public void PlaySound(SoundTypes type, AudioClip clip, bool loop = false, float pitch = 1f) { AudioSource src = new AudioSource(); switch (type) { case SoundTypes.Music: src = Instantiate(srcBaseMusic, transform); break; case SoundTypes.SFX: src = Instantiate(srcBaseSFX, transform); break; } src.clip = clip; src.loop = loop; src.pitch = pitch; src.Play(); if (!loop) { Destroy(src.gameObject, clip.length); } else { AudioSourceList.Add(src); } }
public Audio Load(AudioClip Clip, SoundTypes Type) { if (Clip == null) { return(null); } Audio instance = pool.GetFromPool(); instance.Source = instance.GetComponent <AudioSource>(); instance.Source.clip = Clip; instance.Volume = GetVolume(Type); instance.Mute = GetMute(Type); instance.Loop = false; switch (Type) { case SoundTypes.Music: musicsList.Add(instance); break; case SoundTypes.Effect: effectsList.Add(instance); break; } return(instance); }
public List <Interval> prepareIntervals(int numberOfIntervalsToCreate, List <Sound> sounds) { var intervals = new List <Interval>(); Random rnd = new Random(); int firstOctaveSymbol, secondOctaveSymbol, firstRandom, secondRandom, countOfSounds = sounds.Count; string firstSoundName, secondSoundName; int positionOfFirstSoundInArray, positionOfSecondSoundInArray, intervalDifference; for (int i = 0; i < numberOfIntervalsToCreate; i++) { firstRandom = rnd.Next(0, countOfSounds); secondRandom = rnd.Next(0, countOfSounds); firstSoundName = sounds.ElementAt(firstRandom).Name; secondSoundName = sounds.ElementAt(secondRandom).Name; firstOctaveSymbol = Convert.ToInt32(sounds.ElementAt(firstRandom).GuitarString); secondOctaveSymbol = Convert.ToInt32(sounds.ElementAt(secondRandom).GuitarString); positionOfFirstSoundInArray = SoundTypes.SingleOrDefault(x => x.Key == firstSoundName).Value; positionOfSecondSoundInArray = SoundTypes.SingleOrDefault(x => x.Key == secondSoundName).Value; intervalDifference = positionOfFirstSoundInArray > positionOfSecondSoundInArray ? (positionOfFirstSoundInArray - positionOfSecondSoundInArray) : (positionOfSecondSoundInArray - positionOfFirstSoundInArray); var interval = calculateInterval(firstSoundName, secondSoundName, firstOctaveSymbol, secondOctaveSymbol, intervalDifference, firstRandom, secondRandom, i); intervals.Add(interval); } return(intervals); }
public Sound(string name, SoundEffect effect, bool loop, float volFactor, SoundTypes type) { Name = name; Instance = effect.CreateInstance(); Instance.IsLooped = loop; VolumeFactor = volFactor; this.type = type; }
public Sound(string name, SoundEffect effect, bool loop, float volFactor, SoundTypes type) { Name = name; Instance = effect.CreateInstance(); Instance.IsLooped = loop; VolumeFactor = volFactor; this.type = type; }
public float GetVolume(SoundTypes Type) { if (specificVolumeState.ContainsKey(Type)) { return(specificVolumeState[Type]); } return(0.0F); }
public void AddSound(string name, SoundEffect effect, bool loop, float volFactor, SoundTypes type) { if (Sounds.ContainsKey(name)) return; Sound s = new Sound(name, effect, loop, volFactor, type); SetSoundFinalVolume(s); Sounds.Add(name, s); }
public bool GetMute(SoundTypes Type) { if (specificMuteState.ContainsKey(Type)) { return(specificMuteState[Type]); } return(false); }
public void PlayClip(SoundTypes key) { AudioClip clip; if (sounds.TryGetValue(key, out clip)) { audioSource.PlayOneShot(clip); } }
public void StopSound(SoundTypes type) { foreach (AudioSource audio in AudioSources) { if (audio.name.Equals(type.ToString())) { audio.Stop(); return; } } }
public static void Play(SoundTypes sound) { switch (sound) { case SoundTypes.Start: { player.SoundLocation = @"..\..\Sounds\def_star.wav"; player.Play(); break; } } }
public void PlaySoundFile(SoundTypes fileName, string fileNumber) { try { var file = GetFileWithFileNumber(fileName, fileNumber); SetFileToMediaElement(file); } catch (Exception ex) { _log.Info(ex.Message); } }
private string GetFileWithFileNumber(SoundTypes fileType, string fileNumber) { var fileName = GetFileName(fileType); if (!string.IsNullOrEmpty(fileNumber)) { var formatIndex = fileName.IndexOf('.'); fileName = fileName.Insert(formatIndex, fileNumber); } return(fileName); }
public void PlaySound(SoundTypes a_type) { foreach (Sound sound in m_Sounds) { if (sound.Type == a_type) {// Play the sounds sound.Source.Play(); return; } } Debug.Log("AudioManager: Sound Not found in list: " + a_type); }
/// <summary> /// Play a sound! /// </summary> public static void PlaySound(AudioClip audioClip, Vector3 position, SoundTypes soundType, bool loop = false, Transform parent = null) { GameObject gameObject = new GameObject(); gameObject.transform.position = position; if (parent != null) { gameObject.transform.parent = parent; } NamedAudioSource namedAudioSource = gameObject.AddComponent <NamedAudioSource>(); namedAudioSource.PlaySound(audioClip, position, soundType, loop); }
public AudioClip GetQuickSound(SoundTypes st) { if (quickSound == null) { quickSound = new Dictionary <SoundTypes, SoundData>(); foreach (SoundData sd in soundDatas) { quickSound.Add(sd.atype, sd); } } return(quickSound[st].GetRandom()); }
public static void PlaySound(SoundTypes sound) { if (!sfx.ContainsKey(sound)) { MyDebug.LogError($"Sound {sound} not found"); return; } if (!enabled) { return; } sfx[sound].Play(); }
public void PlaySound(SoundTypes _audioClip, float _volume = 1f) { audioSource.volume = _volume; switch (_audioClip) { case SoundTypes.CLICK: audioSource.clip = clickSound; break; case SoundTypes.HIGH_SCORE: audioSource.clip = highScore; break; } audioSource.Play (); }
public void PlaySound(SoundTypes currentSound) { if (PlayerPrefs.GetInt("IsMuted") == 1) { return; } switch (currentSound) { case SoundTypes.Jump: jumpSound.Play(); break; case SoundTypes.Button: buttonSound.Play(); break; } }
public Audio Register(AudioSource Source, SoundTypes Type) { Audio instance = gameObject.AddComponent <Audio>(); instance.Source = Source; instance.Clip = Source.clip; switch (Type) { case SoundTypes.Music: musicsList.Add(instance); break; case SoundTypes.Effect: effectsList.Add(instance); break; } return(instance); }
/// <summary> /// Scales the volume of a sound by the Volume factor for its SoundType and the Master volumen Factor. /// </summary> /// <param name="soundVolFactor"></param> /// <param name="type"></param> /// <returns></returns> private float GetFinalVolume(float soundVolFactor, SoundTypes type) { float final = 1.0f; switch (type) { case SoundTypes.Effect: final *= EffectVolumeFactor; break; case SoundTypes.Music: final *= EffectVolumeFactor; break; default: break; } final *= soundVolFactor * MasterVolumeFactor; return(final); }
public Audio Load(string Path, SoundTypes Type) { AudioClip clip = null; if (audioClips.ContainsKey(Path)) { clip = audioClips[Path]; } else { clip = GameResourceManager.Instance.LoadAudioClip(Path); if (clip != null) { audioClips.Add(Path, clip); } } return(Load(clip, Type)); }
public void PlaySoundFile(SoundTypes fileName) { try { string file = fileName.Equals(SoundTypes.resume) ? GetFileName(SoundTypes.stopped) : GetFileName(fileName); if (fileName.Equals(SoundTypes.resume)) { _mediaPlayer.Play(); } else if (!fileName.Equals(SoundTypes.stopped)) { SetFileToMediaElement(file); } } catch (Exception ex) { _log.Info(ex.Message); } }
public void SetVolume(float Value, SoundTypes Type) { AudioPlayerList list = null; switch (Type) { case SoundTypes.Music: list = musicsList; break; case SoundTypes.Effect: list = effectsList; break; } specificVolumeState[Type] = Value; for (int i = 0; i < list.Count; ++i) { list[i].Volume = Value; } }
public void playSounds(SoundTypes s) { Debug.Log(s); switch (s) { case SoundTypes.Arrow: a.PlayOneShot(list[0]); break; case SoundTypes.EnemyDead: a.PlayOneShot(dyingSounds[Random.Range(0, dyingSounds.Length)]); break; case SoundTypes.PlayerDead: a.PlayOneShot(list[2]); break; case SoundTypes.Attack: a.PlayOneShot(list[3]); break; case SoundTypes.Explosion: a.PlayOneShot(list[4]); break; case SoundTypes.PickupGold: a.PlayOneShot(list[5]); break; case SoundTypes.PickupHealth: a.PlayOneShot(list[6]); break; case SoundTypes.ShopMenu: a.PlayOneShot(list[7]); break; } }
public SoundEntriesEntry(int soundId, SoundTypes soundType, [NotNull] TStringType name, [NotNull] GenericStaticallySizedArrayChunkTen <TStringType> file, [NotNull] GenericStaticallySizedArrayChunkTen <int> frequency, [NotNull] TStringType baseDirectory, float volume, SoundInterfaceFlags flags, float minimumDistance, float distanceCutoff, int eaxDefinition, int soundEntriesAdvancedId) { if (!Enum.IsDefined(typeof(SoundTypes), soundType)) { throw new InvalidEnumArgumentException(nameof(soundType), (int)soundType, typeof(SoundTypes)); } if (soundId <= 0) { throw new ArgumentOutOfRangeException(nameof(soundId)); } SoundId = soundId; SoundType = soundType; Name = name ?? throw new ArgumentNullException(nameof(name)); File = file ?? throw new ArgumentNullException(nameof(file)); Frequency = frequency ?? throw new ArgumentNullException(nameof(frequency)); BaseDirectory = baseDirectory ?? throw new ArgumentNullException(nameof(baseDirectory)); Volume = volume; Flags = flags; MinimumDistance = minimumDistance; DistanceCutoff = distanceCutoff; EAXDefinition = eaxDefinition; SoundEntriesAdvancedId = soundEntriesAdvancedId; }
public int PlaySound(SoundTypes st, Vector2?pos = null, bool muteMusic = false, float playDelay = -1f, float endDelay = -1f) { AudioClip clip = GetQuickSound(st); if (clip == null) { return(-1); } GameObject prefab = new GameObject(); prefab.name = "Sound-" + st; AudioSource ass = prefab.AddComponent <AudioSource>(); ass.loop = false; ass.volume = soundVolume; ass.clip = clip; ass.mute = MuteAllSound; prefab.transform.SetParent(soundContainer); if (pos.HasValue) { prefab.transform.position = pos.Value; } else { prefab.transform.position = Vector2.zero; } SoundStopper ss = prefab.AddComponent <SoundStopper>(); ss.MuteMusic = muteMusic; ss.SoundEndDuration = endDelay; ss.SoundStartDelay = playDelay; Sounds.Add(ass.GetInstanceID(), ass); return(ass.GetInstanceID()); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Revert Sound Object //---------------------------------------------------- // Called after a sound in the playlist has been played. // Makes the other sounds stop showing visual cues //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ public void RevertSoundObject(SoundTypes eSound) { switch (eSound) { case SoundTypes.CENTER_TAMBOURINE_AREA: m_rInstrumentManager.InstrumentColoursManager.HideCenterTambourineTarget(); break; case SoundTypes.MIDDLE_TAMBOURINE_AREA: m_rInstrumentManager.InstrumentColoursManager.HideMiddleTambourineTarget(); break; case SoundTypes.OUTER_TAMBOURINE_AREA: m_rInstrumentManager.InstrumentColoursManager.HideOuterTambourineTarget(); break; case SoundTypes.CYMBAL_SHAKER_SOUND_1: case SoundTypes.CYMBAL_SHAKER_SOUND_2: case SoundTypes.CYMBAL_SHAKER_SOUND_3: case SoundTypes.CYMBAL_SHAKER_SOUND_4: case SoundTypes.CYMBAL_SHAKER_SOUND_5: case SoundTypes.CYMBAL_SHAKER_SOUND_6: m_rInstrumentManager.CurrentAutoPlayCymbal.StopCymbalShake(); break; case SoundTypes.MOVE_TAMBOURINE_SOUND: case SoundTypes.RATTLE_TAMBOURINE_SHAKE: case SoundTypes.SOFT_TAMBOURINE_SHAKE: case SoundTypes.HARD_TAMBOURINE_SHAKE: m_rInstrumentManager.ShowNormalInstrumentState(); break; default: break; } }
/// <summary> /// Funkcja zwracajaca pelna sciezke do pliku dzwiekowego (mp3) po zadanym /// typie dzwieku do zagrania /// </summary> /// <param name="sound">Typ dzwieku</param> /// <returns>Pelna sciezka do pliku wav z dzwiekiem</returns> public String FindSound(SoundTypes sound) { return soundDirectoryPath + (String)resourcesManager.GetObject(sound.ToString()); }
public Sound(string name, string filename, SoundTypes soundType) { Name = name; Filename = filename; SoundType = soundType; }
/// <summary> /// Adds an effect (no looping) /// </summary> /// <param name="name"></param> /// <param name="effect"></param> public void AddSound(string name, SoundEffect effect, SoundTypes type) { AddSound(name, effect, false, 1.0f, type); }
public void AddSound(string name, SoundEffect effect, bool loop, float volFactor, SoundTypes type) { if (Sounds.ContainsKey(name)) { return; } Sound s = new Sound(name, effect, loop, volFactor, type); SetSoundFinalVolume(s); Sounds.Add(name, s); }
/// <summary> /// Scales the volume of a sound by the Volume factor for its SoundType and the Master volumen Factor. /// </summary> /// <param name="soundVolFactor"></param> /// <param name="type"></param> /// <returns></returns> private float GetFinalVolume(float soundVolFactor, SoundTypes type) { float final=1.0f; switch (type) { case SoundTypes.Effect: final *= EffectVolumeFactor; break; case SoundTypes.Music: final *= EffectVolumeFactor; break; default: break; } final *= soundVolFactor * MasterVolumeFactor; return final; }
public int PlayTambourineSound(InstrumentManager.InstrumentMode eTambourineType, SoundTypes eSoundType) { return(AudioSourceManager.PlayAudioClip(GetTambourineSound(eTambourineType, eSoundType))); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Methods: Play Tambourine Sound //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ public int PlayTambourineSound(SoundTypes eSoundType) { return(PlayTambourineSound(m_rInstrumentManager.CurrentInstrumentMode, eSoundType)); }
/// <summary> /// Funkcja grajaca dzwiek krokow i zwracajaca obiekt z dzwiekiem /// do manualnej modyfikacji przez klienta /// </summary> /// <returns>Obiekt z dzwiekiem krokow</returns> public static SoundDescriptor StartSteps(SoundTypes sound, Vector3 position) { String soundName = nameFinder.FindSound(sound); //znalezienie sciezki SoundDescriptor soundDesc = new SoundDescriptor(soundCard, soundName, position, true); soundDesc.Play(); soundList.Add(soundDesc); return soundDesc; }
/// <summary> /// Funkcja grajaca zadany dzwiek w przestrzeni 3D /// </summary> /// <param name="sound">Typ wyliczeniowy z typem dzwieko</param> /// <param name="position">Wektor z pozycja w przestrzeni 3D</param> public static void PlaySound(SoundTypes sound, Vector3 position) { String soundName = nameFinder.FindSound(sound); //znalezienie sciezki SoundDescriptor soundDesc = new SoundDescriptor(soundCard, soundName, position, false); soundDesc.Play(); soundList.Add(soundDesc); }
/// <summary> /// Adds an effect (no looping) /// </summary> /// <param name="name"></param> /// <param name="effect"></param> public void AddSound(string name, SoundEffect effect, SoundTypes type) { AddSound(name, effect, false, 1.0f, type); }