void Start() { if (GlobalManager.screenTransition != null) { GlobalManager.screenTransition.Fade(true, 1.0f); } #if UNITY_EDITOR if (overrideEnv) { PresentationData.in_EnvType = overrideEnvType; } #endif LoadEnv(); LoadLightProbes(Path.Combine("Lightmaps", EnvInfoDict[PresentationData.in_EnvType].lightProbesPath)); crowdSim.Init(); recordWrapper.Init(); audioManager.Init(); audioManager.earphonePlugged = recordWrapper.EarphonePlugged(); if (audioManager.earphonePlugged) { audioManager.AllocateRand3dSound(SoundCollection.Ambient, audioManager.room.transform, Vector3.zero, out _ambientUnit); _ambientUnit.source.volume = audioManager.ambientVolume * UnityEngine.Random.Range(0.8f, 1.2f); _ambientUnit.source.loop = true; _ambientUnit.Play(); } inputManager.OnPracticeBegin += BeginPractice; exitNotice.SetActive(false); }
public AudioUnit _internal_play(SoundCnf info, float fade_in, float fade_out) { I_PoolObjectAbility object_ability = _pool_factory.Pop(); AudioUnit unit = object_ability as AudioUnit; if (unit != null) { _list.Add(unit); unit.Play(info, SoundVolume, fade_in, fade_out); } else { LogManager.Error("_internal_play Error"); } return(unit); }
public static void Play(string _name, bool _loop = false) { if (Instance.audioList.ContainsKey(_name)) { // 存在則撥放 Instance.audioList[_name].Play(_loop); } else { // 不存在則讀取 AudioUnit audioUnit = null; LoadSound(_name, out audioUnit); if (audioUnit != null) { // 讀取成功則撥放 audioUnit.Play(_loop); } } }
private IEnumerator Chat_CR() { AudioUnit unit = null; if (AudioManager.currAudioManager.earphonePlugged) { if (AudioManager.currAudioManager.AllocateRand3dSound(SoundCollection.Whispering, transform, centerPos, out unit)) { unit.source.volume = AudioManager.currAudioManager.chatVolume * Random.Range(0.8f, 1.2f); unit.source.pitch = Random.Range(0.8f, 1.2f); unit.Play(); } } yield return(new WaitForSeconds(CrowdSimulator.currSim.chatLength)); if (AudioManager.currAudioManager.earphonePlugged) { unit.StopAndRecycle(); } shouldChat = false; }
public void PlayBgm(int id, bool is_scene = false, float fade_in = 1.5f, float fade_out = 1.5f) { if (id == -1) { return; } if (id == _prev_bgm) { return; } SoundCnf sound_cnf = _find_sound_by_id(id); if (sound_cnf == null) { return; } _bgm_unit.Play(sound_cnf, BgmVolume, fade_in, fade_out); if (is_scene) { _prev_bgm = id; } }