Exemple #1
0
    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (this.playSoundsAtColision)
        {
            //MaterialWithSound mat = GetComponent<MaterialWithSound>();

            if (sound != null)
            {
                if (collision.relativeVelocity.magnitude < minVelocityAtCollisionForCollisionSound)
                {
                    return;
                }

                if (Mathf.Abs(collision.relativeVelocity.y) <= 0.01f)
                {
                    return;
                }

                MaterialWithSound colMat = collision.gameObject.GetComponent <MaterialWithSound>();
                if (colMat == null)
                {
                    colMat = collision.gameObject.AddComponent <MaterialWithSound>(); //.SetDefaultValues();
                    Debug.LogWarning("'" + collision.gameObject.name + "' does not have a MaterialWithSound attatched. Attatching it dinamically", colMat.gameObject);
                }

                audioController.PlaySound(GetSoundOfColision(this, colMat, collision.relativeVelocity.magnitude), false, alertAlertablesOnCollision);
                //PlaySound(Sound.GetSoundOfColision(colMat, mat, collision.relativeVelocity.magnitude), false, true);
            }
        }
    }
Exemple #2
0
    public static Sound GetSoundOfColision(MaterialWithSound materialOfMovingObject, MaterialWithSound collidedMaterial, float relativeVelocity)
    {
        if (materialOfMovingObject.sound == null)
        {
            return(null);
        }

        //Construct the new sound
        Sound sound = (Sound)materialOfMovingObject.sound.Clone();


        //Modify the sound to get the proper sound from the collision

        sound.pitch = 1 - materialOfMovingObject.objectSize; //As bigger the object, lower is the pitch


        float volumeByCollision = (relativeVelocity * sound.volume) / materialOfMovingObject.minVelocityAtCollisionForMaxSoundVolume; //The faster the collision, louder is the sound

        sound.volume = volumeByCollision * collidedMaterial.materialPhysics.hardness;                                                 //The harder the collided object, louder is the sound


        return(sound);
    }