/// <summary> /// Plays a sound clip at a given source. /// </summary> /// <param name="source">Which player to use.</param> /// <param name="clip">Which clip to play.</param> protected virtual void PlaySound(DoubleAudioSource source, AudioClip clip) { if (!source.IsPlaying || source.Clip != clip) { source.CrossFadeToNewClip(clip); } }
/// <summary> /// Sets up the essential components. /// </summary> private void Start() { _audioSource = gameObject.AddComponent <DoubleAudioSource>(); _audioSource.MixerGroup = mixerGroup; _audioSource.ReverbZoneMix = 0f; _isPlaying = false; _playlist = null; }
protected virtual void PlaySoundRandomStart(DoubleAudioSource source, AudioClip clip) { if (!source.IsPlaying || source.Clip != clip) { float clipLength = clip.length; float startTime = Random.Range(0f, clipLength); source.CrossFadeToNewClip(clip, startTime: startTime); } }
// Use this for initialization void Start() { splineFollower = GetComponent <SplineFollower>(); doubleAudioSource = GetComponent <DoubleAudioSource>(); if (doubleAudioSource != null && normalAudioClip != null) { doubleAudioSource.CrossFade(normalAudioClip, 1.0f, 2.0f); } splineFollower.speed = normalSpeed; GameObject.Find("BezierSplineFilipe").transform.localScale = new Vector3(2, 3, 4); }
/// <summary> /// Setups up the ambient sound manager. /// </summary> private void Start() { _audioSource = gameObject.AddComponent <DoubleAudioSource>(); _reverbZone = GetComponent <AudioReverbZone>(); if (_reverbZone != null) { _reverbZone.enabled = false; } _audioSource.Start(); _audioSource.MixerGroup = mixerGroup; PlayOnAwake(); }
void Start() { audioDict = new Dictionary <string, AudioClip>(); foreach (AudioEntry entry in audioEntries) { audioDict.Add(entry.key, entry.clip); } //I'm betting lots on this code to work doubleAudioSource = gameObject.GetComponent <DoubleAudioSource>(); if (initialMusicKey != "") { PlayClip(initialMusicKey); } }
private void Start() { _movementSource = gameObject.AddComponent <DoubleAudioSource>(); _collisionSource = gameObject.AddComponent <DoubleAudioSource>(); _movementSource.IsLoop = true; _movementSource.MixerGroup = mixerGroup; _collisionSource.MixerGroup = mixerGroup; _audioSources = new List <DoubleAudioSource> { _movementSource, _collisionSource }; _rigidbody = GetComponent <Rigidbody>(); }
private void Start() { DefaultCharacterSounds.SetDefaultForMissing(this); _voiceSources = gameObject.AddComponent <DoubleAudioSource>(); _movementSources = gameObject.AddComponent <DoubleAudioSource>(); _movementSources.Start(); _voiceSources.Start(); _voiceSources.MixerGroup = voiceMixer; _movementSources.MixerGroup = characterMixer; _audioSources = new List <DoubleAudioSource> { _movementSources, _voiceSources }; }
public float highPitchRange = 1.05f; //The highest a sound effect will be randomly pitched. // Use this for initialization void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } musicSource = gameObject.AddComponent(typeof(DoubleAudioSource)) as DoubleAudioSource; uiSource = gameObject.AddComponent(typeof(AudioSource)) as AudioSource; musicSource.CrossFade(initialBackgroundMusic, 1, 0); DontDestroyOnLoad(this); }
// Start is called before the first frame update void Start() { dAudio = GetComponent <DoubleAudioSource>(); //AudioClip[] all_clips = Resources.LoadAll<AudioClip>("Effects"); //foreach (AudioClip clip in all_clips) { // audioClips.Add(clip.name, clip); //} instance = this; if (mediumEffectsSources.Length == 0) { mediumEffectsSources = audioEffectsHolder.GetComponents <AudioSource>(); } if (shortEffectsSources.Length == 0) { shortEffectsSources = shortAudioSourcesHolder.GetComponents <AudioSource>(); } StartCoroutine(PlayMusic()); loadAudioSettings(); onVolumeChange(); }
void PlayMusic(AudioClip clip) { DoubleAudioSource player = GetComponent <DoubleAudioSource>(); player.CrossFade(clip, 1.0f, 2.0f); }
/// <summary> /// Loads a playlist from scriptable. /// </summary> /// <param name="playlistScriptable">The predefined scriptable playlist.</param> /// <param name="audioSource">Audio source where is will be played.</param> /// <returns></returns> public static PlayList Load(PlaylistScriptable playlistScriptable, DoubleAudioSource audioSource) { List <AudioClip> clips = playlistScriptable.playlist; return(new PlayList(playlistScriptable.name, audioSource, clips)); }
private PlayList(string name, DoubleAudioSource audioSource, List <AudioClip> tracks) { Name = name; _audioSource = audioSource; _tracks = tracks; }
// Start is called before the first frame update void Start() { doubleAudioSource = GetComponent <DoubleAudioSource>(); currentIdx = Random.Range(0, GameMusic.Length); StartCoroutine(PlayGameMusicLoop()); }
private void Awake() { das = GetComponent <DoubleAudioSource>(); volume = PlayerPrefs.GetFloat("bt"); }
void Start() { audioSource = GetComponent <DoubleAudioSource>(); audioSource.CrossFade(menuSound, 1, 0); }