Exemple #1
0
        private float m_WindSpeedPitchFactor = 0.004f; // Relative increase in pitch of the wind from the plane's speed.

        #endregion Fields

        #region Methods

        private void Awake()
        {
            // Set up the reference to the aeroplane controller.
            m_Plane = GetComponent<AeroplaneControllerUScript> ();
            m_Rigidbody = GetComponent<Rigidbody> ();

            // Add the audiosources and get the references.
            m_EngineSoundSource = gameObject.AddComponent<AudioSource> ();
            m_EngineSoundSource.playOnAwake = false;
            m_WindSoundSource = gameObject.AddComponent<AudioSource> ();
            m_WindSoundSource.playOnAwake = false;

            // Assign clips to the audiosources.
            m_EngineSoundSource.clip = m_EngineSound;
            m_WindSoundSource.clip = m_WindSound;

            // Set the parameters of the audiosources.
            m_EngineSoundSource.minDistance = m_AdvancedSetttings.engineMinDistance;
            m_EngineSoundSource.maxDistance = m_AdvancedSetttings.engineMaxDistance;
            m_EngineSoundSource.loop = true;
            m_EngineSoundSource.dopplerLevel = m_AdvancedSetttings.engineDopplerLevel;

            m_WindSoundSource.minDistance = m_AdvancedSetttings.windMinDistance;
            m_WindSoundSource.maxDistance = m_AdvancedSetttings.windMaxDistance;
            m_WindSoundSource.loop = true;
            m_WindSoundSource.dopplerLevel = m_AdvancedSetttings.windDopplerLevel;

            // call update here to set the sounds pitch and volumes before they actually play
            Update ();

            // Start the sounds playing.
            m_EngineSoundSource.Play ();
            m_WindSoundSource.Play ();
        }
Exemple #2
0
        private void Awake()
        {
            // Set up the reference to the aeroplane controller.
            m_Plane     = GetComponent <AeroplaneControllerUScript> ();
            m_Rigidbody = GetComponent <Rigidbody> ();


            // Add the audiosources and get the references.
            m_EngineSoundSource             = gameObject.AddComponent <AudioSource> ();
            m_EngineSoundSource.playOnAwake = false;
            m_WindSoundSource             = gameObject.AddComponent <AudioSource> ();
            m_WindSoundSource.playOnAwake = false;

            // Assign clips to the audiosources.
            m_EngineSoundSource.clip = m_EngineSound;
            m_WindSoundSource.clip   = m_WindSound;

            // Set the parameters of the audiosources.
            m_EngineSoundSource.minDistance  = m_AdvancedSetttings.engineMinDistance;
            m_EngineSoundSource.maxDistance  = m_AdvancedSetttings.engineMaxDistance;
            m_EngineSoundSource.loop         = true;
            m_EngineSoundSource.dopplerLevel = m_AdvancedSetttings.engineDopplerLevel;

            m_WindSoundSource.minDistance  = m_AdvancedSetttings.windMinDistance;
            m_WindSoundSource.maxDistance  = m_AdvancedSetttings.windMaxDistance;
            m_WindSoundSource.loop         = true;
            m_WindSoundSource.dopplerLevel = m_AdvancedSetttings.windDopplerLevel;

            // call update here to set the sounds pitch and volumes before they actually play
            Update();

            // Start the sounds playing.
            m_EngineSoundSource.Play();
            m_WindSoundSource.Play();
        }
        private float m_ThrottleBlurStart = 0.25f; // The point at which the blurred textures start.

        #endregion Fields

        #region Methods

        private void Awake()
        {
            // Set up the reference to the aeroplane controller.
            m_Plane = GetComponent<AeroplaneControllerUScript> ();

            m_PropellorModelRenderer = m_PropellorModel.GetComponent<Renderer> ();
            m_PropellorBlurRenderer = m_PropellorBlur.GetComponent<Renderer> ();

            // Set the propellor blur gameobject's parent to be the propellor.
            m_PropellorBlur.parent = m_PropellorModel;
        }
Exemple #4
0
        private void Awake()
        {
            // Set up the reference to the aeroplane controller.
            m_Plane = GetComponent <AeroplaneControllerUScript> ();

            m_PropellorModelRenderer = m_PropellorModel.GetComponent <Renderer> ();
            m_PropellorBlurRenderer  = m_PropellorBlur.GetComponent <Renderer> ();

            // Set the propellor blur gameobject's parent to be the propellor.
            m_PropellorBlur.parent = m_PropellorModel;
        }