Example #1
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            _spriteBatch = new SpriteBatch(GraphicsDevice);

            // Load the object textures into the textures dictionary
            Textures.Add("Spaceship", this.Content.Load <Texture2D>("Spaceship"));
            Textures.Add("Bullet", this.Content.Load <Texture2D>("Bullet"));
            Textures.Add("Rock1", this.Content.Load <Texture2D>("Rock1"));
            Textures.Add("Rock2", this.Content.Load <Texture2D>("Rock2"));
            Textures.Add("Rock3", this.Content.Load <Texture2D>("Rock3"));
            Textures.Add("Star", this.Content.Load <Texture2D>("Star"));
            Textures.Add("SmokeParticle", this.Content.Load <Texture2D>("SmokeParticle"));

            // Load fonts
            Fonts.Add("Miramonte", this.Content.Load <SpriteFont>("Miramonte"));

            // Load sounds
            SoundEffects.Add("BulletSound", Content.Load <SoundEffect>("BulletSound"));
            SoundEffects.Add("HyperspaceOut", Content.Load <SoundEffect>("HyperspaceOut"));
            SoundEffects.Add("HyperspaceIn", Content.Load <SoundEffect>("HyperspaceIn"));
            SoundEffects.Add("RockExplosion", Content.Load <SoundEffect>("RockExplosion"));
            SoundEffects.Add("SpaceshipExplosion", Content.Load <SoundEffect>("SpaceshipExplosion"));
            SoundEffects.Add("Thruster", Content.Load <SoundEffect>("Thruster"));

            // Reset the game
            ResetGame();
        }
Example #2
0
    private void Awake()
    {
        if (instance == null)
        {
            instance = this;
            DontDestroyOnLoad(gameObject);
        }

        else
        {
            Destroy(gameObject);
        }

        audioSources = new AudioSource[soundEffects.Length];

        for (int x = 0; x < soundEffects.Length; x++)
        {
            AudioSource aSource = gameObject.AddComponent <AudioSource>();
            audioSources[x] = aSource;
            aSource.clip    = soundEffects[x];
            aSource.volume  = sfx.value;
        }
        CarryOver.instance.GetComponent <AudioSource>().volume = music.value;

        sfx.value   = PlayerPrefs.GetFloat("sfx");
        music.value = PlayerPrefs.GetFloat("music");
    }
Example #3
0
    public void PlaySoundEffect(SoundEffects soundEffect)
    {
        AudioClip clip  = null;
        float     pitch = 1;

        switch (soundEffect)
        {
        case SoundEffects.ObstacleCollisionSoundEffect:
            clip = obstacleCollision;
            break;

        case SoundEffects.CoinSoundEffect:
            clip  = coinCollection;
            pitch = 1.5f;
            break;

        case SoundEffects.FuelSoundEffect:
            clip = fuelCollection;
            break;

        case SoundEffects.GameOverSoundEffect:
            clip = gameOver;
            break;

        case SoundEffects.GUITapSoundEffect:
            clip = guiTap;
            break;
        }

        soundEffectsAudio[nextSoundEffectsAudioIndex].pitch = pitch;
        soundEffectsAudio[nextSoundEffectsAudioIndex].clip  = clip;
        soundEffectsAudio[nextSoundEffectsAudioIndex].Play();
        nextSoundEffectsAudioIndex = (nextSoundEffectsAudioIndex + 1) % soundEffectsAudio.Length;
    }
Example #4
0
 /// <summary>
 ///     Does some sorting of the Qua
 /// </summary>
 public void Sort()
 {
     HitObjects       = HitObjects.OrderBy(x => x.StartTime).ToList();
     TimingPoints     = TimingPoints.OrderBy(x => x.StartTime).ToList();
     SliderVelocities = SliderVelocities.OrderBy(x => x.StartTime).ToList();
     SoundEffects     = SoundEffects.OrderBy(x => x.StartTime).ToList();
 }
Example #5
0
    public void playSoundEffect(SoundEffects soundEffect)
    {
        AudioClip clip  = null;
        float     pitch = 1;

        switch (soundEffect)
        {
        case SoundEffects.ObstacleCollisionSoundEffect:
            clip = obstacleCollision;
            break;

        case SoundEffects.CoinSoundEffect:
            clip = coinCollection;
            break;

        case SoundEffects.PowerUpSoundEffect:
            clip = powerUpCollection;
            break;

        case SoundEffects.GameOverSoundEffect:
            clip = gameOver;
            break;

        case SoundEffects.GUITapSoundEffect:
            clip = guiTap;
            break;
        }

        soundEffectsAudio.pitch = pitch;
        soundEffectsAudio.clip  = clip;
        soundEffectsAudio.Play();
    }
Example #6
0
    public void Create()
    {
        SE = GameObject.Find("SE").GetComponent <SoundEffects>();//コンポーネント
        //ここでメッセージウィンドウのインスタンス生成、あと画面アイコン
        insmeswin = Instantiate(meswinobj, new Vector3(1.25f, -3.75f, -1.0f), Quaternion.identity);
        insicon   = Instantiate(iconobj, new Vector3(-5.41666666667f, -3.75f, -1.0f), Quaternion.identity);
        insmeswin.transform.localScale = new Vector3(5.0f / 3.0f, 5.0f / 3.0f, 5.0f / 3.0f);
        insicon.transform.localScale   = new Vector3(2.5f, 2.5f, 2.5f);
        insmeswin.transform.parent     = transform;  //生成したスプライトを子オブジェクトとして登録
        insicon.transform.parent       = transform;  //生成したスプライトを子オブジェクトとして登録
        iconcomp = insicon.GetComponent <MesIcon>(); //コンポーネント
        //ここからはTEXTとアイコンID。1行ずつ交互に設定してあるのを解凍読み込み
        var all_scenarioText = Resources.Load <TextAsset>("Scenario/" + stage);

        scenarios        = all_scenarioText.text.Split(new string[] { "@br" }, System.StringSplitOptions.None);
        scenarios_Length = scenarios.Length / 2;
        kaoid            = new int[scenarios_Length];
        for (int i = 0; i < scenarios_Length; i++)
        {
            kaoid[i] = int.Parse(scenarios[i * 2]);//各テキストごとの顔id
        }
        currentLine = -1;
        //その他
        deathflg = 0;
        SetNextLine();//ここでcurrentLine 0になる
    }
Example #7
0
        //Code for initialization, capture completed, image availability events; also setting the source for the viewfinder.
        protected override void OnNavigatedTo(System.Windows.Navigation.NavigationEventArgs e)
        {
            // Initializes SoundEffects class
            SoundEffects.Initialize();

            _appSettings = new AppSettings();

            _torchOnImage = new ImageBrush {
                ImageSource = new BitmapImage(new Uri(_appSettings.ImageOnSetting, UriKind.Relative))
            };
            _torchOffImage = new ImageBrush {
                ImageSource = new BitmapImage(new Uri(_appSettings.ImageOffSetting, UriKind.Relative))
            };

            soundOn  = _appSettings.SoundOnSetting;
            soundOff = _appSettings.SoundOffSetting;

            TorchButton.Background = _appSettings.TorchInitStateSetting ? _torchOnImage : _torchOffImage;

            SetBatteryIcon();

            InitialiseCaptureDevice();

            // The event is fired when the shutter button receives a full press.
            CameraButtons.ShutterKeyPressed += OnButtonFullPress;

            // Plays a silent wav to init the audio device
            if (_appSettings.EnableSoundSetting)
            {
                SoundEffects.SfxSilence.Play();
            }
        }
        public void MarioLuigiCollisionTest(Mario mario, Luigi luigi, SoundEffects sound)
        {
            Rectangle marioRectangle = myMario.GetRectangle();
            Rectangle luigiRectangle = luigi.GetRectangle();
            Rectangle intersectionRectangle;

            intersectionRectangle = Rectangle.Intersect(marioRectangle, luigiRectangle);

            if (!intersectionRectangle.IsEmpty)
            {
                if (intersectionRectangle.Width > intersectionRectangle.Height)
                {
                    if (marioRectangle.Y > luigiRectangle.Y)
                    {
                        luigi.BoostJump();
                        sound.Bump();

                    }
                    else if (luigiRectangle.Y > marioRectangle.Y)
                    {
                        mario.BoostJump();
                        sound.Bump();
                    }
                }
            }
        }
        public void PlaySoundEffect(SoundEffects identifier, float pan = 0, float pitch = 0, Boolean isLooped = false)
        {
            if (!muted && LoadSoundEffects && identifier != SoundEffects.None)
            {
                int i = (int)identifier;
                SoundEffectInstance instance = soundEffects[i].CreateInstance();

                if (instance != null)
                {
                    instance.Volume = volume;

                    if (pan > 1)
                    {
                        pan = 1;
                    }
                    else if (pan < -1)
                    {
                        pan = -1;
                    }

                    instance.Pan      = pan;
                    instance.Pitch    = pitch;
                    instance.IsLooped = isLooped;
                    instance.Play();

                    soundEffectBuffer.Insert(0, instance);

                    CheckInstanceCount();
                }
            }
        }
Example #10
0
        public Screen(Game game, SpriteBatch batch, ChangeScreen changeScreen, BackButtonScreenType backButtonScreenType)
        {
            Screen.game    = game;
            Screen.content = game.Content;
            Screen.batch   = batch;

            changeScreenDelegate = changeScreen;
            touchIndicator       = new TouchIndicatorCollection();

            if (music == null)
            {
                music = new Music(content);
            }

            if (soundEffects == null)
            {
                soundEffects = new SoundEffects(content);
            }

            if (!isHighScoresLoaded)
            {
                highScores.Load();
                isHighScoresLoaded = true;
            }

            this.backButtonScreenType = backButtonScreenType;
        }
Example #11
0
    void Awake()
    {
        if (Application.loadedLevelName == "HomeScene")
        {
            upgradeMenu = GameObject.Find("Upgrade_Menu");
            bikeUpgradeButtons.Add(GameObject.Find("Bike_UG_Button_1").GetComponent <Button>());
            bikeUpgradeButtons.Add(GameObject.Find("Bike_UG_Button_2").GetComponent <Button>());
            bikeUpgradeButtons.Add(GameObject.Find("Bike_UG_Button_3").GetComponent <Button>());

            carUpgradeButtons.Add(GameObject.Find("Car_UG_Button_1").GetComponent <Button>());
            carUpgradeButtons.Add(GameObject.Find("Car_UG_Button_2").GetComponent <Button>());
            carUpgradeButtons.Add(GameObject.Find("Car_UG_Button_3").GetComponent <Button>());

            carObj = GameObject.Find("JEEP_BODY");
            if (carObj == null)
            {
                Debug.LogError("No car!!!");
            }

            SFX = GameObject.Find("SFXManager").GetComponent <SoundEffects>();
        }

        gameControllerObj = GameObject.Find("GameController");
        if (gameControllerObj != null)
        {
            gameController = gameControllerObj.GetComponent <GameControllerScript>();
            bikeTier       = gameController.bikeTier;
            carTier        = gameController.carTier;
        }
        else
        {
            Debug.LogError("cant find controller");
        }
        upgradeMenu.SetActive(false);
    }
Example #12
0
 public void StopSoundFX(SoundEffects effect)
 {
     if (this.SoundFXs[effect].State == SoundState.Playing)
     {
         this.SoundFXs[effect].Stop();
     }
 }
Example #13
0
    public void ChangeSoundEffectsVolume()
    {
        SoundEffects soundEffects = GameObject.FindGameObjectWithTag("soundEffects").GetComponent <SoundEffects>();

        soundEffects.ChangeSoundEffectVolume(soundEffectsSlider.GetComponent <UnityEngine.UI.Slider>().value);
        soundEffects.PlaySoundEffect(soundEffect);
    }
        /// <summary>
        /// This method attempts to play the requested sound, but gives up if the
        /// timeout expires.
        /// </summary>
        /// <param name="state">An instance of the SoundEffects enum.</param>
        private void PlaySoundThread(object state)
        {
            bool gotLock = false;

            try
            {
                gotLock = Monitor.TryEnter(PlaybackLock, C_PLAYBACK_TIMEOUT);
                if (gotLock)
                {
                    SoundEffects sound = (SoundEffects)state;

                    // Only try to play the sound if it exists.
                    // If we're using a sound pack, missing files will cause the sound to be disabled.
                    if (this.m_SoundEffectPlayers.ContainsKey(sound))
                    {
                        this.m_SoundEffectPlayers[sound].PlaySync();
                    }
                }
            }
            finally
            {
                if (gotLock)
                {
                    Monitor.PulseAll(PlaybackLock);
                    Monitor.Exit(PlaybackLock);
                }
            }
        }
Example #15
0
 /// <summary>
 /// Adds a GameObject reference to the Objects dictionary
 /// If a CollidableObject is passed, it is also added to the CollidableObjects List
 /// </summary>
 /// <param name="name">GameObject name</param>
 /// <param name="g">GameObject reference</param>
 public static void Add(string name, GameObject g)
 {
     Objects.Add(name, g);
     if (g is CollidableObject)
     {
         CollidableObject c = (CollidableObject)g;
         CollidableObjects.Add(c);
         NonUIObjects.Add(g);
     }
     else if (g is Background)
     {
         Background b = (Background)g;
         Backgrounds.Add(b);
     }
     else if (g is UIObject)
     {
         UIObject ui = (UIObject)g;
         UIObjects.Add(ui);
     }
     else if (g is SFXWrapper)
     {
         SFXWrapper wrap = (SFXWrapper)g;
         SoundEffects.Add(wrap);
     }
     else
     {
         NonUIObjects.Add(g);
     }
 }
Example #16
0
    public float[] kkp;   //流体関連の圧力壁定義点のval

    void Start()
    {
        ucomp           = GameObject.Find("ufo").GetComponent <Ufo>();                   //ufo コンポーネント
        frntcomp        = GameObject.Find("frontpng").GetComponent <Frontstage>();       //コンポーネント
        dtprtcomp       = GetComponent <DotParticle>();                                  //コンポーネント
        stgmngrcomp     = GameObject.Find("StageManager").GetComponent <Stagemanager>(); //コンポーネント
        SE              = GameObject.Find("SE").GetComponent <SoundEffects>();           //コンポーネント
        refer           = GameObject.Find("referobj").GetComponent <Referobj>();         //コンポーネント
        kbp             = new uint[Const.CO.WX * Const.CO.WY];
        kbpori          = new uint[Const.CO.WX * Const.CO.WY];
        kbx             = new uint[Const.CO.WX * Const.CO.WY];
        kby             = new uint[Const.CO.WX * Const.CO.WY];
        kkx             = new float[Const.CO.WX * Const.CO.WY];
        kky             = new float[Const.CO.WX * Const.CO.WY];
        kkp             = new float[Const.CO.WX * Const.CO.WY];
        res             = new int[108];
        bulletsMaterial = new Material(bulletsShader);
        Debug.Log(Mathf.Sqrt(Mathf.Clamp((65536f * 4f) / refer.PARTICLENUM, 0.0f, 1.0f)));
        bulletsMaterial.SetFloat("_Intensity", Mathf.Sqrt(Mathf.Clamp((65536f * 4f) / refer.PARTICLENUM, 0.0f, 1.0f)));
        FindKernelInit();          //
        InitializeComputeBuffer(); //ここで流体関連と粒子等のvram生成
        SetKernels();              //カーネル全部作成&引数セット
        //コマンドバッファ系
        commandb = new CommandBuffer();
        Camera cam = GameObject.Find("Main Camera").GetComponent <Camera>();//コンポーネント

        commandb.name = "gpu instanse";
        commandb.DrawProcedural(cam.cameraToWorldMatrix, bulletsMaterial, 0, MeshTopology.Points, dtprtcomp.RYS.count, 1);
        cam.AddCommandBuffer(CameraEvent.AfterForwardOpaque, commandb);

        GetComponent <LoadWallFromBMP>().stages_speed = 0.0f;
        GetComponent <LoadWallFromBMP>().LoadWallInfo("0");//ここで壁情報を画像データbmpやpngから読み込み壁情報をvramに転送
        cnt  = 0;
        extf = new Vector2(0.0f, 0.0f);
    }
Example #17
0
 /// <summary>
 /// Plays a sound effect
 /// </summary>
 /// <param name="soundEffect">The name of the sound effect</param>
 /// <param name="source">The ID of the game object calling the sound</param>
 public static void PlaySound(SoundEffects soundEffect, GameObject source)
 {
     if (soundEffect != SoundEffects.NONE)
     {
         AkSoundEngine.PostEvent(soundEffect.ToString(), source);
     }
 }
Example #18
0
        public static void PlaySound(SoundEffects effect, bool isLooped)
        {
            return;

            if (soundsPlaying.ContainsKey(soundFX[effect.ToString()]) && soundsPlaying[soundFX[effect.ToString()]].State == SoundState.Playing)
            {
                return;
            }

            // Otherwise, start playing the entry.
            // Same note as above about reusing instance.
            SoundEffectInstance instance = soundFX[effect.ToString()].CreateInstance();

            instance.IsLooped = isLooped;
            instance.Play();

            // Store the sound in our system. A little complicated to avoid null references.
            if (soundsPlaying.ContainsKey(soundFX[effect.ToString()]))
            {
                soundsPlaying[soundFX[effect.ToString()]] = instance;
            }

            else
            {
                soundsPlaying.Add(soundFX[effect.ToString()], instance);
            }
        }
Example #19
0
        public static void SFX(SoundEffects sfx)
        {
            switch (sfx)
            {
            case SoundEffects.Move:
                PlaySoundFromFile(path + "move.wav");
                break;

            case SoundEffects.Rotate:
                PlaySoundFromFile(path + "rotate.wav");
                break;

            case SoundEffects.LevelUp:
                PlaySoundFromFile(path + "levelup.wav");
                break;

            case SoundEffects.ClearLine:
                PlaySoundFromFile(path + "clearline.wav");
                break;

            case SoundEffects.Drop:
                PlaySoundFromFile(path + "drop.wav");
                break;

            case SoundEffects.GameOver:
                PlaySoundFromFile(path + "gameover.wav");
                break;
            }
        }
Example #20
0
        /// <summary>
        /// Damages a section of ship.
        /// </summary>
        /// <param name="section">section</param>
        /// <param name="amount">amount</param>
        public void Damage(Point gridLocation, int amount)
        {
            var damageScale = 1f;
            var upgrades    = _topology.Upgrades
                              .Select(x => x.GetType())
                              .ToArray();

            if (upgrades.Contains(typeof(HullReinforcement)))
            {
                damageScale -= 0.1f;
            }
            this.Update(() =>
            {
                var section = _topology.SectionAt(gridLocation);
                if (section == null)
                {
                    return;
                }

                section.Damage((int)(amount * damageScale));
                if (section.Health == 0)
                {
                    _topology.SectionAt(gridLocation)?.Module?.OnDestruction(this, GetNodeForSection(gridLocation));
                    _topology.Remove(gridLocation);

                    SoundEffects.Get("ChunkyExplosion")?.Play();
                    //PerformPartsAnalysis();
                }
            });
        }
Example #21
0
 private void addFrogToFrogHome(FrogHome frogHome)
 {
     SoundEffects.PlayHomeLandingSound();
     frogHome.AddFrog();
     this.gameCanvas.Children.Add(frogHome.Sprite);
     this.playerScores();
 }
Example #22
0
 private void gameOver()
 {
     this.timer.Stop();
     this.onGameOverReached(EventArgs.Empty);
     SoundEffects.PlayGameOverSound();
     this.handleRetrievePlayerName();
 }
Example #23
0
    public void playSoundEffect(SoundEffects soundEffect)
    {
        AudioClip clip = null;
        float pitch = 1;
        switch (soundEffect) {
            case SoundEffects.ObstacleCollisionSoundEffect:
                clip = obstacleCollision;
                break;

            case SoundEffects.CoinSoundEffect:
                clip = coinCollection;
                pitch = 1.5f;
                break;

            case SoundEffects.PowerUpSoundEffect:
                clip = powerUpCollection;
                break;

            case SoundEffects.GameOverSoundEffect:
                clip = gameOver;
                break;

            case SoundEffects.GUITapSoundEffect:
                clip = guiTap;
                break;
        }

        soundEffectsAudio[nextSoundEffectsAudioIndex].pitch = pitch;
        soundEffectsAudio[nextSoundEffectsAudioIndex].clip = clip;
        soundEffectsAudio[nextSoundEffectsAudioIndex].Play();
        nextSoundEffectsAudioIndex = (nextSoundEffectsAudioIndex + 1) % soundEffectsAudio.Length;
    }
Example #24
0
    int counter;//裏コマンド
    // Use this for initialization
    void Start()
    {
        SE  = GameObject.Find("SE").GetComponent <SoundEffects>();//コンポーネント
        tex = new Texture2D(64, 64, TextureFormat.RGBA32, false);
        //Texture2DからSpriteを作成
        sprite = Sprite.Create(
            texture: tex,
            rect: new Rect(0, 0, 64, 64),
            pivot: new Vector2(0.5f, 0.5f)
            );
        for (int i = 0; i < 64; i++)
        {
            for (int j = 0; j < 64; j++)
            {
                tex.SetPixel(i, j, new Color(1.0f, 1.0f, 1.0f, 1.0f));
            }
        }
        tex.Apply();
        GetComponent <SpriteRenderer>().sprite = sprite;

        gameobj_easy = GameObject.Find("font02_96px_11");
        gameobj_easy.SetActive(false);
        gameobj_norm = GameObject.Find("font02_96px_12");
        gameobj_norm.SetActive(false);
        gameobj_hard = GameObject.Find("font02_96px_13");
        gameobj_hard.SetActive(false);

        cnt            = 0;
        counter        = 0;
        flg            = 0;
        select_x_id    = 0;
        buttondown_now = 0;
        buttondown_log = 0;
    }
    public void PlayAudioClip(SoundEffects sound)
    {
        switch (sound)
        {
        case SoundEffects.MoneyKaching:
            _sfxSource.PlayOneShot(_moneyKaching);
            break;

        case SoundEffects.BoxThud:
            _sfxSource.PlayOneShot(_boxThud);
            break;

        case SoundEffects.ButtonBonk:
            _sfxSource.PlayOneShot(_buttonBonk);
            break;

        case SoundEffects.TrashCrumple:
            _sfxSource.PlayOneShot(_trashCrumple);
            break;

        case SoundEffects.MouseClick:
            _sfxSource.PlayOneShot(_mouseClick);
            break;

        case SoundEffects.ErrorBeep:
            _sfxSource.PlayOneShot(_errorBeep);
            break;

        default:
            Debug.LogError("No sound named " + sound);
            break;
        }
    }
Example #26
0
 public void playSound(SoundEffects sound)
 {
     switch (sound) {
     case SoundEffects.Gameover:
         audio.PlayOneShot(Gameover);
         break;
     case SoundEffects.Weather:
         audio.PlayOneShot(Weather);
         break;
     case SoundEffects.Reservoir:
         audio.PlayOneShot(Reservoir);
         break;
     case SoundEffects.Hp50:
         audio.PlayOneShot(Hp50);
         break;
     case SoundEffects.Hp25:
         audio.PlayOneShot(Hp25);
         break;
     case SoundEffects.Hp10:
         audio.PlayOneShot(Hp10);
         break;
     case SoundEffects.Honking:
         audio.PlayOneShot(Honking);
         break;
     case SoundEffects.BuildChargingStation:
         audio.PlayOneShot(BuildChargingStation);
         break;
     default:
         Debug.LogWarning("Unknown sound  " + sound.ToString());
         break;
     }
 }
Example #27
0
        public static void PlaySound(SoundEffects effect)
        {
            var index = 0;

            switch (effect)
            {
            case SoundEffects.HAMMER:
                index = Random.Range(0, current.hammerSounds.Length - 1);
                AudioSource.PlayClipAtPoint(current.hammerSounds[index], Camera.main.transform.position);
                break;

            case SoundEffects.HURT:
                index = Random.Range(0, current.hurtSounds.Length - 1);
                AudioSource.PlayClipAtPoint(current.hurtSounds[index], Camera.main.transform.position);
                break;

            case SoundEffects.ANIMALDIE:
                index = Random.Range(0, current.animalDieSounds.Length - 1);
                AudioSource.PlayClipAtPoint(current.animalDieSounds[index], Camera.main.transform.position);
                break;

            case SoundEffects.NAILBROKE:
                index = Random.Range(0, current.nailBrokeSounds.Length - 1);
                AudioSource.PlayClipAtPoint(current.nailBrokeSounds[index], Camera.main.transform.position);
                break;

            case SoundEffects.SUCCESS:
                index = Random.Range(0, current.successSounds.Length - 1);
                AudioSource.PlayClipAtPoint(current.successSounds[index], Camera.main.transform.position);
                break;
            }
        }
 public void Play(SoundEffects effect)
 {
     switch (effect)
     {
         case SoundEffects.Jump:
             int i = rnd.Next(0, 3);
             switch (i)
             {
                 case 0:
                     jump1.Play();
                     break;
                 case 1:
                     jump2.Play();
                     break;
                 case 2:
                     jump3.Play();
                     break;
                 default:
                     break;
             }
             break;
         case SoundEffects.Dash:
             dash.Play(volume, zero, zero);
             break;
     }
 }
Example #29
0
    void Awake()
    {
        clicked     = false;
        quickPrompt = GameObject.Find("Quick_Prompt");
        if (quickPrompt != null)
        {
            promptTitle = quickPrompt.transform.FindChild("Prompt_Title_Text").GetComponent <Text>();
            promptDesc  = quickPrompt.transform.FindChild("Prompt_Desc_Text").GetComponent <Text>();
            yesButton   = quickPrompt.transform.FindChild("Yes_Button").GetComponent <Button>();
            noButton    = quickPrompt.transform.FindChild("No_Button").GetComponent <Button>();
        }
        else
        {
            Debug.LogError("QP not found !!");
        }

        SFXManager = GameObject.Find("SFXManager");
        if (SFXManager != null)
        {
            soundEffects = SFXManager.GetComponent <SoundEffects>();
        }
        else
        {
            Debug.Log("sfx manager not found");
        }
    }
Example #30
0
 /// <summary>
 /// Modifies the volume of a playing sound
 /// </summary>
 /// <param name="soundEffect">Name of the effect</param>
 /// <param name="volume">Volume of the sound effect. Use a scale of zero to one</param>
 public static void SetSoundVolume(SoundEffects soundEffect, float volume)
 {
     if (soundEffect != SoundEffects.NONE)
     {
         AkSoundEngine.SetRTPCValue(soundEffect.ToString(), volume);
     }
 }
Example #31
0
        private void Button_Click(object sender, RoutedEventArgs e)
        {
            var sticker = GetContent(_message);

            if (sticker == null)
            {
                return;
            }

            if (_message.Content is MessageText)
            {
                var started = Player.Play();
                if (started)
                {
                    var sound = _message.ProtoService.GetEmojiSound(sticker.Emoji);
                    if (sound != null && sound.Local.IsDownloadingCompleted)
                    {
                        SoundEffects.Play(sound);
                    }
                }
            }
            else
            {
                _message.Delegate.OpenSticker(sticker);
            }
        }
Example #32
0
        public PlayerBrain(InputBindings bindings, int torchEntityID, SoundEffects soundEffects)
        {
            _bindings = bindings;

            _torchEntityID = torchEntityID;
            _soundEffects  = soundEffects;
        }
Example #33
0
    public virtual void Damage(Hurtbox hurt, Hitbox hit)
    {
        if (hit.gameObject.tag != gameObject.tag && !_isInvincible)
        {
            health -= hit.damage;
            if (hit.direction == Vector3.zero)
            {
                Force(hurt.transform.position - hit.transform.position, hit.force);
            }
            else
            {
                Force(hit.direction, hit.force);
            }

            _sprite.FlashAdd(Color.white);
            _sprite.Shake(10, 0.125f);
            Particle.SpawnCross(transform.position + new Vector3(Random.Range(-0.25f, 0.25f), Random.Range(-0.25f, 0.25f), 0), Color.red);
            Particle.SpawnCross(transform.position + new Vector3(Random.Range(-0.25f, 0.25f), Random.Range(-0.25f, 0.25f), 0), Color.blue);
            Particle.SpawnCross(transform.position + new Vector3(Random.Range(-0.25f, 0.25f), Random.Range(-0.25f, 0.25f), 0), Color.green);
            SoundEffects.PlayHit();
            DamagePlus();

            hit.OnHit();
        }
    }
Example #34
0
        public static void PlayEffect(SoundEffects effectType)
        {
            string sfxPath = string.Empty;

            switch (effectType)
            {
            case SoundEffects.Build:
                sfxPath = "Resources/Audio/Effects/buildingHammer.wav"; break;

            case SoundEffects.ChopWood:
                sfxPath = "Resources/Audio/Effects/woodChop.wav"; break;

            case SoundEffects.FireCrack:
                sfxPath = "Resources/Audio/Effects/fireCrackle.wav"; break;

            case SoundEffects.StoneCollect:
                sfxPath = "Resources/Audio/Effects/stoneCollect.wav"; break;

            default:
                break;
            }

            if (string.IsNullOrEmpty(sfxPath))
            {
                return;
            }

            var soundPlayer = new SoundPlayer(sfxPath);

            soundPlayer.Play();
        }
Example #35
0
        public void ItemCollisionTest(SoundEffects sound, HUD hud, IList<IItem> items)
        {
            Rectangle luigiRectangle = myLuigi.GetRectangle();
            Rectangle itemRectangle;
            Rectangle intersectionRectangle;
            Queue<IItem> doomedItems = new Queue<IItem>();
            foreach (IItem item in items)
            {
                itemRectangle = item.GetRectangle();
                intersectionRectangle = Rectangle.Intersect(luigiRectangle, itemRectangle);
                if (!intersectionRectangle.IsEmpty)
                {
                    // todo
                    switch (item.GetItemName())
                    {
                        case "Coin":
                            //myLuigi.Coin();
                            hud.addCoinLuigi();
                            hud.increaseScoreLuigi(Constants.coinValue);
                            hud.achievements.CoinGet();
                            break;
                        case "Mushroom":
                            sound.Powerup();
                            myLuigi.Mushroom();
                            hud.increaseScoreLuigi(Constants.mushroomValue);
                            hud.achievements.MushroomGet();
                            break;
                        case "Fireflower":
                            sound.Powerup();
                            myLuigi.Fireflower();
                            hud.increaseScoreLuigi(Constants.fireflowerValue);
                            hud.achievements.FlowerGet();
                            break;
                        case "Oneup":
                            sound.OneUp();
                            hud.extraLifeLuigi();
                            hud.increaseScoreLuigi(Constants.oneUpValue);
                            break;
                        case "Star":
                            sound.Powerup();
                            myLuigi.Star();
                            hud.increaseScoreLuigi(Constants.starValue);
                            hud.achievements.StarGet();
                            break;
                        default:
                            // nothing
                            break;
                    }
                    doomedItems.Enqueue(item);

                }
            }
            while (doomedItems.Count() > 0)
            {
                IItem item = doomedItems.Dequeue();
                items.Remove(item);

            }
        }
Example #36
0
        public Tuple<int, bool> EnemyCollisionTest(Luigi luigi, HUD hud, IList<IEnemy> enemies, int x, SoundEffects sound)
        {
            Rectangle luigiRectangle = myLuigi.GetRectangle();
            Rectangle enemyRectangle;
            bool enemyKilled = false;
            bool invincible = myLuigi.Invincible();
            int xpos = x;
            Rectangle intersectionRectangle;
            Queue<IEnemy> doomedEnemies = new Queue<IEnemy>();

            foreach (IEnemy enemy in enemies)
            {

                enemyRectangle = enemy.GetRectangle();
                intersectionRectangle = Rectangle.Intersect(luigiRectangle, enemyRectangle);

                if (!intersectionRectangle.IsEmpty)
                {

                    if (intersectionRectangle.Width >= intersectionRectangle.Height)
                    {
                        sound.Bump();
                        doomedEnemies.Enqueue(enemy);
                        hud.luigiEnemyKill(luigi);
                        enemyKilled = true;
                    }
                    else if (invincible)
                    {
                        doomedEnemies.Enqueue(enemy);
                    }
                    else
                    {
                        myLuigi.Hit();
                        if (luigiRectangle.X < enemyRectangle.X)
                        {
                            xpos = xpos - intersectionRectangle.Width;
                        }
                        else
                        {
                            xpos = xpos + intersectionRectangle.Width;

                        }
                        if (myLuigi.IsDead())
                        {
                            hud.lifeLostLuigi();
                        }
                    }

                }
            }

            while (doomedEnemies.Count() > 0)
            {
                IEnemy enemie = doomedEnemies.Dequeue();
                enemies.Remove(enemie);
            }

            return new Tuple<int,bool>(xpos, enemyKilled);
        }
Example #37
0
    void Awake()
    {
        playerAttackAnim = GetComponent<Animator>();
        _sfx = GetComponent<SoundEffects>();

        attackTriggerR.enabled = false;
        attackTriggerL.enabled = false;
    }
Example #38
0
 // Use this for initialization
 void Start()
 {
     GameObject go = GameObject.FindGameObjectWithTag ("SoundEffect");
     se = go.GetComponent<SoundEffects>();
     if(audio != null)
     {
         this.audio.volume = GlobalFlags.getMusicVolume();
     }
 }
Example #39
0
 public void Hit(IList<IItem> items, bool isMario, bool isBig, HUD hud, SoundEffects sound)
 {
     if (isBig)
     {
         sound.BreakBlock();
         hud.increaseScoreMario(Constants.brokenBrickValue);
         GreenBrickSprite = null;
     }
 }
	/// <summary>
	/// Initializes a new instance of the <see cref="AudioController"/> class.
	/// </summary>
	/// <param name="background">Background.</param>
	/// <param name="sound">Sound.</param>
	/// <param name="soundEffectsMuted">If set to <c>true</c> sound effects muted.</param>
	/// <param name="backgroundSoundMuted">If set to <c>true</c> background sounds muted.</param>
	/// <param name="configSettings">Config settings.</param>
	public AudioController(BackgroundSound background, SoundEffects sound, bool soundEffectsMuted, bool backgroundSoundMuted, ConfigurableSettings configSettings)
	{
		configurableSettings = configSettings;
		backgroundSound = background;
		soundEffects = sound;
		SoundEffectsMuted = soundEffectsMuted;
		BackgroundSoundMuted = backgroundSoundMuted;
		if(!BackgroundSoundMuted) backgroundSound.PlayOnStart = true;
	}
Example #41
0
	public void PlaySound(SoundEffects sound, float delay, float volumeMultiplier)
	{
		AudioClip clip = null;
		int randomClipIndex = 0;


		switch (sound)
		{
		case SoundEffects.Sacrifice:
			randomClipIndex = Random.Range(1, 3);
			clip = Resources.Load("sacrifice_" + randomClipIndex.ToString()) as AudioClip;
			break;
		case SoundEffects.Splatter:
			if (splatterPlaying || !gameStarted)
			{
				return;
			}
			randomClipIndex = Random.Range(1, 5);
			clip = Resources.Load("splatter_" + randomClipIndex.ToString()) as AudioClip;
			splatterPlaying = true;
			splatterTimer = splatterMinInterval;
			break;
		case SoundEffects.Cut:
			randomClipIndex = Random.Range(1, 1);
			clip = Resources.Load("cut_" + randomClipIndex.ToString()) as AudioClip;
			break;
		}
		
		if (clip == null)
		{
			return;
		}
		
		var source = effectSources[0];
		
		for (int i = 0; i < effectSources.Length && source.isPlaying; i++)
		{
			source = effectSources[i];
		}
		if (source.isPlaying && source.time < 0.15f)
		{
			return;
		}
		
		source.Stop();
		source.pitch = Random.Range(0.95f, 1.05f);
		source.clip = clip;
		source.volume = volumeMultiplier * sfxVolume;

		source.PlayDelayed(delay);
	}
Example #42
0
 public Shoot(ObjectType p_bullet, int p_damage, float p_xSpeed, float p_ySpeed, float p_gravityAccel, int delay, bool playShootAnimation)
 {
     this.sound = SoundEffects.Nothing;
     this.damage = p_damage;
     this.playAnim = playShootAnimation;
     this.bullet = p_bullet;
     this.preDelay = 1;
     this.postDelay = delay;
     this.xSpeed = p_xSpeed;
     this.ySpeed = p_ySpeed;
     this.applyGravity = true;
     this.gravityAcccel = p_gravityAccel;
     this.time = this.preDelay;
 }
Example #43
0
	// Use this for initialization
	void Start () {
		if (myManager == null) {
			DontDestroyOnLoad (gameObject);
			myManager = this;
		} else if (myManager != this) {
			Destroy (gameObject);
		}

		sfx = GetComponentInChildren<SoundEffects> ();
		levelMusic = GetComponent<AudioSource> ();
		levelMusic.loop = true;
		levelMusic.volume = volume;
		startMusic (Application.loadedLevelName);
	}
Example #44
0
 public Shoot(ObjectType p_bullet, int p_damage, float p_xSpeed, float p_ySpeed, int p_preDelay, int p_postDelay, bool p_applyGravity, bool playShootAnimation, SoundEffects p_sound)
 {
     this.sound = p_sound;
     this.playAnim = playShootAnimation;
     this.damage = p_damage;
     this.bullet = p_bullet;
     this.preDelay = p_preDelay;
     this.postDelay = p_postDelay;
     this.xSpeed = p_xSpeed;
     this.ySpeed = p_ySpeed;
     this.applyGravity = p_applyGravity;
     this.gravityAcccel = 2f;
     this.time = this.preDelay;
 }
Example #45
0
    public static void PlaySoundEffect(SoundEffects effect)
    {
        switch (effect)
        {
            case SoundEffects.Cursor:
                Instance.soundEffectAudioSource.PlayOneShot(Instance.SoundEffectCursor);
                break;
            case SoundEffects.CursorCancel:
                Instance.soundEffectAudioSource.PlayOneShot(Instance.SoundEffectCursorCancel);
                break;
            case SoundEffects.CursorError:
                Instance.soundEffectAudioSource.PlayOneShot(Instance.SoundEffectCursorError);
                break;

        }
    }
Example #46
0
 /// <summary>
 /// loads the music this particular level will use
 /// </summary>
 /// <param name="c"></param>
 /// <param name="songpaths"></param>
 //play whatever SoundEffect is specified
 public static void PlaySoundEffect(SoundEffects name)
 {
     //if(soundEnabled)
         sounds[(int)name].Play();
 }
Example #47
0
 public void PlaySound(SoundEffects sound)
 {
     int index = (int) sound;
     if (index >= 0)
     {
         this.sounds[index].Play();
     }
 }
Example #48
0
        //this is coupled with a few things it doesn't need to be.
        public void Hit(IList<IItem> items, bool isMario, bool isBig, HUD hud, SoundEffects sound)
        {
            switch (state)
            {
                case BrickState.bstar:
                    sound.Popup();
                    IItem star = new Items.Star(xPosition, yPosition - 16, camera);
                    items.Add(star);
                    state = BrickState.qempty;
                    BrickSprite = new Sprites.HitQBlockSprite();
                    break;

                case BrickState.bcoin:
                    sound.Coin();
                    IItem c;
                    //make the coin noise
                    c = new Items.Coin(xPosition, yPosition - Constants.tileLength, camera);
                    items.Add(c);
                    if (isMario)
                    {
                        hud.increaseScoreMario(Constants.brokenBrickValue);
                        hud.addCoinMario();
                    }
                    else
                    {
                        hud.increaseScoreLuigi(Constants.brokenBrickValue);
                        hud.addCoinLuigi();
                    }
                    state = BrickState.qempty;
                    BrickSprite = new Sprites.HitQBlockSprite();
                    break;

                case BrickState.bempty:
                    if (isBig)
                    {
                        sound.BreakBlock();
                        if (isMario)
                        {
                            hud.increaseScoreMario(Constants.brokenBrickValue);
                        }
                        else
                        {
                            hud.increaseScoreLuigi(Constants.brokenBrickValue);
                        }
                        state = BrickState.destroyed;
                        BrickSprite = null;
                    }
                    break;

                case BrickState.qitem:
                    IItem i;
                    sound.Popup();
                    if (!isBig) {
                        i = new Items.Mushroom(xPosition, yPosition - Constants.tileLength, camera);
                    }

                    else {
                        i = new Items.Fireflower(xPosition, yPosition - Constants.tileLength, camera);
                    }
                    items.Add(i);
                    state = BrickState.qempty;
                    BrickSprite = new Sprites.HitQBlockSprite();
                    break;

                case BrickState.qlife:
                    items.Add(new Items.Oneup(xPosition, yPosition - Constants.tileLength, camera));
                    state = BrickState.qempty;
                    BrickSprite = new Sprites.HitQBlockSprite();
                    break;

                case BrickState.qcoin:
                    sound.Coin();
                    //make the coin noise
                    c = new Items.Coin(xPosition, yPosition - Constants.tileLength, camera);
                    items.Add(c);
                    if (isMario)
                    {
                        hud.increaseScoreMario(Constants.brokenBrickValue);
                        hud.addCoinMario();
                    }
                    else
                    {
                        hud.increaseScoreLuigi(Constants.brokenBrickValue);
                        hud.addCoinLuigi();
                    }
                    state = BrickState.qempty;
                    BrickSprite = new Sprites.HitQBlockSprite();
                    break;
                default:
                    break;
            }
        }
Example #49
0
 // Use this for initialization
 void Start()
 {
     enemyAnim = GetComponent<Animator>();
     _sfx = GetComponent<SoundEffects>();
     _rBody = this.GetComponent<Rigidbody2D>();
 }
Example #50
0
    private void internalPlayClip( SoundEffects soundEffect )
    {
        if( audioObject == null )
            return;

        AudioSource audioSource = audioObject.AddComponent<AudioSource>();

        audioSource.loop = false;
        audioSource.volume = (float)globalVolume;

        switch( soundEffect )
        {
            case SoundEffects.BallBounce: audioSource.clip = BallBounceClip; break;
            case SoundEffects.ToBall: audioSource.clip = ToBallClip; break;
            case SoundEffects.GotHit: audioSource.clip = GotHitClip; break;
            case SoundEffects.Hit: audioSource.clip = HitClip; break;
            case SoundEffects.Jump: audioSource.clip = JumpClip; break;
            case SoundEffects.CarryBall: audioSource.clip = CarryBallClip; break;
            case SoundEffects.Score: audioSource.clip = ScoreClip; break;
            case SoundEffects.ToggleUp: audioSource.clip = ToggleUpClip; break;
            case SoundEffects.ToggleDown: audioSource.clip = ToggleDownClip; break;
            case SoundEffects.AdvanceScreen: audioSource.clip = AdvanceScreenClip; break;
            case SoundEffects.Countdown1: audioSource.clip = Countdown1Clip; break;
            case SoundEffects.Countdown2: audioSource.clip = Countdown2Clip; break;
            case SoundEffects.Countdown3: audioSource.clip = Countdown3Clip; break;
            case SoundEffects.CountdownGo: audioSource.clip = CountdownGoClip; break;
            case SoundEffects.Logo: audioSource.clip = LogoClip; break;
            case SoundEffects.Fanfare: audioSource.clip = FanfareClip; break;
            case SoundEffects.Invulernability: audioSource.clip = InvulernabilityClip; break;
            case SoundEffects.Impact: audioSource.clip = ImpactClip; break;
        }

        if( audioSource.clip == null )
        {
            Destroy( audioSource );
            return;
        }

        audioSource.Play();

        StartCoroutine( DestroyOnFinish( audioSource, audioSource.clip.length ) );
    }
Example #51
0
 public static void PlayClip( SoundEffects soundEffect )
 {
     if( instance )
         instance.internalPlayClip( soundEffect );
 }
Example #52
0
 public void Hit(IList<IItem> items, bool isMario, bool isBig, HUD hud, SoundEffects sound)
 {
 }
Example #53
0
 public void PlaySoundAndLock(SoundEffects sound)
 {
     this.StopSound(sound);
     this.PlaySound(sound);
     this.lockTimer = 60;
 }
 public static void Sfx(SoundEffects sfx)
 {
     if (sfxOn)
     {
         switch (sfx)
         {
             case SoundEffects.Move:
                 PlaySoundFromFile(Path + "move.wav");
                 break;
             case SoundEffects.Rotate:
                 PlaySoundFromFile(Path + "rotate.wav");
                 break;
             case SoundEffects.LevelUp:
                 PlaySoundFromFile(Path + "levelup.wav");
                 break;
             case SoundEffects.ClearLine:
                 PlaySoundFromFile(Path + "clearline.wav");
                 break;
             case SoundEffects.Drop:
                 PlaySoundFromFile(Path + "drop.wav");
                 break;
             case SoundEffects.GameOver:
                 PlaySoundFromFile(Path + "gameover.wav");
                 break;
         }
     }
 }
Example #55
0
 void Awake()
 {
     soundEffects = GetComponent<SoundEffects>();
 }
Example #56
0
 public static Cue GetEffect(SoundEffects soundEffect)
 {
     return soundBank.GetCue(effectsLib[soundEffect]);
 }
Example #57
0
        public static SoundEffectInstance PlayEffect(SoundEffects soundEffect, bool loop, float volume)
        {
            SoundEffect effect = content.Load<SoundEffect>("Assets\\Sound\\" + effectsLib[soundEffect]);

            SoundEffectInstance instance = effect.CreateInstance();
            instance.IsLooped = loop;
            instance.Play();
            instance.Volume = 0.5f;
            soundEffects.Add(instance);

            return instance;
        }
Example #58
0
 public static void PlayEffect(SoundEffects soundEffect)
 {
     currentEffect = soundBank.GetCue(effectsLib[soundEffect]);
     currentEffect.Play();
 }
Example #59
0
 private void SetSound(SoundEffects sound)
 {
     string str = "Sounds." + sound.ToString() + ".wav";
     this.sounds[(int) sound] = new Sound(str, this.soundDevice);
 }
Example #60
0
 public void StopSound(SoundEffects sound)
 {
     int index = (int) sound;
     if (index >= 0)
     {
         this.sounds[index].Stop();
     }
 }