFilter>(); audioEchoFilter.delay = this.m_echoFilter.delay; audioEchoFilter.decayRatio = this.m_echoFilter.decayRatio; audioEchoFilter.wetMix = this.m_echoFilter.wetMix; audioEchoFilter.dryMix = this.m_echoFilter.dryMix; } if (this.m_hpFilter) { AudioHighPassFilter audioHighPassFilter = this.m_currentSound.gameObject.AddComponent <AudioHighPassFilter>(); audioHighPassFilter.cutoffFrequency = this.m_hpFilter.cutoffFrequency; audioHighPassFilter.highpassResonanceQ = this.m_hpFilter.highpassResonanceQ; } if (this.m_lpFilter) { AudioLowPassFilter audioLowPassFilter = this.m_currentSound.gameObject.AddComponent <AudioLowPassFilter>(); audioLowPassFilter.cutoffFrequency = this.m_lpFilter.cutoffFrequency; audioLowPassFilter.lowpassResonanceQ = this.m_lpFilter.lowpassResonanceQ; } if (this.m_reverbFilter) { AudioReverbFilter audioReverbFilter = this.m_currentSound.gameObject.AddComponent <AudioReverbFilter>(); if (this.m_reverbFilter.reverbPreset == AudioReverbPreset.User) { audioReverbFilter.dryLevel = this.m_reverbFilter.dryLevel; audioReverbFilter.room = this.m_reverbFilter.room; audioReverbFilter.roomHF = this.m_reverbFilter.roomHF; audioReverbFilter.roomLF = this.m_reverbFilter.roomLF; audioReverbFilter.decayTime = this.m_reverbFilter.decayTime; audioReverbFilter.decayHFRatio = this.m_reverbFilter.decayHFRatio; audioReverbFilter.reflectionsLevel = this.m_reverbFilter.reflectionsLevel; audioReverbFilter.reflectionsDelay = this.m_reverbFilter.reflectionsDelay; audioReverbFilter.hfReference = this.m_reverbFilter.hfReference; audioReverbFilter.lfReference = this.m_reverbFilter.lfReference; audioReverbFilter.diffusion = this.m_reverbFilter.diffusion; audioReverbFilter.density = this.m_reverbFilter.density; } else { audioReverbFilter.reverbPreset = this.m_reverbFilter.reverbPreset; } } } } this.m_expressionSetTime = Time.time; this.m_currentExpression = exp; } }
void OnTriggerEnter(Collider collider) { Debug.Log("trigger enter"); AudioSource source = collider.gameObject.GetComponent <AudioSource>(); if (source) { if (fx.Contains("distortion")) { //Apply Filter AudioDistortionFilter f = collider.gameObject.GetComponent <AudioDistortionFilter> (); if (f == null) { f = collider.gameObject.AddComponent <AudioDistortionFilter> (); } f.enabled = true; f.distortionLevel = 0.8f; filters.Add(f); } if (fx.Contains("echo")) { //Apply Filter AudioEchoFilter f = collider.gameObject.GetComponent <AudioEchoFilter> (); if (f == null) { f = collider.gameObject.AddComponent <AudioEchoFilter> (); } f.enabled = true; f.delay = 100f; f.decayRatio = 0.9f; filters.Add(f); } if (fx.Contains("chorus")) { //Apply Filter AudioChorusFilter f = collider.gameObject.GetComponent <AudioChorusFilter> (); if (f == null) { f = collider.gameObject.AddComponent <AudioChorusFilter> (); } //f.depth = 0.99f; f.enabled = true; filters.Add(f); } if (fx.Contains("highpass")) { //Apply Filter AudioHighPassFilter f = collider.gameObject.GetComponent <AudioHighPassFilter> (); if (f == null) { f = collider.gameObject.AddComponent <AudioHighPassFilter> (); } f.enabled = true; filters.Add(f); } if (fx.Contains("lowpass")) { //Apply Filter AudioLowPassFilter f = collider.gameObject.GetComponent <AudioLowPassFilter> (); if (f == null) { f = collider.gameObject.AddComponent <AudioLowPassFilter> (); } f.lowpassResonanceQ = 2; f.cutoffFrequency = 1000; f.enabled = true; filters.Add(f); } } }
public static Tween TweenRate(this AudioChorusFilter filter, float to, float duration) => Tweening.To(getter: () => filter.rate, setter: rate => filter.rate = rate, to, duration).SetTarget(filter);
public override void OnEnable() => Component = gameObject.GetComponent <AudioChorusFilter>();
public static Tween TweenDryMix(this AudioChorusFilter filter, float to, float duration) => Tweening.To(getter: () => filter.dryMix, setter: dryMix => filter.dryMix = dryMix, to, duration).SetTarget(filter);
public static Tween TweenWetMix3(this AudioChorusFilter filter, float to, float duration) => Tweening.To(getter: () => filter.wetMix3, setter: wetMix3 => filter.wetMix3 = wetMix3, to, duration).SetTarget(filter);
public void ApplyEffects() { if (audioFile.chorusFilter.enabled) { if (!chorusFilter) { chorusFilter = gameObject.AddComponent <AudioChorusFilter>(); } chorusFilter.enabled = true; chorusFilter.dryMix = audioFile.chorusFilter.dryMix; chorusFilter.wetMix1 = audioFile.chorusFilter.wetMix1; chorusFilter.wetMix2 = audioFile.chorusFilter.wetMix2; chorusFilter.wetMix3 = audioFile.chorusFilter.wetMix3; chorusFilter.delay = audioFile.chorusFilter.delay; chorusFilter.rate = audioFile.chorusFilter.rate; chorusFilter.depth = audioFile.chorusFilter.depth; } else if (!audioFile.chorusFilter.enabled && chorusFilter) { chorusFilter.enabled = false; } if (audioFile.distortionFilter.enabled) { if (!distortionFilter) { distortionFilter = gameObject.AddComponent <AudioDistortionFilter>(); } distortionFilter.enabled = true; distortionFilter.distortionLevel = audioFile.distortionFilter.distortionLevel; } else if (!audioFile.distortionFilter.enabled && distortionFilter) { distortionFilter.enabled = false; } if (audioFile.echoFilter.enabled) { if (!echoFilter) { echoFilter = gameObject.AddComponent <AudioEchoFilter>(); } echoFilter.enabled = true; echoFilter.delay = audioFile.echoFilter.delay; echoFilter.decayRatio = audioFile.echoFilter.decayRatio; echoFilter.wetMix = audioFile.echoFilter.wetMix; echoFilter.dryMix = audioFile.echoFilter.dryMix; } else if (!audioFile.echoFilter.enabled && echoFilter) { echoFilter.enabled = false; } if (audioFile.highPassFilter.enabled) { if (!highPassFilter) { highPassFilter = gameObject.AddComponent <AudioHighPassFilter>(); } highPassFilter.enabled = true; highPassFilter.cutoffFrequency = audioFile.highPassFilter.cutoffFrequency; highPassFilter.highpassResonanceQ = audioFile.highPassFilter.highpassResonanceQ; } else if (!audioFile.highPassFilter.enabled && highPassFilter) { highPassFilter.enabled = false; } if (audioFile.lowPassFilter.enabled) { if (!lowPassFilter) { lowPassFilter = gameObject.AddComponent <AudioLowPassFilter>(); } lowPassFilter.enabled = true; lowPassFilter.cutoffFrequency = audioFile.lowPassFilter.cutoffFrequency; lowPassFilter.lowpassResonanceQ = audioFile.lowPassFilter.lowpassResonanceQ; } else if (!audioFile.lowPassFilter.enabled && lowPassFilter) { lowPassFilter.enabled = false; } if (audioFile.reverbFilter.enabled) { if (!reverbFilter) { reverbFilter = gameObject.AddComponent <AudioReverbFilter>(); } reverbFilter.enabled = true; reverbFilter.reverbPreset = audioFile.reverbFilter.reverbPreset; reverbFilter.dryLevel = audioFile.reverbFilter.dryLevel; reverbFilter.room = audioFile.reverbFilter.room; reverbFilter.roomHF = audioFile.reverbFilter.roomHF; reverbFilter.roomLF = audioFile.reverbFilter.roomLF; reverbFilter.decayTime = audioFile.reverbFilter.decayTime; reverbFilter.decayHFRatio = audioFile.reverbFilter.decayHFRatio; reverbFilter.reflectionsLevel = audioFile.reverbFilter.reflectionsLevel; reverbFilter.reflectionsDelay = audioFile.reverbFilter.reflectionsDelay; reverbFilter.reverbLevel = audioFile.reverbFilter.reverbLevel; reverbFilter.reverbDelay = audioFile.reverbFilter.reverbDelay; reverbFilter.hfReference = audioFile.reverbFilter.hFReference; reverbFilter.lfReference = audioFile.reverbFilter.lFReference; reverbFilter.diffusion = audioFile.reverbFilter.diffusion; reverbFilter.density = audioFile.reverbFilter.density; } else if (!audioFile.reverbFilter.enabled && reverbFilter) { reverbFilter.enabled = false; } }
public static Tween TweenDelay(this AudioChorusFilter filter, float to, float duration) => Tweening.To(getter: () => filter.delay, setter: delay => filter.delay = delay, to, duration).SetTarget(filter);
/// <summary> /// Coroutine to load instruments. /// </summary> IEnumerator LoadInstruments() { List <string> loadMessages = new List <string>() { "Renting instruments...", "Grabbing instruments...", "Unpacking instruments..." }; // Update loading message LoadingScreen.Instance.SetLoadingMessage(loadMessages.Random()); // Mark start time float startTime = Time.realtimeSinceStartup; int numLoaded = 0; // Init audio source dict _instrumentAudioSources = new Dictionary <Instrument, AudioSource>(); // Foreach instrument for (int i = 0; i < Instrument.AllInstruments.Count; i++) { // Load instrument data Instrument.AllInstruments[i].Load(); // Create instrument AudioSource GameObject GameObject obj = new GameObject(Instrument.AllInstruments[i].Name); AudioSource source = obj.AddComponent <AudioSource>(); // Group instrument under MusicManager obj.transform.parent = transform.parent; // Connect AudioSource to mixer source.outputAudioMixerGroup = _mixer.FindMatchingGroups(obj.name)[0]; // Connect instrument to AudioSource _instrumentAudioSources.Add(Instrument.AllInstruments[i], source); // Add distortion filter AudioDistortionFilter distortion = obj.AddComponent <AudioDistortionFilter>(); distortion.enabled = false; // Add tremolo filter AudioTremoloFilter tremolo = obj.AddComponent <AudioTremoloFilter>(); tremolo.enabled = false; // Add chorus filter AudioChorusFilter chorus = obj.AddComponent <AudioChorusFilter>(); chorus.enabled = false; // Add flanger filter AudioFlangerFilter flanger = obj.AddComponent <AudioFlangerFilter>(); flanger.enabled = false; // Add echo filter AudioEchoFilter echo = obj.AddComponent <AudioEchoFilter>(); echo.enabled = false; // Add reverb filter based on MusicManager's reverb filter AudioReverbFilter reverb = obj.AddComponent <AudioReverbFilter>(); AudioReverbFilter masterReverb = GetComponent <AudioReverbFilter>(); reverb.dryLevel = masterReverb.dryLevel; reverb.room = masterReverb.room; reverb.roomHF = masterReverb.roomHF; reverb.roomLF = masterReverb.roomLF; reverb.decayTime = masterReverb.decayTime; reverb.decayHFRatio = masterReverb.decayHFRatio; reverb.reflectionsLevel = masterReverb.reflectionsLevel; reverb.reflectionsDelay = masterReverb.reflectionsDelay; reverb.reverbLevel = masterReverb.reverbLevel; reverb.hfReference = masterReverb.hfReference; reverb.lfReference = masterReverb.lfReference; reverb.diffusion = masterReverb.diffusion; reverb.density = masterReverb.density; reverb.enabled = false; numLoaded++; // If over time if (Time.realtimeSinceStartup - startTime > GameManager.LoadingTargetDeltaTime) { yield return(null); startTime = Time.realtimeSinceStartup; GameManager.Instance.ReportLoaded(numLoaded); numLoaded = 0; } } // When done, start building scales if (_instrumentAudioSources.Count == Instrument.AllInstruments.Count) { KeyManager.Instance.DoBuildScales(); } yield return(null); }