private void Awake() { //cache the animator component animator = GetComponent <Animator>(); audioPlayer = GetComponent <audioPlayer>(); }
// Start is called before the first frame update void Start() { jacob = GameObject.FindWithTag("Player"); if (gameObject.GetComponent <audioPlayer>() != null) { audioPlayer = gameObject.GetComponent <audioPlayer>(); if (audioPlayer != null) { audioPlayer.setPitch(1.0f); } } pointsDeVie = pointsDeVieMax; myPosition = new Vector3(0, 0, 0); if (this.tag == "Lakes") { lake = true; } }
private void Play(object sender, RoutedEventArgs e) { List <musicBar> SortedBarList = barList.OrderBy(o => o.startTime).ToList(); for (int i = 0; i < 12000; i++) { List <musicBar> deleteList = new List <musicBar>(); foreach (musicBar mb in SortedBarList) { if (mb.startTime != i) { break; } audioPlayer a = new audioPlayer(); var thread = new Thread( () => a.playSound(mb)); thread.Start(); deleteList.Add(mb); } foreach (musicBar mb in deleteList) { SortedBarList.Remove(mb); } if (SortedBarList.Count == 0) { break; } Thread.Sleep(20); } // Note,,, wavetype - 1-5,,, length 50 = 1 sek,,, volume 0 - 100,,, vibrato 0 = null vibrato. 12 = holestep vibrato?,,, //vibratoinetnsity = how often the vibrato peaks. must be higher for higher frequencies, the higher- the less frequent. }