// Use this for initialization
    void Start()
    {
        audioPeer      = GameObject.FindObjectOfType <AudioPeer>();
        noiseFlowField = GetComponent <NoiseFlowField>();

        audioMaterial = new Material[8];
        color1        = new Color[8];
        color2        = new Color[8];

        for (int i = 0; i < 8; i++)
        {
            color1[i]        = gradient1.Evaluate((1f / 8f) * i);
            color2[i]        = gradient2.Evaluate((1f / 8f) * i);
            audioMaterial[i] = new Material(material);
        }

        int countBand = 0;

        for (int i = 0; i < noiseFlowField.particles.Count; i++)
        {
            band = countBand % 8;
            noiseFlowField.particleMeshRenderer[i].material = audioMaterial[band];
            noiseFlowField.particles[i].audioband           = band;

            countBand++;
        }
    }
 void Start()
 {
     NFF       = GameObject.Find("NoiseFlowField").GetComponent <NoiseFlowField>();
     audioPeer = GameObject.Find("AudioPeer").GetComponent <AudioPeer>();
     AFF       = NFF.GetComponent <AudioFlowField>();
     this.gameObject.GetComponent <MeshRenderer>().material = AFF.audioMaterial[band];
     audioband = band;
     this.transform.rotation = Random.rotation;
 }
    // Use this for initialization
    void Start()
    {
        NFF = GameObject.Find("NoiseFlowField").GetComponent <NoiseFlowField>();
        AFF = NFF.GetComponent <AudioFlowField>();
        int band = Random.Range(0, 8);

        //for(int i = 0; i < NFF.bloomParticles.Count; i++)
        //{
        //    //int band = NFF.countBand % 8;

        //    NFF.staticParticleMeshRenderer[i].material = AFF.audioMaterial[band];
        //    NFF.staticParticles[i].audioband = band;

        //    NFF.countBand++;
        //}
    }
Example #4
0
    // Use this for initialization
    void Start()
    {
        _noiseFlowField = GetComponent <NoiseFlowField>();
        _audioMaterial  = new Material[64];
        _color1         = new Color[64];
        _color2         = new Color[64];
        for (int i = 0; i < 64; i++)
        {
            _color1[i]        = _gradient1.Evaluate((1f / 8f) * i);
            _color2[i]        = _gradient2.Evaluate((1f / 8f) * i);
            _audioMaterial[i] = new Material(_material);
        }
        int countBand = 0;

        for (int i = 0; i < _noiseFlowField._amountOfParticles; i++)
        {
            int band = countBand % 64;
            _noiseFlowField._particleMeshRenderer[i].material = _audioMaterial[band];
            _noiseFlowField._particles[i]._audioBand          = band;
            countBand++;
        }
    }
Example #5
0
    void Start()
    {
        _audioMaterial = new Material[COLORS_NUMBER];
        _color1        = new Color[COLORS_NUMBER];
        _color2        = new Color[COLORS_NUMBER];
        for (int i = 0; i < COLORS_NUMBER; i++)
        {
            _color1[i]        = _gradient1.Evaluate(1f / COLORS_NUMBER * i);
            _color2[i]        = _gradient2.Evaluate(1f / COLORS_NUMBER * i);
            _audioMaterial[i] = new Material(_material);
        }
        _noiseFlowfield = GetComponent <NoiseFlowField>();
        int countBand = 0;

        for (int i = 0; i < _noiseFlowfield._amountOfParticles; i++)
        {
            int band = countBand % 8;
            _noiseFlowfield._particleMeshRender[i].material = _audioMaterial[band];
            _noiseFlowfield._particles[i]._audioBand        = band;
            countBand++;
        }
    }