void Awake() { selectorImage = selector.GetComponent<Image>(); selectorColor = selectorImage.color; selectorColor.a = unSelectedAlpha; selectorImage.color = selectorColor; audioLoader = GetComponent<AudioLoader>(); }
void Awake() { audioLoader = GetComponent<AudioLoader>(); gameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent<GameManager>(); buttonImage = GetComponent<Image>(); buttonColor = buttonImage.color; buttonColor.a = unSelectedAlpha; buttonImage.color = buttonColor; }
// Use this for initialization public void Start() { currentHitPoints = maxHitPoints; if (currentHitPoints > 0) { if (textures[currentHitPoints] != null) { GetComponent<Renderer>().material.mainTexture = textures[currentHitPoints]; } } audioLoader = GetComponent<AudioLoader>(); }
// Use this for initialization void Start() { audioLoader = GetComponent<AudioLoader>(); checkPointSound = audioLoader.GetSound("CheckPoint"); if (!isActive) { vortex.Hide(); } }
// Use this for initialization void Start() { standingColl.enabled = true; crouchingColl.enabled = false; lastYCoord = -10000.0f; lastPosition = transform.position; audioLoader = GetComponent<AudioLoader>(); jumpSound = audioLoader.GetSound("Jump"); pushSound = audioLoader.GetSound("Push"); step0Sound = audioLoader.GetSound("Step0"); step1Sound = audioLoader.GetSound("Step1"); }
// Use this for initialization void Start() { audioLoader = GetComponent<AudioLoader>(); changeCharacterSound = audioLoader.GetSound("ChangeCharacter"); activeCheckPoint.ActivateMuted(); activeCharacter = characterList[0]; activeCharacter.GetComponent<CharacterStatus>().playerParticles.IntensifyColor(); if (ActiveCharacterChangedEvent != null) { ActiveCharacterChangedEvent(activeCharacter); } }
// Use this for initialization new void Start () { //Inicializacion basica del manager base.Start(); audioLoader = GetComponent<AudioLoader>(); successSound = audioLoader.GetSound("Success"); failSound = audioLoader.GetSound("Fail"); //Inicializacion del mapa de estado de objetos a false usablesState = new Dictionary<UsableObject, bool>(); foreach(UsableObject o in usables) { usablesState.Add(o, o.onUse); } }
/* public void OnEnable() { if(hasFadeCutScene) { ActivableFade.FadeInOutEvent += OpenDoorCutScene; } } public void OnDisable() { if(hasFadeCutScene) { ActivableFade.FadeInOutEvent -= OpenDoorCutScene; } } */ // Use this for initialization void Start() { //Si se va a mostrar un cutscene cutScene = GetComponent<CutScene>(); /* if (hasFadeCutScene) { activableFade = GetComponent<ActivableFade>(); } */ audioLoader = GetComponent<AudioLoader>(); if(audioLoader) { openSound = audioLoader.GetSound("Open"); closeSound = audioLoader.GetSound("Close"); } //Se calcula un offset ( distancia a la que se movera) en funcion al tamaño y direccion de apertura Vector3 size = transform.localScale*4.2f;//REVISAR!!!!!!!!!!!!!!!!!!!//GetComponent<Renderer>().bounds.size; switch (openDirection) { case Direction.Down: offset = new Vector3(0, -size.y, 0); break; case Direction.Up: offset = new Vector3(0, size.y, 0); break; case Direction.Left: offset = new Vector3(-size.z, 0, 0); break; case Direction.Right: offset = new Vector3(size.z, 0, 0); break; } //Se guara la posicion final de la puerta cuando este abierta endPosition = startPosition + offset; }
/// <summary> /// Es necesario llamar a esta funcion desde los scripts que heredan mediante base.Start /// </summary> public void Start() { activables = new List<IActivable>(); //Se guarda la referencia al script Activable foreach (GameObject target in targets) { activables.Add(target.GetComponent<IActivable>()); } //Si no tiene detector de uso, se asume que se puede usar desde cualquier posicion if (GetComponentInChildren<TooltipDetector>() == null) { canUse = true; } audioLoader = GetComponent<AudioLoader>(); if (type.Equals(UsableTypes.Timed)) { timeSound = audioLoader.GetSound("TickTack"); fastTimeSound = audioLoader.GetSound("FastTickTack"); } }
// Use this for initialization void Start() { //Si se va a mostrar un cutscene cutScene = GetComponent<CutScene>(); audioLoader = GetComponent<AudioLoader>(); if(audioLoader) { activationSound = audioLoader.GetSound("Activation"); deActivationSound = audioLoader.GetSound("Deactivation"); } //Se calcula un offset ( distancia a la que se movera) en funcion al tamaño y direccion de apertura //Vector3 size = transform.localScale;//GetComponent<Renderer>().bounds.size; switch (openDirection) { case Direction.Down: offset = new Vector3(0, -movement, 0); break; case Direction.Up: offset = new Vector3(0, movement, 0); break; case Direction.Left: offset = new Vector3(-movement, 0, 0); break; case Direction.Right: offset = new Vector3(movement, 0, 0); break; } }
public override void Init() { filePath = Def.Get <string>("filePath"); volume = Def.Get("volume", 1f); string format = Def.Get("format", "OGGVORBIS"); if (!Enum.TryParse <AudioType>(format.Trim(), true, out var formatEnum)) { Core.Error($"Failed to parse audio format '{format}'."); Array arr = Enum.GetValues(typeof(AudioType)); object[] args = arr.Cast <object>().ToArray(); Core.Error($"Valid values are: {string.Join(", ", args)}"); Core.Error("Note: .mp3 is NOT SUPPORTED. I recommend using .ogg (OGGVORBIS) or .wav (WAV)"); Remove(); return; } // Resolve the file path. ModContentPack mcp = Def.modContentPack; if (mcp == null) { string[] split = filePath.Split('/'); split[0] = split[0].ToLowerInvariant(); Core.Warn($"Song player program def '{Def.defName}' has been added by a patch operation. Attempting to resolve filepath..."); var found = LoadedModManager.RunningModsListForReading.FirstOrFallback(mod => mod.PackageId.ToLowerInvariant() == split[0]); if (found == null) { Core.Error($"Failed to resolve mod folder path from id '{split[0]}'. See below for how to solve this issue."); Core.Error("If you mod's package ID is 'my.mod.name' and your song file is in 'MyModFolder/Songs/Song.mp3' then the correct filePath would be 'my.mod.name/Songs/Song.mp3'"); Remove(); return; } Core.Warn("Successfully resolved file path."); mcp = found; } filePath = Path.Combine(mcp.RootDir, filePath); if (clipCache.TryGetValue(filePath, out var clip)) { FlagLoadedForClip(clip); } else { Task.Run(async() => { try { Core.Log($"Loading '{filePath}' as {formatEnum} ..."); var c = await AudioLoader.TryLoadAsync(filePath, formatEnum); clipToAdd = c; // Push to main thread, see Tick() Core.Log("Done"); } catch (Exception e) { Core.Error($"Failed loading song clip from '{filePath}' in format {formatEnum}", e); Remove(); } }); } string msg = "DSC.NowPlaying".Translate(Def.Get("credits", "Unknown")); Messages.Message(msg, MessageTypeDefOf.PositiveEvent); }
private void Start() { _audioLoader = GetComponent <AudioLoader>(); }
void Awake() { AudioLoader.instance = this; }
protected override void InitializeScene() { Mesh bgBox = MeshLoader.FileToMesh("models/cube_flat.obj"); ShaderProgram.TryCreate(new Dictionary <ShaderType, string> { { ShaderType.FragmentShader, "shader/UITextRender.fs" }, { ShaderType.VertexShader, "shader/UIRender.vs" } }, out ShaderProgram textShader); ShaderProgram.TryCreate(new Dictionary <ShaderType, string> { { ShaderType.FragmentShader, "shader/texture.fs" }, { ShaderType.VertexShader, "shader/texture.vs" } }, out ShaderProgram shader); DebugConsoleComponent dbg = DebugConsoleComponent.CreateConsole().GetComponent <DebugConsoleComponent>(); dbg.AddCommand("mov", cmd_ChangeCameraPos); dbg.AddCommand("rot", cmd_ChangeCameraRot); dbg.AddCommand("reload", cmd_ReLoadScene); dbg.AddCommand("next", cmd_NextScene); dbg.AddCommand("lookat", cmd_LookAtAudioSource); GameEngine.Instance.CurrentScene.Add(dbg.Owner); GameObject bgObj = new GameObject(Vector3.UnitY * -3, "BG"); bgObj.Scale = new Vector3(25, 1, 25); bgObj.AddComponent(new MeshRendererComponent(shader, bgBox, TextureLoader.FileToTexture("textures/ground4k.png"), 1)); GameEngine.Instance.CurrentScene.Add(bgObj); BasicCamera c = new BasicCamera( Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f), GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero); c.Translate(new Vector3(0, 4, 0)); _camLookCommandComponent = new LookAtComponent(); c.AddComponent(_camLookCommandComponent); _sourceCube = new GameObject(Vector3.UnitZ * -5, "Audio Source"); Mesh sourceCube = MeshLoader.FileToMesh("models/cube_flat.obj"); AudioSourceComponent source = new AudioSourceComponent(); _sourceCube.AddComponent(source); _sourceCube.AddComponent(new RotateAroundComponent()); _sourceCube.AddComponent(new MeshRendererComponent(shader, sourceCube, TextureLoader.FileToTexture("textures/ground4k.png"), 1)); if (!AudioLoader.TryLoad("sounds/test_mono_16.wav", out AudioFile clip)) { Console.ReadLine(); } source.Clip = clip; source.Looping = true; source.Play(); GameEngine.Instance.CurrentScene.Add(_sourceCube); AudioListener listener = new AudioListener(); c.AddComponent(listener); GameEngine.Instance.CurrentScene.Add(c); GameEngine.Instance.CurrentScene.SetCamera(c); }
public static GameObject[] CreatePlayer(Vector3 position, BasicCamera cam) { Mesh mouseTargetModel = MeshLoader.FileToMesh("assets/models/sphere_smooth.obj"); GameObject mouseTarget = new GameObject(Vector3.UnitY * -3, "BG"); mouseTarget.Scale = new Vector3(1, 1, 1); mouseTarget.AddComponent(new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, mouseTargetModel, Prefabs.White, 1)); Mesh playerModel = MeshLoader.FileToMesh("assets/models/sphere_smooth.obj"); Mesh headModel = MeshLoader.FileToMesh("assets/models/cube_flat.obj"); Mesh bullet = MeshLoader.FileToMesh("assets/models/cube_flat.obj"); GameObject player = new GameObject(new Vector3(0, 10, 0), "Player"); GameObject playerH = new GameObject(new Vector3(0, 10, 0), "PlayerHead"); GameObject lightS = new GameObject(Vector3.UnitY * 2f, "Light"); playerH.Add(lightS); lightS.AddComponent(new LightComponent() { AmbientContribution = 0f }); lightS.LocalPosition = Vector3.UnitY * 14f; //Movement for camera OffsetConstraint cameraController = new OffsetConstraint { Damping = 0, MoveSpeed = 2 }; cameraController.Attach(player, new Vector3(0, 15, 5)); cam.AddComponent(cameraController); //Rotation for Player Head depending on mouse position cam.AddComponent(new CameraRaycaster(mouseTarget, playerH)); //Movement for Player Head OffsetConstraint connection = new OffsetConstraint() { Damping = 0, //Directly over the moving collider, no inertia MoveSpeed = 20, //Even less inertia by moving faster in general }; connection.Attach(player, Vector3.UnitY * 1); playerH.AddComponent(connection); playerH.Scale = new Vector3(0.6f); playerH.AddComponent(new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, headModel, TextureLoader.FileToTexture("assets/textures/playerHead.png"), 1)); //Player Setup Collider collider = new Collider(new Sphere(Vector3.Zero, 1, 10), LayerManager.NameToLayer("physics")); collider.PhysicsCollider.PositionUpdateMode = PositionUpdateMode.Continuous; collider.PhysicsCollider.Material = new Material(1.5f, 1.5f, 0); collider.PhysicsCollider.LinearDamping = 0.99f; player.AddComponent(collider); player.AddComponent(new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, playerModel, TextureGenerator.GetPlayerTexture(), 1)); AudioSourceComponent source = new AudioSourceComponent(); AudioLoader.TryLoad("assets/audio/ShootSound.wav", out ShootSound); AudioLoader.TryLoad("assets/audio/ShootSound2.wav", out ShootSound2); AudioLoader.TryLoad("assets/audio/SpawnSound.wav", out SpawnSound); AudioLoader.TryLoad("assets/audio/JumpSound.wav", out JumpSound); source.Clip = SpawnSound; source.Play(); source.UpdatePosition = false; source.Gain = 0.5f; player.AddComponent(source); player.AddComponent(new PlayerController(playerH, bullet, TextureLoader.ColorToTexture(Color.Red), DefaultFilepaths.DefaultLitShader, 650, false, source)); player.LocalPosition = position; GameObject playerUI = new GameObject("PlayerHUD"); playerUI.AddComponent(new PlayerHUD()); return(new[] { player, playerH, playerUI }); }
// Use this for initialization void Start() { _al = GetComponent <AudioLoader>(); _al.LoadSong(PlayerPrefs.GetString("Song")); }
public static List <Uri> LoadSongs() { return(AudioLoader.LoadSongs()); }
protected internal override SoundEffect Read( ContentReader input, SoundEffect existingInstance) { #region Old XNA spec // XNB format for SoundEffect... // // Byte [format size] Format WAVEFORMATEX structure // UInt32 Data size // Byte [data size] Data Audio waveform data // Int32 Loop start In bytes (start must be format block aligned) // Int32 Loop length In bytes (length must be format block aligned) // Int32 Duration In milliseconds // The header containss the WAVEFORMATEX header structure // defined as the following... // // WORD wFormatTag; // byte[0] +2 // WORD nChannels; // byte[2] +2 // DWORD nSamplesPerSec; // byte[4] +4 // DWORD nAvgBytesPerSec; // byte[8] +4 // WORD nBlockAlign; // byte[12] +2 // WORD wBitsPerSample; // byte[14] +2 // WORD cbSize; // byte[16] +2 #endregion // We let the sound effect deal with parsing this based // on what format the audio data actually is. int headerSize = input.ReadInt32(); byte[] header = input.ReadBytes(headerSize); int loopStart = input.ReadInt32(); int loopLength = input.ReadInt32(); var duration = input.ReadObject <TimeSpan>(); SoundEffect effect; int rawSize = input.ReadInt32(); short format = BinaryPrimitives.ReadInt16LittleEndian(header); SoundEffect CreateSoundEffect(RecyclableBuffer buffer) { var data = buffer.AsSpan(0, buffer.BaseLength); return(new SoundEffect(header, data, duration, loopStart, loopLength) { // Store the original asset name for debugging later. Name = input.AssetName }); } if (format == 1) { using (var data = AudioLoader.Load( input.BaseStream, out ALFormat alFormat, out _, out _, out _, out _, out _, out _)) { if (alFormat == ALFormat.MonoFloat32 || alFormat == ALFormat.StereoFloat32) { BinaryPrimitives.WriteInt16LittleEndian(header, 3); } // data gets uploaded synchronously effect = CreateSoundEffect(data); } } else { using (var data = RecyclableBuffer.ReadBytes( input.BaseStream, rawSize, nameof(SoundEffectReader))) effect = CreateSoundEffect(data); } return(effect); }
// Use this for references void Awake() { characterStatus = GetComponent<CharacterStatus>(); characterMovement = GetComponent<CharacterMovement>(); audioLoader = GetComponent<AudioLoader>(); }
private static void Render(Settings settings, AudioLoader loader) { if (settings.OutputFile != null) { // Emit normalized data to a WAV file for later mixing if (settings.MasterAudioFile == null && !settings.NoMasterMix) { settings.MasterAudioFile = settings.OutputFile + ".wav"; loader.MixToFile(settings.MasterAudioFile, !settings.NoMasterMixReplayGain); } } Console.WriteLine("Generating background image..."); var backgroundImage = new BackgroundRenderer(settings.Width, settings.Height, ParseColor(settings.BackgroundColor)); if (settings.BackgroundImageFile != null) { using (var bm = Image.FromFile(settings.BackgroundImageFile)) { backgroundImage.Add(new ImageInfo(bm, ContentAlignment.MiddleCenter, true, DockStyle.None, 0.5f)); } } if (settings.LogoImageFile != null) { using (var bm = Image.FromFile(settings.LogoImageFile)) { backgroundImage.Add(new ImageInfo(bm, ContentAlignment.BottomRight, false, DockStyle.None, 1)); } } if (settings.VgmFile != null) { var gd3 = Gd3Tag.LoadFromVgm(settings.VgmFile); var gd3Text = gd3.ToString(); if (gd3Text.Length > 0) { backgroundImage.Add(new TextInfo(gd3Text, settings.Gd3Font, settings.Gd3FontSize, ContentAlignment.BottomLeft, FontStyle.Regular, DockStyle.Bottom, ParseColor(settings.Gd3FontColor))); } } var renderer = new WaveformRenderer { BackgroundImage = backgroundImage.Image, Columns = settings.Columns, FramesPerSecond = settings.FramesPerSecond, Width = settings.Width, Height = settings.Height, SamplingRate = loader.SampleRate, RenderedLineWidthInSamples = settings.ViewWidthMs * loader.SampleRate / 1000, RenderingBounds = backgroundImage.WaveArea }; if (settings.GridLineWidth > 0) { renderer.Grid = new WaveformRenderer.GridConfig { Color = ParseColor(settings.GridColor), Width = settings.GridLineWidth, DrawBorder = settings.GridBorder }; } if (settings.ZeroLineWidth > 0) { renderer.ZeroLine = new WaveformRenderer.ZeroLineConfig { Color = ParseColor(settings.ZeroLineColor), Width = settings.ZeroLineWidth }; } // Add the data to the renderer foreach (var channel in loader.Data) { renderer.AddChannel(new Channel( channel.Samples, ParseColor(settings.LineColor), settings.LineWidth, GuessChannelName(channel.Filename), CreateTriggerAlgorithm(settings.TriggerAlgorithm), settings.TriggerLookahead)); } if (settings.ChannelLabelsFont != null) { renderer.ChannelLabels = new WaveformRenderer.LabelConfig { Color = ParseColor(settings.ChannelLabelsColor), FontName = settings.ChannelLabelsFont, Size = settings.ChannelLabelsSize }; } var outputs = new List <IGraphicsOutput>(); if (settings.FfMpegPath != null) { Console.WriteLine("Adding FFMPEG renderer..."); outputs.Add(new FfmpegOutput(settings.FfMpegPath, settings.OutputFile, settings.Width, settings.Height, settings.FramesPerSecond, settings.FfMpegExtraOptions, settings.MasterAudioFile)); } if (settings.PreviewFrameskip > 0) { Console.WriteLine("Adding preview renderer..."); outputs.Add(new PreviewOutput(settings.PreviewFrameskip)); } try { Console.WriteLine("Rendering..."); var sw = Stopwatch.StartNew(); renderer.Render(outputs); sw.Stop(); int numFrames = (int)(loader.Length.TotalSeconds * settings.FramesPerSecond); Console.WriteLine($"Rendering complete in {sw.Elapsed:g}, average {numFrames / sw.Elapsed.TotalSeconds:N} fps"); } catch (Exception ex) { // Should mean it was cancelled Console.WriteLine($"Rendering cancelled: {ex.Message}"); } finally { foreach (var graphicsOutput in outputs) { graphicsOutput.Dispose(); } } }
// Use this for initialization void Start() { audioLoader = GetComponent<AudioLoader>(); messagesSfxs = new ArrayList(); //Rellenamos el array de efectos de sonido messagesSfxs.Add(audioLoader.GetSound("Message1")); messagesSfxs.Add(audioLoader.GetSound("Message2")); messagesSfxs.Add(audioLoader.GetSound("Message3")); messagesSfxs.Add(audioLoader.GetSound("Message4")); messagesSfxs.Add(audioLoader.GetSound("Message5")); //Estado inicial messageState = State.NoMessage; messages = new ArrayList(); //Se inicializa la velocidad a la velocidad normal letterSpeed = normalLetterSpeed; isConversation = false; //shownImg = null; //Se cargan los mensajes desde fichero FillMessages(); }
// Use this for initialization void Start() { // Inicialización Initialization(); //Se saca el objeto del padre para poder añadirlo como hijo a nuevos elementos transform.parent = null; // Obtención sonidos audioLoader = GetComponent<AudioLoader>(); resurrectSound = audioLoader.GetSound("Resurrect"); dieSound = audioLoader.GetSound("Die"); sacrificeSound = audioLoader.GetSound("Sacrifice"); pushSound = audioLoader.GetSound("Push"); }
public void SetLoader(AudioLoader loader) { this.loader = loader; }
void init () { if (SingletonUtil.TryInit(ref _instance, this, gameObject)) { _loader = new AudioLoader(PATH); _fileList = _loader.Load(); initFileDictionary(_fileList); addAudioEvents(); subscribeEvents(); } }
// Use this for initialization void Start () { audioLoader = GetComponent<AudioLoader>(); shooter = GetComponent<Shooter>(); //Se inicializa el estado de las charcas disponibles for (int i = 0; i < poolList.Length; i++) { availablePools.Add(poolList[i].GetComponent<Pool>()); availablePools[i].SetKappa(this); } //Se inicializa la lista de jugadores a tiro playersOnSight = new List<GameObject>(); //Se inicializa la posicion y los limites de altura maxHeight = transform.position.y; transform.position -= new Vector3(0, divingDepth, 0); minHeight = transform.position.y; //Comienza su comportamiento apareciendo Invoke("StartAppearing", divingTime); }
public void Set(AudioClips audio) { _audioSrc.clip = AudioLoader.GetAudio(audio).audio; }
public static Uri BuildUri(string fileName, bool music) { return(AudioLoader.BuildUri(fileName, music)); }
// Must be colled to setup the class's functionality void Init () { // Singleton method returns a bool depending on whether this object is the instance of the class if (SingletonUtil.TryInit (ref Instance, this, gameObject)) { loader = new AudioLoader (path); fileList = loader.Load (); fileList.Init (); InitFileDictionary (fileList); AddAudioEvents (); SubscribeEvents (); if (isAudioListener) { AddAudioListener (); } initCyclingAudio (); } else { //this = Instance; } }
public void PlayMusic() { AudioLoader.LoadSong(songData.GetRootFolder() + "\\" + songData.RequestParam("MUSIC")); WaitingForFileLoad = true; }
public async UniTask <AudioClip> LoadByWebRequest(string filename, AudioType audioType = AudioType.OGGVORBIS) { originalClip = clip = await AudioLoader.LoadByWebRequest(filename, audioType); return(originalClip); }