public void PlanetEarthPlay() { Debug.Log("Play the game!"); menu_theme[1].Play(); StartCoroutine(FadeAudioSource.StartFade(menu_theme[0], 2f, 0f)); Invoke("PlanetEarth", 2f); }
// // public void playWheel2() { // if (!source2.isPlaying) { // source2.pitch = trainSpeed*0.55f; // source2.volume = trainSpeed*0.75f; // //set maximum values on the pitch and volume // if (source2.pitch >= 1.4f) { // source2.pitch = 1.4f; // } // if (source2.pitch <= 0.6f) { // source2.pitch = 0.6f; // } // // // if (source2.volume <= 0.5f) { // // source2.volume = 0.5f; // // } // // source2.Play(); // } // } // public void playWheel1(float inputVolume) { // if (!source1.isPlaying) { // source1.pitch = trainSpeed*0.55f; // source1.volume = inputVolume; // //set maximum values on the pitch and volume // if (source1.pitch >= 1.4f) { // source1.pitch = 1.4f; // } // if (source1.pitch <= 0.6f) { // source1.pitch = 0.6f; // } // // // if (source1.volume <= 0.5f) { // // source1.volume = 0.5f; // // } // // source1.Play(); // } // } public void fade(string name, int number, float durationToFade) { if (name == "pressure") { AudioSource[] pressureSources = this.transform.Find("aPressureManager").GetComponents <AudioSource>(); StartCoroutine(FadeAudioSource.StartFade(pressureSources[number], durationToFade, 0)); } else if (name == "train") { AudioSource[] trainSources = this.transform.Find("aTrainManager").GetComponents <AudioSource>(); StartCoroutine(FadeAudioSource.StartFade(trainSources[number], durationToFade, 0)); } else if (name == "ambient") { AudioSource[] ambientSources = this.transform.Find("aAmbientManager").GetComponents <AudioSource>(); StartCoroutine(FadeAudioSource.StartFade(ambientSources[number], durationToFade, 0)); } else if (name == "player") { AudioSource[] playerSources = this.transform.Find("aPlayerManager").GetComponents <AudioSource>(); StartCoroutine(FadeAudioSource.StartFade(playerSources[number], durationToFade, 0)); } else { // Debug.Log("Something happened in fade() of AudioManager2"); } }
void PlayMusic(Music type) { if (type == currentType) { return; } previousType = currentType; currentType = type; previousSource = currentSource; currentSource = GetAudioSourceForMusicType(currentType); if (previousType != Music.None) { // Cross fade. StartCoroutine(FadeAudioSource.StartFade(previousSource, crossFadeDurationSec, 0)); StartCoroutine(FadeAudioSource.StartFade(currentSource, crossFadeDurationSec, 1)); } else { // Start immediately. StartCoroutine(FadeAudioSource.StartFade(currentSource, 0.01f, 1)); } }
void Awake() { sound = soundManager.GetComponent <SoundManager>(); dialog = dialogBox.GetComponent <DialogBox>(); music = Music.GetComponent <FadeAudioSource>(); fade.canvasRenderer.SetAlpha(1.0f); fadeIn(); }
private void Update() { if (bActive) { StartCoroutine(FadeAudioSource.StartFade(GetComponent <AudioSource>(), 0.8f, 0.0f)); animator.SetBool("Active", true); } }
public void changeTrack(string trackName, bool doloop) { targTrack = trackName; loop = doloop; //turn off current audio StartCoroutine(FadeAudioSource.StartFade(playing, fadeTime, 0f)); // no race condition today Invoke("playTargTrack", fadeTime + 0.2f); }
/// <summary> /// Cross fades to a new clip. /// </summary> /// <param name="clip">The new clip to be played.</param> /// <param name="delay"></param> /// <param name="targetVolume"></param> /// <param name="startTime">The time marker where to start the clip.</param> /// <param name="fadeDuration">The time it take to get to target volume.</param> public void CrossFadeToNewClip(AudioClip clip, int delay = 0, float targetVolume = 1f, float startTime = 0f, float fadeDuration = 5f) { AudioSource fadeFrom = Next(); StartCoroutine(FadeAudioSource.StartFadeOut(fadeFrom, fadeDuration)); Next(); FadeIn(clip, delay: delay, duration: fadeDuration, startTime: startTime, targetVolume: targetVolume); }
public void LevelEnd() { if (SceneManager.GetActiveScene().name == "10_Epilogue") { return; } StartCoroutine(FadeAudioSource.StartFade(musicSource, 3f, 0f)); aC.FadeRainSources(0f, 3f); }
public void FadeToLevel(int levelIndex) { if (audioSource != null) { StartCoroutine(FadeAudioSource.StartFade(audioSource, audioSource1, 1f, 0f)); // audioSource=null; } levelToLoad = levelIndex; animator.SetTrigger("FadeOut"); }
public void BossSpawned() { var bossPos = new Vector3(boss.transform.position.x, Random.Range(-ScreenBounds.yPlayerBound, ScreenBounds.yPlayerBound), boss.transform.position.z); bossOn = true; Instantiate(boss, bossPos, boss.transform.rotation); StopAllCoroutines(); CancelInvoke(); StartCoroutine(FadeAudioSource.StartFade(audioSource, 3, 0)); }
public void BossDestroyed() { Instantiate(extraLife); InvokeRepeating("SpawnHordes", 5, timeToSpawnHordes); InvokeRepeating("SpawnNormalPowerUps", 1, timeToSpawnNormalCasePowerUps); InvokeRepeating("SpawnEpicPowerUps", 2, timeToSpawnEpicCasePowerUps); InvokeRepeating("SpawnDangerPowerUps", 5, timeToSpawnDangerCasePowerUps); StartCoroutine(FadeAudioSource.StartFade(audioSource, 20, 0.25f)); }
// Start is called before the first frame update void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); bossAudioSource = GetComponent <AudioSource>(); bossAnim = GetComponent <Animator>(); InvokeRepeating("FireSting", 2, timeToShotStings); InvokeRepeating("FireBubble", 2, timeToShotBubbles); gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); StartCoroutine(FadeAudioSource.StartFade(bossAudioSource, 10, 0.25f)); StartCoroutine(BossLimitBounds()); }
void Awake() { dialogBox = GameObject.Find("DialogBox"); dialog = dialogBox.GetComponent <DialogBox>(); soundManager = GameObject.Find("SoundManager"); sound = soundManager.GetComponent <SoundManager>(); screenImage = GameObject.Find("/HP&Score/BlackScreen"); screen = screenImage.GetComponent <BlackScreen>(); MusicManager = GameObject.Find("Music"); music = MusicManager.GetComponent <FadeAudioSource>(); }
/// <summary> /// Show the question, answers and duration on the screen. /// Only shows the question and plays audio - needs to be called AFTER having shown the relevant media clip if it exists. /// Called by QuizManager. /// </summary> /// <param name="q"></param> public void ShowQuestion(QuizQuestion q) { Clear(); questionComponent.text = q.Question; for (int i = 0; i < q.Answers.Count; i++) { answerComponents[i].text = String.Format("{0}: {1}", GetAnswerLetterByIndex(i), q.Answers[i]); } PlayAudioFromResources(String.Format($"Quiz/Audio/{q.DetermineAudioName()}")); StartCoroutine(FadeAudioSource.StartFade(ambientSource, 1.0f, 1.0f)); }
public void PauseWithFadeOut(string sound, float time) { Sound s = Array.Find(sounds, item => item.name == sound); if (s == null) { Debug.LogWarning("Sound: " + name + " not found!"); return; } StartCoroutine(FadeAudioSource.StartFade(s.source, time, 0)); StartCoroutine(PauseSound(s, time)); }
/// <summary> /// Show the current question as confirming, indicating an answer has been submitted and is about to be validated. /// </summary> /// <param name="answerIndex"></param> public void ShowConfirming(int answerIndex) { selectedAnswer = answerIndex; questionComponent.text = "Het antwoord is..."; string answer = answerComponents[selectedAnswer].text; answerComponents[selectedAnswer].text = String.Format($"[ {answer} ]"); StopAudioFromResources(); StartCoroutine(FadeAudioSource.StartFade(ambientSource, 1.0f, 0.5f)); }
/// <summary> /// Fade out an specific sound. /// Do not call other function of the sound manager that requires a callback function before the first /// one finishes and call the callback. /// </summary> /// <param name="channelIdx"></param> /// <param name="fncb"></param> public static void FadeOutSound(int channelIdx, float inSecs, SoundManagerCallback cbfn) { FadeAudioSource fas = new FadeAudioSource(); fas.initialTime = Time.realtimeSinceStartup; fas.accumTime = 0; fas.initialVolume = fx[channelIdx].volume; fas.targetVolume = 0; fas.audioSrc = fx[channelIdx]; fas.fadeInSecs = inSecs; fas.fnCb += cbfn; asFades.Add(fas); }
public void ToggleMusic() { if (utopianPlaying) { StartCoroutine(FadeAudioSource.StartFade(utopianSource, 1, 0.0f)); StartCoroutine(FadeAudioSource.StartFade(distopianSource, 1, 1.0f)); utopianPlaying = false; } else { StartCoroutine(FadeAudioSource.StartFade(utopianSource, 1, 1.0f)); StartCoroutine(FadeAudioSource.StartFade(distopianSource, 1, 0.0f)); utopianPlaying = true; } }
void playerLost() { StartCoroutine(FadeAudioSource.StartFade(SoundSource, 0.5f, 0.0f)); deathTimer2 = 0; clearEnemies = 0; massDestroy = true; playerIsDead = true; PlayerSprite.GetComponentInChildren <SpriteRenderer>().enabled = false; player.GetComponentInParent <PlayerMovement>().enabled = false; MassKillEnemies.GetComponent <BoxCollider2D>().enabled = true; healthText.text = "HEALTH: " + Health; healthSlider.value = Health; Instantiate(deathParticle, player.transform.position, player.transform.rotation); Instantiate(playerDeathSound, player.transform.position, player.transform.rotation); }
/// <summary> /// Fades in the new clip. /// </summary> public void FadeIn(AudioClip clip, int rollOffMaxDistance = 5, float delay = 0f, float duration = 5f, float targetVolume = 1f, float startTime = 0f) { Current().loop = IsLoop; Current().rolloffMode = AudioRolloffMode.Linear; Current().maxDistance = rollOffMaxDistance; Current().spatialBlend = 1f; Current().reverbZoneMix = ReverbZoneMix; if (Current().outputAudioMixerGroup == null) { Current().outputAudioMixerGroup = MixerGroup; } StartCoroutine(FadeAudioSource.StartFadeIn(Current(), duration, clip, targetVolume, startTime, delay)); }
// Start is called before the first frame update void Start() { _fadeAudioSource = GetComponentInChildren <FadeAudioSource>(); _health = 1f; _canFade = false; _mMeshRenderer = GetComponent <MeshRenderer>(); m_ShaderProperty = Shader.PropertyToID("_cutoff"); m_Renderer = GetComponentInChildren <Renderer>(); ps = GetComponentInChildren <ParticleSystem>(); var main = ps.main; main.duration = spawnEffectTime; }
public void FadeInMusic(int sndId, float inSecs, SoundManagerCallback cbfn) { if (!SoundConfigParams.useGameMusic) { return; } SoundProp sp = GetSoundProp(sndId); if (sp != null) { currentMusicSndProp = sp; // Set the position of the current camera in order to play the sound balanced if (Camera.main != null) { music.transform.position = Camera.main.transform.position; } music.clip = sp.audioClip; music.loop = sp.loop; music.volume = 0; music.Play(); FadeAudioSource fas = new FadeAudioSource(); fas.initialTime = Time.realtimeSinceStartup; fas.accumTime = 0; fas.initialVolume = 0; fas.targetVolume = MusicVolume * MasterVolume * (sp.volume / 100.0f); fas.audioSrc = music; fas.fadeInSecs = inSecs; if (cbfn != null) { fas.fnCb += cbfn; } else { fas.fnCb = null; } asFades.Add(fas); } }
private void ForcePlayBackgroundNoise(BackgroundNoise type) { currentType = type; previousSource = currentSource; currentSource = GetAudioSource(currentType); if (previousSource != null) { StartCoroutine(FadeAudioSource.StartFade(previousSource, crossFadeDurationSec, 0)); } if (currentSource != null) { StartCoroutine(FadeAudioSource.StartFade(currentSource, crossFadeDurationSec, volume)); } }
public void StartGame(int difficulty) { isActive = true; gameOver = false; timeToSpawnHordes /= difficulty; EnemyShoot.fireStart /= difficulty; EnemyShoot.fireRate /= difficulty; levelSelect = difficulty; titleScreen.SetActive(false); StartCoroutine(FadeAudioSource.StartFade(audioSource, 10, 0.25f)); audioSource.Play(); InvokeRepeating("SpawnHordes", 2, timeToSpawnHordes); SpawnPowerUps(); //when Mobile add the buttons firebutton and joystick in prefabs into the canvas scoreAndButtons.SetActive(true); }
public void FadeInSound(int sndId, float inSecs, SoundManagerCallback cbfn) { //if (!ConfigParams.useGameMusic) return; SoundProp sp = GetSoundProp(sndId); if (sp != null) { int channeldIdx = getChannelIdx(sp); if (channeldIdx != -1) { // Set the position of the current camera in order to play the sound balanced if (Camera.main != null) { fx[channeldIdx].transform.position = Camera.main.transform.position; } fx[channeldIdx].clip = sp.audioClip; fx[channeldIdx].loop = sp.loop; fx[channeldIdx].volume = 0; fx[channeldIdx].Play(); FadeAudioSource fas = new FadeAudioSource(); fas.initialTime = Time.realtimeSinceStartup; fas.accumTime = 0; fas.initialVolume = 0; fas.targetVolume = FxVolume * MasterVolume * (sp.volume / 100.0f); fas.audioSrc = fx[channeldIdx]; fas.fadeInSecs = inSecs; if (cbfn != null) { fas.fnCb += cbfn; } else { fas.fnCb = null; } asFades.Add(fas); } } }
public void PlayWithFadeIn(string sound, float time) { Sound s = Array.Find(sounds, item => item.name == sound); if (s == null) { Debug.LogWarning("Sound: " + name + " not found!"); return; } s.source.volume = 0; StartCoroutine(FadeAudioSource.StartFade(s.source, time, s.volume * (1f + UnityEngine.Random.Range(-s.volumeVariance / 2f, s.volumeVariance / 2f)))); s.source.pitch = s.pitch * (1f + UnityEngine.Random.Range(-s.pitchVariance / 2f, s.pitchVariance / 2f)); if (!s.source.isPlaying) { s.source.Play(); } }
private void RespondToThrustInput() { if (Input.GetKey(KeyCode.Space)) { ApplyThrust(); } if (Input.GetKeyDown(KeyCode.Space)) { audioSource.volume = 1f; audioSource.clip = GemTrekRocketEngine; audioSource.Play(); audioSource.loop = true; } else if (Input.GetKeyUp(KeyCode.Space)) { StartCoroutine(FadeAudioSource.StartFade(audioSource, 0.01f, 0f)); exhaustParticles.Stop(); audioSource.loop = false; } }
private void Update() { if (counter >= 3) { bReady = true; StartCoroutine(FadeMixerGroup.StartFade(audioMixer_Music, "MusicMasterVolume", 1.0f, 0.0f)); GetComponent<AudioSource>().minDistance = 30.0f; GetComponent<AudioSource>().maxDistance = 130.0f; } DisplayCounters(); if (bActive) { StartCoroutine(FadeAudioSource.StartFade(GetComponent<AudioSource>(), 0.2f, 0.0f)); animator.SetBool("Active", true); StartCoroutine(EndScreenCoroutine()); } }
/// <summary> /// Show that the quiz has ended and reveal the final score. /// </summary> /// <param name="victory">Whether the player won (no questions left) or lost (too many incorrect answers).</param> public void ShowGameEnded(bool victory, int score) { Clear(); scoreComponent.text = ""; StartCoroutine(FadeAudioSource.StartFade(ambientSource, 3.0f, 0.0f)); questionComponent.text = String.Format($"Score: {score}"); questionComponent.fontSize = 128; if (victory) { questionComponent.color = correctColor; notificationSource.PlayOneShot(victorySound); } else { questionComponent.color = incorrectColor; notificationSource.PlayOneShot(gameOverSound); StartCoroutine(GameOverSequence()); } }
public void FadeOutMusic(float inSecs, SoundManagerCallback cbfn) { FadeAudioSource fas = new FadeAudioSource(); fas.initialTime = Time.realtimeSinceStartup; fas.accumTime = 0; if (playingIntro) { fas.initialVolume = musicIntro.volume; fas.audioSrc = musicIntro; } else { fas.initialVolume = music.volume; fas.audioSrc = music; } fas.fadeInSecs = inSecs; fas.targetVolume = 0; fas.fnCb += cbfn; asFades.Add(fas); }