void Start() { instance = this; //Music mainBassSrc = gameObject.AddComponent <AudioSource>(); mainDrumsSrc = gameObject.AddComponent <AudioSource>(); mainMelodySrc = gameObject.AddComponent <AudioSource>(); mainBassSrc.clip = mainBass; mainDrumsSrc.clip = mainDrums; mainMelodySrc.clip = mainMelody; mainBassSrc.loop = mainDrumsSrc.loop = mainMelodySrc.loop = true; mainBassSrc.playOnAwake = mainDrumsSrc.playOnAwake = mainMelodySrc.playOnAwake = false; mainBassSrc.Play(); mainDrumsSrc.Play(); mainMelodySrc.Play(); BASS = new Voice(mainBassSrc, 0.1f); DRUMS = new Voice(mainDrumsSrc, 0.1f); MELODY = new Voice(mainMelodySrc, 0f); voices = new Voice[] { BASS, DRUMS, MELODY }; FADE_MUSIC(0.07f, BASS, 0.8f); FADE_MUSIC(0.03f, DRUMS, 0.5f); //Sounds names = new string[sounds.Length]; for (int i = 0; i < sounds.Length; i++) { names[i] = sounds[i].name; } }
//[Space] #endregion //================================ #region Unity Methods: // Start is called before the first frame update private void Awake() { //Checks if theres a duplicate of AudioManager before starting another if (instance == null) { instance = this; } else { Destroy(gameObject); return; } //Won't destroy when loading into next scene DontDestroyOnLoad(gameObject); //Setup for Audio Sources foreach (sound01 s in sounds) { s.source = gameObject.AddComponent <AudioSource>(); s.source.clip = s.clip; s.source.volume = s.volume; s.source.pitch = s.pitch; s.source.loop = s.loop; } }
void Awake() { //the audio manager does not get lost as the scene changes if (instance == null) { instance = this; } else { //if there is another auido manager in the changed scene delete it Destroy(gameObject); return; } DontDestroyOnLoad(gameObject); foreach (sound s in sounds) { s.source = gameObject.AddComponent <AudioSource>(); s.source.clip = s.clip; s.source.pitch = s.pitch; s.source.volume = s.volume; } }
void Awake() { if (amInstance == null) { amInstance = this; } else { Destroy(gameObject); return; } DontDestroyOnLoad(gameObject); foreach (Sound s in sounds) { s.source = gameObject.AddComponent <AudioSource>(); s.source.clip = s.clip; s.source.volume = s.volume; s.source.loop = s.loop; s.source.spatialBlend = s.spatialBlend; s.source.outputAudioMixerGroup = s.output; } }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); return; } DontDestroyOnLoad(gameObject); foreach (soundScript s in sounds) { s.source = gameObject.AddComponent <AudioSource>(); s.source.clip = s.clip; s.source.volume = s.volume; s.source.pitch = s.pitch; s.source.loop = s.loop; } }
private void Awake() { if (instance != null) { Debug.LogError("Only one audioManager can exist"); } instance = this; }
void Start() { cam = GameObject.FindGameObjectsWithTag("MainCamera")[0].GetComponent <Camera>(); manager = GameObject.Find("Manager"); aM = manager.GetComponent <audioManager>(); startColor = cam.backgroundColor; startScore = score; }
private void Awake() { rb = GetComponent <Rigidbody2D>(); fuelSystem = GetComponent <FuelSystem>(); rb.velocity = new Vector2(startSpeed, 0); audioManager = GameObject.FindGameObjectWithTag("AudioController").transform.GetComponent <audioManager>(); flameSprite.enabled = false; }
void Awake() { if (Instance != null) { Debug.LogError("Multiple instances of SoundEffectsHelper!"); } Instance = this; audioSrc = GetComponent <AudioSource>(); }
// Start is called before the first frame update void Awake() { instance = this; foreach (Sound s in sounds) { s.source = gameObject.AddComponent <AudioSource>(); s.source.clip = s.clip; s.source.volume = s.volume; } }
public static audioManager GetInstance() { if (instance == null) { myobj = new GameObject(); myobj.name = "audioManager"; instance = myobj.AddComponent(typeof(audioManager)) as audioManager; } return(instance); }
void Awake() { TmpAudios = new List <AudioSource> (); myAS = new AudioSource[2]; myAS [0] = gameObject.AddComponent <AudioSource> (); myAS [1] = gameObject.AddComponent <AudioSource> (); instance = this; DontDestroyOnLoad(this.gameObject); //myAS = gameObject.GetComponents<AudioSource> (); }
public void Sound() { audioManager audioMan = GameObject.Find("_gm").GetComponent <audioManager> (); audioMan.slide = volSlider; volSlider.value = audioMan.masterAudio; main.SetActive(false); sound.SetActive(true); sureQuit.SetActive(false); sureRestart.SetActive(false); }
void Awake() { if (instance != null) { Debug.LogError("More than one AudioManager in the scene."); } else { instance = this; } }
void Awake() { Instance = this; DontDestroyOnLoad(Instance); source = this.GetComponent <AudioSource>(); foreach (Sound soundClip in clips) { clipDictionary.Add(soundClip.tag, soundClip.clip); } }
private void Awake() { if (audioDaddy == null) { audioDaddy = this; } else if (audioDaddy != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
void Awake() { if(!audioMgr) audioMgr = this; if (instance != null && instance != this) { Destroy(this.gameObject); return; } else { instance = this; } DontDestroyOnLoad(this.gameObject); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
// Use this for initialization void Awake() { if (!instance) { instance = this; } else { Destroy(this); } masterVolume = defaultMasterVolume; BGMVolume = defaultBGMVolume; SFXVolume = defaultSFXVolume; }
void Start() { if (!Instance) { Instance = this; } else { Destroy(gameObject); musicIcon.GetComponent <Toggle> ().isOn = getInstance()._music; soundIcon.GetComponent <Toggle> ().isOn = getInstance()._sound; musicIcon.GetComponent <Toggle> ().onValueChanged.AddListener(new UnityEngine.Events.UnityAction <bool>(Instance.switchMusic)); soundIcon.GetComponent <Toggle> ().onValueChanged.AddListener(new UnityEngine.Events.UnityAction <bool>(Instance.switchSound)); } DontDestroyOnLoad(gameObject); }
public void SetSound() { Toggle ToggleChild = GetComponent <Toggle>(); int isTrue = 1; if (ToggleChild.isOn) { isTrue = 1; } else { isTrue = 0; } PlayerPrefs.SetInt("Sound", isTrue); audioManager aManager = GameObject.Find("AudioManager").GetComponent <audioManager>(); aManager.StartStopMusic(); Debug.Log(isTrue); }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); return; } foreach (Sound s in sounds) // At awake load the sounds and its parameters from 'Sound' script { s.source = gameObject.AddComponent <AudioSource>(); // Add the sound to the current game object s.source.clip = s.audioClip; // Add the clip s.source.volume = s.volume; // Add the volume s.source.pitch = s.pitch; //Add the pitch } }
void Awake() { DontDestroyOnLoad(gameObject); player = GetComponent <playerManager>(); inventory = GetComponent <inventoryManager>(); mission = GetComponent <missionManager>(); audio = GetComponent <audioManager>(); data = GetComponent <dataManagers>(); startSequnce = new List <IGameManager>(); startSequnce.Add(player); startSequnce.Add(inventory); startSequnce.Add(mission); startSequnce.Add(audio); startSequnce.Add(data); StartCoroutine(startupManagers()); }
private void Awake() { aM = GameObject.FindObjectOfType <audioManager>(); if (masterVolume) { slider.value = PlayerPrefs.GetFloat("MasterVolumeValue"); slider.onValueChanged.AddListener(aM.setMasterVolume); } else if (musikVolume) { slider.value = PlayerPrefs.GetFloat("MusikVolumeValue"); slider.onValueChanged.AddListener(aM.setMusicVolume); } else if (soundVolume) { slider.value = PlayerPrefs.GetFloat("SoundVolumeValue"); slider.onValueChanged.AddListener(aM.setSoundVolume); } }
void Awake() //normalde sahne degistikce o sahnedeki objeler kaybolur. soundManager'ın kaybolmamasi icin kod parcasi { if (instance == null) { instance = this; } else { Destroy(gameObject); //eger sahnede 2. soundManager bulursa onu sahneden siliyor return; } DontDestroyOnLoad(gameObject); foreach (sound s in sounds) //eklenen seslerin verilerini editorde kullanıcı ayarlamasına sunmak icin gerekli kod { s.source = gameObject.AddComponent <AudioSource>(); s.source.clip = s.clip; s.source.pitch = s.pitch; s.source.volume = s.volume; } }
void Start() { instance = this; }
void Awake() { self = this; }
private void Awake() { owner = GetComponentInParent <BasicEnemy>(); _AM = GetComponent <audioManager>(); }
private void Awake() { anim = GetComponent <Animator>(); _AM = GetComponent <audioManager>(); }
void Start() { instance = this; source = GetComponents <AudioSource>(); }
// Start is called before the first frame update void Start() { instance = this; audioS = GetComponent <AudioSource>(); }
private void Start() { sounds = this; }