public override void CreateMusicScript() { musicScript = new SoundTrackEvent(BPM); wTrk = new SampleSoundEvent("Sublime/drumnbass.ogg"); wVox = new SampleSoundEvent("Sublime/vox.ogg"); wLead = new SampleSoundEvent("Sublime/leads.ogg"); wBeat = new SampleSoundEvent("Sublime/beat.ogg"); wHat = new SampleSoundEvent("Sublime/revhat.ogg"); wStr = new SampleSoundEvent("Sublime/strings.ogg"); wBeep = new SampleSoundEvent("Sublime/beeps.ogg"); musicScript.AddEvent(0, wTrk); musicScript.AddEvent(0, wVox); musicScript.AddEvent(0, wLead); musicScript.AddEvent(0, wBeat); musicScript.AddEvent(0, wHat); musicScript.AddEvent(0, wStr); musicScript.AddEvent(0, wBeep); double N = Math.Sqrt(musicScript.Children.Count); wTrk.Amplitude = 1 / N; wVox.Amplitude = 1 / N; wLead.Amplitude = 1 / N; wBeat.Amplitude = 1 / N; wHat.Amplitude = 1 / N; wStr.Amplitude = 1 / N; wBeep.Amplitude = 1 / N; // attach a events soundtrack to each sampled wave track tLead = new SoundTrackEvent(BPM); wLead.AddEvent(0, tLead); tVox = new SoundTrackEvent(BPM); wVox.AddEvent(0, tVox); tTrk = new SoundTrackEvent(BPM); wTrk.AddEvent(0, tTrk); tBeat = new SoundTrackEvent(BPM); wTrk.AddEvent(0, tBeat); tHat = new SoundTrackEvent(BPM); wTrk.AddEvent(0, tHat); tStr = new SoundTrackEvent(BPM); wTrk.AddEvent(0, tStr); tBeep = new SoundTrackEvent(BPM); wBeep.AddEvent(0, tBeep); // volume-decrease events // vol( measure.beat-nr, which-track, measures-duration, game-item ) for (double t = 3; t < 20; t++) { Ball b = crBall(0.3f, 0.4f); vol(t+0.1, tBeat, 1.0, b); if (t == 12) { /* // FIXME component does not get inited now? VortexEffect ve = new VortexEffect("CurvedVortex", "clouds"); b.Add(ve); //ve.Position = new Vector2(2.1f, 0.43f); ve.VortexVelocity = 0.04f; ve.NoiseLevel = 0.03f; ve.Paused = false; ve.Duration = 10f; */ } } /* vol(5.1, tBeat, 4.0, crBall(0.5f, 1.26f)); vol(7.2, tBeat, 4.0, crBall(0.7f, 1.18f)); vol(9.2, tBeat, 4.0, crBall(0.7f, 1.18f)); vol(11.2, tBeat, 4.0, crBall(0.7f, 1.18f)); vol(13.2, tBeat, 4.0, crBall(0.7f, 1.18f)); */ }
/** * complex script sequence for testing */ public SoundEvent Test_Script1() { SoundEvent soundScript = new SoundEvent("Test_Script1"); SampleSoundEvent evDing = new SampleSoundEvent("ding.wav"); SampleSoundEvent evOrgan = new SampleSoundEvent("hammond-loop.wav"); // dsp effects SoundEvent evEcho = new DSPSoundEvent(FMOD.DSP_TYPE.ECHO); //evEmerald.AddEvent(0,echo1); SoundEvent evChorus = new DSPSoundEvent(FMOD.DSP_TYPE.CHORUS); evChorus.UpdateDuration(10.0); evOrgan.AddEvent(evOrgan.Duration, evChorus); DSPSoundEvent evLP = new DSPSoundEvent(FMOD.DSP_TYPE.LOWPASS); evLP.UpdateDuration(10.0); Signal sigLP = new Signal(new List<double>() { 0,300, 3,1500, 7,300, 20,15050 }); SignalSoundEvent evLPsig = new SignalSoundEvent(SignalSoundEvent.Modifier.DSP_PARAM, sigLP, (int)FMOD.DSP_LOWPASS.CUTOFF); evLP.AddEvent(0, evLPsig); evOrgan.AddEvent(0, evLP); evOrgan.Amplitude = 0.4; evOrgan.Repeat = 10; soundScript.AddEvent(0.5, evOrgan); // create an event defining a signal, which modifies amplitude - linear fade in! Signal sig = new Signal(new List<double>() {0,0, 4,1 } ); SignalSoundEvent evsig = new SignalSoundEvent(SignalSoundEvent.Modifier.AMPLITUDE, sig); evOrgan.AddEvent(0.0, evsig); // composite event SoundEvent evc = new SoundEvent(); evc.AddEvent(0, evDing); evDing = new SampleSoundEvent(evDing); evDing.Amplitude = 0.8; evDing.Pan = -0.5; evc.AddEvent(0.33, evDing); evDing = new SampleSoundEvent(evDing); evDing.Amplitude = 0.6; evDing.Pan = 0.5; evc.AddEvent(0.66, evDing); evDing = new SampleSoundEvent(evDing); evDing.Amplitude = 0.4; evDing.Pan = 0.0; evc.AddEvent(1.0, evDing); evDing = new SampleSoundEvent(evDing); evDing.Amplitude = 0.3; evc.AddEvent(1.33, evDing); evDing = new SampleSoundEvent(evDing); evDing.Amplitude = 0.25; evc.AddEvent(1.66, evDing); // add it to script soundScript.AddEvent(2.0, evc); soundScript.AddEvent(2.5, evc ); evDing = new SampleSoundEvent(evDing); evDing.Amplitude = 0.91; evDing.Pan = -0.9; soundScript.AddEvent(0, evDing); evDing = new SampleSoundEvent(evDing); evDing.Amplitude = 0.92; evDing.Pan = +1; soundScript.AddEvent(0.5, evDing); evDing = new SampleSoundEvent(evDing); evDing.Amplitude = 0.93; evDing.Pan = -1; soundScript.AddEvent(1.0, evDing); // try oscillator OscSoundEvent oscEv = new OscSoundEvent(320); oscEv.Amplitude = 0.1; SignalSoundEvent sEv = new SignalSoundEvent( SignalSoundEvent.Modifier.AMPLITUDE , new Signal( new List<double>() { 0,0 , 0.5,1 , 2,1 , 2.5,0 , 3.0,0 } ) ); SignalSoundEvent sEv2 = new SignalSoundEvent(SignalSoundEvent.Modifier.DSP_PARAM, new Signal(new List<double>() { 0, 320, 0.5, 543, 2, 129, 2.5, 192.3, 3.0, 410 }), (int) FMOD.DSP_OSCILLATOR.RATE); oscEv.AddEvent(0.0, sEv); oscEv.AddEvent(0.0, sEv2); soundScript.AddEvent(3.0, oscEv); soundScript.AddEvent(7.0, oscEv); soundScript.AddEvent(11.0, oscEv); soundScript.AddEvent(15.0, oscEv); return soundScript; }