Exemple #1
0
 void CheckIfEndOfDrop(MusicState mState)
 {
     if (mState == MusicState.Groove)
     {
         pSystem.Stop();
     }
 }
Exemple #2
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        public void ToggleMusic()
        {
            if (AllowChangeMusicSetting)
            {
                IsMusic = !IsMusic;
                if (IsMusic && music != null)
                {
                    try
                    {
#if WP7
                        FrameworkDispatcher.Update();
#endif
                        MediaPlayer.Play(music);
                        MediaPlayer.Volume = 0;
                        state = MusicState.FadeIn;
                    }
                    catch { }
                }
                else
                {
                    state = MusicState.FadeOut;
                }
                SettingHelper.StoreSetting(RECORD_MUSIC, IsMusic, true);
            }
        }
    public void PlayMusic(MusicState audioState)
    {
        AudioSource audio        = GetComponent <AudioSource>();
        AudioClip   startingClip = audio.clip;

        switch (audioState)
        {
        case MusicState.Start:
            Debug.Log(MusicState.Start);
            audio.clip = startMenu;
            break;

        case MusicState.Battle:
            Debug.Log(MusicState.Battle);
            audio.clip = battleScene;
            break;
            //case MusicState.Enemy:
            //    Debug.Log(MusicState.Enemy);
            //    audio.clip = enemyTurn;
            //    break;
            //case MusicState.End:
            //    Debug.Log(MusicState.End);
            //    audio.clip = gameEnd;
            //    break;
        }
        audio.Play();
    }
Exemple #4
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 private void DetermineZone(string zone_name)
 {
     if (zone_name == "MusicRegion_Cave")
     {
         musicState = MusicState.CAVE;
     }
     else if (zone_name == "MusicRegion_Desert")
     {
         musicState = MusicState.DESERT;
     }
     else if (zone_name == "MusicRegion_Forge")
     {
         musicState = MusicState.FORGE;
     }
     else if (zone_name == "MusicRegion_Dungeon")
     {
         musicState = MusicState.DUNGEON;
     }
     else if (zone_name == "MusicRegion_Village")
     {
         musicState = MusicState.VILLAGE;
     }
     else if (zone_name == "MusicRegion_WwizardMagicHouse")
     {
         musicState = MusicState.MAGICHOUSE;
     }
     else if (zone_name == "MusicRegion_Woodlands")
     {
         musicState = MusicState.WOODLANDS;
     }
     else if (zone_name == "MusicRegion_PineForest")
     {
         musicState = MusicState.PINEFOREST;
     }
 }
Exemple #5
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    private void OnGUI()
    {
        //Bouton PLAY/PAUSE
        if (GUI.Button(new Rect(800, 140, 120, 60), (_currentMusicState == MusicState.PLAYING) ? "PAUSE" : "PLAY"))
        {
            switch (_currentMusicState)
            {
            case MusicState.STOPPED:
                PlayMusic();
                break;

            case MusicState.PLAYING:
                PauseMusic();
                break;

            case MusicState.PAUSED:
                ResumeMusic();
                break;

            default:
                break;
            }
        }
        //Bouton STOP
        if (GUI.Button(new Rect(470, 70, 50, 30), "STOP"))
        {
            _levelTrack.Stop();
            CurrentMusicState = MusicState.STOPPED;
            StopMusic();
        }
    }
Exemple #6
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    void MeasureCheck(MusicState mState)
    {
        switch (mState)
        {
        case MusicState.Drop:
            CenterDropSelect.SetActive(false);
            LeftDropSelect.SetActive(false);
            RightDropSelect.SetActive(false);
            break;

        case MusicState.Windup:

            break;

        case MusicState.Groove:
            deactivateCenter = true;
            deactivateLeft   = true;
            deactivateRight  = true;

            break;

        case MusicState.Filler:

            break;
        }
    }
    /*
     * IEnumerator SpreadSpawnOut(GameObject[] chosenPanels, Vector3 leftPanelPos, Quaternion leftPanelRot, Vector3 rightPanelPos, Quaternion rightPanelRot, Vector3 midPanelPos, Quaternion midPanelRot)
     * {
     *  panels[0] = Instantiate(chosenPanels[0], leftPanelPos, leftPanelRot, transform);
     *  yield return null;
     *  panels[1] = Instantiate(chosenPanels[1], rightPanelPos, rightPanelRot, transform);
     *  yield return null;
     *  panels[2] = Instantiate(chosenPanels[2], midPanelPos, midPanelRot, transform);
     * }
     */

    private void OnNewMeasure(MusicState state)
    {
        switch (state)
        {
        case MusicState.Windup:
            if (ReadyToRandomize())
            {
                SpawnRandomPanels();
            }
            break;

        case MusicState.Groove:
            //FadeOutPanelHolder();
            DeleteAllPanels();
            dropFirstMeasurePlayed = false;
            break;

        case MusicState.Drop:
            if (!dropFirstMeasurePlayed)
            {
                DeleteAllPanels();
                Debug.Log("Deleting all the panels.");
            }


            dropFirstMeasurePlayed = true;

            break;

            // the fadeout that occurs when a drop is selected ought to be governed by the FadeOutPaneHolder(GameObject chosenPanel) method.
            //However, since we've been having difficulty getting it to cooperate, we've got a self-destruct function if it makes it to the second measure of the drop.
        }
    }
Exemple #8
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        public static void Update()
        {
            switch (State)
            {
            case MusicState.Rising:
                if (MediaPlayer.Volume < VolumeTarget)
                {
                    MediaPlayer.Volume += RateOfChange;
                    if (MediaPlayer.Volume > VolumeTarget)
                    {
                        MediaPlayer.Volume = VolumeTarget;
                        State = MusicState.Holding;
                    }
                }
                break;

            case MusicState.Fading:
                if (MediaPlayer.Volume > VolumeTarget)
                {
                    MediaPlayer.Volume -= RateOfChange;
                    if (MediaPlayer.Volume < VolumeTarget)
                    {
                        MediaPlayer.Volume = VolumeTarget;
                        State = MusicState.Holding;
                    }
                }
                break;
            }
        }
Exemple #9
0
        private void AppTimer_Tick(object sender, EventArgs e)
        {
            if (AudioFileReader != null)
            {
                //  Change the Label Text to the Music current Time
                LabelMusicCurrentTimeState.Text = AudioFileReader.CurrentTime.ToString(@"mm\:ss");

                //  Change the PlaybackBarControl value to the Music current Time
                PlaybackBarControl.Val = Convert.ToInt32(ConvertFrom.TimeToSeconds(AudioFileReader.CurrentTime));

                //  Check if the Music end, then start the Next one or repeat it
                if (LabelMusicCurrentTimeState.Text == LabelMusicEndTime.Text)
                {
                    if (LoopState == LoopState.One)
                    {
                        AudioFileReader.Position = 0;
                    }
                    else if (LoopState == LoopState.Off || LoopState == LoopState.All)
                    {
                        MusicState = MusicState.Pause;
                        ButtonPlayPause.BackgroundImage    = Properties.Resources.Play;
                        PlayAndPauseToolStripMenuItem.Text = "Play";

                        ButtonNext.PerformClick();
                    }
                }
            }
        }
Exemple #10
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        private void ButtonPlayPause_Click(object sender, EventArgs e)
        {
            if (Music.Count != 0)
            {
                if (MusicState == MusicState.Pause)
                {
                    if (CurrentPlayingMusicIndex == 0 && WaveOutEvent == null)
                    {
                        MusicInitialize(Music[CurrentPlayingMusicIndex]);
                    }
                    else
                    {
                        WaveOutEvent.Play();

                        MusicState = MusicState.Play;
                        ButtonPlayPause.BackgroundImage    = Properties.Resources.Pause;
                        PlayAndPauseToolStripMenuItem.Text = "Pause";
                    }
                }
                else if (MusicState == MusicState.Play)
                {
                    WaveOutEvent.Pause();

                    MusicState = MusicState.Pause;
                    ButtonPlayPause.BackgroundImage    = Properties.Resources.Play;
                    PlayAndPauseToolStripMenuItem.Text = "Play";
                }
            }
            else
            {
                OpenFilesToolStripMenuItem_Click(sender, e);
            }
        }
Exemple #11
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        public void LoadContent()
        {
            _currentState = MusicState.None;

            // Create music instances
            var menuThemeInstance = Assets.GetMusic("Audio/BGM/menu-theme").CreateInstance();
            var bossIntroInstance = Assets.GetMusic("Audio/BGM/boss-intro").CreateInstance();
            var bossThemeInstance = Assets.GetMusic("Audio/BGM/boss-theme").CreateInstance();

            menuThemeInstance.IsLooped = true;
            bossIntroInstance.IsLooped = false;
            bossThemeInstance.IsLooped = true;

            menuThemeInstance.Volume = PlayerSettings.MasterVolume * PlayerSettings.MusicVolume;
            bossIntroInstance.Volume = PlayerSettings.MasterVolume * PlayerSettings.MusicVolume;
            bossThemeInstance.Volume = PlayerSettings.MasterVolume * PlayerSettings.MusicVolume;


            _musics = new Dictionary <string, SoundEffectInstance>
            {
                { "menu-theme", menuThemeInstance },
                { "boss-intro", bossIntroInstance },
                { "boss-theme", bossThemeInstance }
            };
        }
Exemple #12
0
 void Counter(MusicState currentState)
 {
     if (currentState == MusicState.Groove)
     {
         windupCount = 0;
         dropCount   = 0;
         foreach (GameObject level in levels)
         {
             level.SetActive(false);
         }
     }
     else if (currentState == MusicState.Drop)
     {
         //Something cute for the battery exploding or whatever
         if (dropCount == 0 && gameObject.activeSelf)
         {
             //StartCoroutine(Flashing());
         }
         dropCount++;
     }
     else
     {
         dropCount   = 0;
         windupCount = audMan.theWindupCounter;
         //Debug.Log("windup count is: " + windupCount);
         if (windupCount <= 16 && windupCount > 0)
         {
             //Debug.Log("windup count is: " + windupCount);
             levels[windupCount - 1].SetActive(true);
         }
     }
 }
Exemple #13
0
        private void ClearListToolStripMenuItem_Click(object sender, EventArgs e)
        {
            AppTimer.Stop();

            if (WaveOutEvent != null)
            {
                WaveOutEvent.Dispose();
                WaveOutEvent = null;
            }
            if (AudioFileReader != null)
            {
                AudioFileReader.Dispose();
                AudioFileReader = null;
            }

            FlowLayoutPanelMusic.Controls.Clear();
            Music.Clear();

            LabelMusicCurrentTimeState.Text = "--:--";
            LabelMusicEndTime.Text          = "--:--";

            CurrentPlayingMusicIndex = 0;
            PlaybackBarControl.Val   = 0;

            PictureBoxMusicCover.BackgroundImage = Properties.Resources.MusicTon;
            ButtonPlayPause.BackgroundImage      = Properties.Resources.Play;
            PlayAndPauseToolStripMenuItem.Text   = "Play";
            MusicState = MusicState.Pause;

            this.Text = "MusicPlayer";
        }
 void CheckForGroove(MusicState mState)
 {
     if (mState == MusicState.Groove)
     {
         StartCoroutine(ShrinkTillDeath());
     }
 }
    void Update()
    {
        bool enemyNear = false;

        TargetableObject[] objects = GameObject.FindObjectsOfType(typeof(TargetableObject)) as TargetableObject[];

        foreach (TargetableObject obj in objects)
        {
            if (obj.Allegiance == Enums.Allegiance.Enemy)
            {
                if (Vector3.Distance(GameManager.playerTransform.position, obj.transform.position) < 500)
                {
                    // change to combat music
                    if (_state != MusicState.Combat)
                    {
                        Crossfade(combatMusic, 5f);
                        _state = MusicState.Combat;
                    }
                    enemyNear = true;
                    break;
                }
            }
        }

        if (!enemyNear && _state != MusicState.Default)
        {
            Crossfade(defaultMusic, 10f);
            _state = MusicState.Default;
        }
    }
Exemple #16
0
 public void setBossMusic()
 {
     if (isBossMusic == false) {
         isBossMusic = true;
         state = MusicState.defaultFadeOut;
     }
 }
    private void OnNewMeasure(MusicState state)
    {
        if (state == MusicState.Drop)
        {
            currentDropMeasure++;
            if (IsTriggerMatch())
            {
                if (responses == null || responses.Length < 1)
                {
                    return;
                }
                int randIndex = rand.Next(responses.Length);
                responses[randIndex]?.TriggerDropAnimation(lastDropColor, lastDropLength);
        //<<<<<<< .merge_file_a01204
        //=======
                if (responses[randIndex] == null)
                {
                    Debug.Log("Null drop anim found at index " + randIndex);
                }
                else
                {
                    Debug.Log("Triggering drop animation " + randIndex);
                }
        //>>>>>>> .merge_file_a29528
            }

        }
        else
        {
            currentDropMeasure = 0;
        }
    }
Exemple #18
0
    private void OnNewMeasure(MusicState state)
    {
        switch (state)
        {
        case MusicState.Drop:
            windupActive = false;
            break;

        case MusicState.Windup:
            if (!windupActive)
            {
                if (audioManager.tutorialPreventingDrop == false)
                {
                    SpawnDropSelector();
                    windupActive = true;
                }
            }
            break;

        case MusicState.Groove:
            if (windupActive)
            {
                windupActive = false;
            }
            break;
        }
    }
Exemple #19
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    public void ChangeMusicState(MusicState newState, bool restartOldClip = false, bool restartAllClips = false)
    {
        if (restartAllClips)
        {
            foreach (MusicSimple audioS in clips)
            {
                audioS.currentTime = 0;
            }
        }

        //Restart or pause old audio clip?
        if (restartOldClip)
        {
            currentMusicClip.currentTime = 0;
        }
        else
        {
            currentMusicClip.currentTime = source.time;
        }

        //Change audio state
        MusicSimple aS = clips.Find(item => item.audioState == newState);

        SetCurrentMusicClip(aS);
        source.Play();
    }
    void Update()
    {
        bool enemyNear = false;
        TargetableObject[] objects = GameObject.FindObjectsOfType(typeof(TargetableObject)) as TargetableObject[];

        foreach (TargetableObject obj in objects)
        {
            if (obj.allegiance == TargetableObject.Allegiance.Enemy)
            {
                if (Vector3.Distance(GameManager.playerTransform.position, obj.transform.position) < 500)
                {
                    // change to combat music
                    if (_state != MusicState.Combat)
                    {
                        Crossfade(combatMusic, 5f);
                        _state = MusicState.Combat;
                    }
                    enemyNear = true;
                    break;
                }
            }
        }

        if (!enemyNear && _state != MusicState.Default)
        {
            Crossfade(defaultMusic, 10f);
            _state = MusicState.Default;
        }
    }
        protected override IEnumerator LayerOrganizer(MusicState state)
        {
            yield return(new WaitUntil(() => CanStart));

            while (!GameManager.Instance.IsGameEnd)
            {
                SetupAmountTact(state);
                SetupClips(state);

                if (!CanStartPlaying())
                {
                    yield return(new WaitForSeconds(Timer));
                }
                else
                {
                    for (int i = 0; i < AmountAudioSources; i++)
                    {
                        if (GameManager.Instance.IsGameEnd)
                        {
                            break;
                        }
                        var clip = ChooseRandomClip(Clips);
                        StartCoroutine(AudioSourceOrganizer(i, clip));
                        yield return(new WaitForSeconds(Timer));
                    }
                }
            }
        }
 public void TransitionToState(MusicState nextState)
 {
     if (nextState != sameState)
     {
         currentState = nextState;
     }
 }
Exemple #23
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 private void PlayBattleMusic()
 {
     if (musicState != MusicState.Battle && !isDead)
     {
         musicState = MusicState.Battle;
         StartCoroutine(FadeToMusic(MusicState.Battle));
     }
 }
Exemple #24
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 public void StartLayers(MusicState state)
 {
     CanStartLayers = false;
     foreach (var layer in MusicLayers)
     {
         layer.StartPlayingMusic(state);
     }
 }
Exemple #25
0
 public void Stop()
 {
     if (m_audioSource.clip != null && (m_audioSource.isPlaying || m_state == MusicState.PAUSE))
     {
         m_audioSource.Stop();
         m_state = MusicState.IDLE;
     }
 }
Exemple #26
0
 public void FadeOut()
 {
     if (!IsMusic || music == null)
     {
         return;
     }
     state = MusicState.FadeOut;
 }
Exemple #27
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 public static MusicState GetMState()
 {
     if (inst == null)
     {
         inst = new MusicState();
     }
     return(inst);
 }
Exemple #28
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 public void Pause()
 {
     if (m_audioSource.clip != null && m_audioSource.isPlaying)
     {
         m_audioSource.Pause();
         m_state = MusicState.PAUSE;
     }
 }
Exemple #29
0
 private void PlayCalmMusic()
 {
     if (!isDead && musicState != MusicState.Calm)
     {
         musicState = MusicState.Calm;
         StartCoroutine(FadeToMusic(MusicState.Calm));
     }
 }
Exemple #30
0
 public void ClearAudioClip()
 {
     if (m_audioSource.isPlaying)
     {
         m_audioSource.Stop();
     }
     m_audioSource.clip = null;
     m_state            = MusicState.IDLE;
 }
Exemple #31
0
 // Use this for initialization
 void Start()
 {
     defaultSource.loop = true;
     bossSource.loop = true;
     bossSource.Stop ();
     defaultSource.Play ();
     nextVolchangeTime = Time.time;
     state = MusicState.steady;
 }
Exemple #32
0
 // Use this for initialization
 void Start()
 {
     managerObject = GameObject.FindGameObjectWithTag("Manager");
     manager       = managerObject.GetComponent <Manager_Script>();
     player        = GetComponent <AudioSource>();
     player.loop   = false;
     PlaySong();
     playingState = state;
 }
Exemple #33
0
 public void FadeIn()
 {
     if (!IsMusic || music == null)
     {
         return;
     }
     MediaPlayer.Resume();
     state = MusicState.FadeIn;
 }
Exemple #34
0
    void UpdateMusic()
    {
        if(!m_Source.isPlaying)
        {
            if((int) m_CurrentState < (int) m_StateToAchieve)
            {
                m_CurrentState = (MusicState)((int) m_CurrentState + 1);

                m_Source.clip = m_AudioClips[(int) m_CurrentState];
            }

            m_Source.Play();
        }
    }
Exemple #35
0
 void Update()
 {
     if (nextVolchangeTime <= Time.time) {
         switch (state) {
         case MusicState.defaultFadeIn:
             defaultSource.volume += .05f;
             if(defaultSource.volume >= 1)
             {
                 defaultSource.volume = 1;
                 state = MusicState.steady;
             }
             break;
         case MusicState.defaultFadeOut:
             defaultSource.volume -= .05f;
             if(defaultSource.volume <= 0)
             {
                 defaultSource.volume = 0;
                 state = MusicState.bossFadeIn;
                 defaultSource.Stop ();
                 bossSource.volume = 0;
                 bossSource.Play ();
             }
             break;
         case MusicState.bossFadeIn:
             bossSource.volume += .02f;
             if(bossSource.volume >= .3f)
             {
                 bossSource.volume = .3f;
                 state = MusicState.steady;
             }
             break;
         case MusicState.bossFadeOut:
             bossSource.volume -= .01f;
             if(bossSource.volume <= 0)
             {
                 bossSource.volume = 0;
                 state = MusicState.defaultFadeIn;
                 defaultSource.Play ();
                 defaultSource.volume = 0;
                 bossSource.Stop ();
             }
             break;
         case MusicState.steady:
             break;
         }
         nextVolchangeTime = Time.time + volchangefreq;
     }
 }
Exemple #36
0
    void UpdateMusicState()
    {
        switch(m_GameEventManager.CurrentState)
        {
        case GameState.e_MainMenu:
            m_StateToAchieve = MusicState.e_MenuLoop;
            break;

        case GameState.e_GamePart1:
            m_StateToAchieve = MusicState.e_GameLoop1;
            break;

        case GameState.e_GamePart2:
            m_StateToAchieve = MusicState.e_GameLoop2;
            break;

        case GameState.e_End:
            m_StateToAchieve = MusicState.e_GameEnd;
            break;
        }
    }
    // Use this for initialization
    void Start()
    {
        // Set the instance property equal to 'this' instance
        Instance = gameObject.GetComponent<AudioHandler>();

        // Make the music fade in
        musicState = MusicState.FadingIn;
    }
 /// <summary> Set the state of the Music </summary>
 /// <param name="newState"> Accepts a Music State and changes current state to match </param>
 public void SetMusicState(MusicState newState)
 {
     m_NextMusicState = newState;
     OnMusicStateExit();
 }
 public void SetMusicState(MusicState state)
 {
     if (state == MusicState.Init && _currentMusicState != state) {
         _currentMusicState = state;
         MainAudio.Stop();
         MainAudio.loop = false;
         MainAudio.clip = MainMusicInit;
         MainAudio.Play();
         StartCoroutine(DelayedSwitchToMainLoopMusic(MainMusicInit.length));
     } else if (state == MusicState.MainLoop && _currentMusicState != state) {
         _currentMusicState = state;
         LoopAudio.clip = MainMusicLoop;
         LoopAudio.Play();
         LoopAudio.loop = true;
     } else if (state == MusicState.Boss && _currentMusicState != state) {
         _currentMusicState = state;
         MainAudio.Stop();
         MainAudio.loop = true;
         MainAudio.clip = BossMusic;
         MainAudio.Play();
         LoopAudio.Stop();
     } else if (state == MusicState.GameOver && _currentMusicState != state) {
         _currentMusicState = state;
         MainAudio.Stop();
         MainAudio.loop = true;
         MainAudio.clip = GameOverMusic;
         MainAudio.Play();
         LoopAudio.Stop();
     }
 }
 /// <summary> Transitions the current music into the new one </summary>
 /// <param name="newState">New state.</param>
 private void TransitionMusicState()
 {
     m_CurMusicState = m_NextMusicState;
     OnMusicStateEnter();
 }
    void HandleMusicFade()
    {
        // We use a switch statement to handle music state
        switch (musicState)
        {
            case MusicState.FadingIn:
                // Add to volume, and use Mathf.Min() to make sure we don't go above full volume
                audio.volume = Mathf.Min(audio.volume + fadeFactor * Time.deltaTime, musicFullVolume);

                // Check if we reached full volume and switch state to FullVolume
                if (audio.volume >= musicFullVolume)
                    musicState = MusicState.FullVolume;

                break;
            case MusicState.FadingOut:
                // Subtract from volume, and use Mathf.Max() to make sure we don't go below 0
                audio.volume = Mathf.Max(audio.volume - fadeFactor * Time.deltaTime, 0);

                // Check if volume reached 0 and switch state to mutes
                if (audio.volume <= 0)
                    musicState = MusicState.Muted;

                break;
        }
    }
Exemple #42
0
 public void setDefaultMusic()
 {
     isBossMusic = false;
     state = MusicState.bossFadeOut;
 }
Exemple #43
0
        public static void SetState(MusicState s)
        {
            if (s != state)
            {
                Global.Output += "State being set to " + s;
                switch (s)
                {
                        
                    case MusicState.Analysis:

                        break;
                    case MusicState.Level1:
                        if (analysis != null && analysis.Length > 0)
                        {
                            float bpm = 0;
                            for (int i = 0; i < analysis.Length; i++)
                            {
                                bpm += analysis[0].BPM;
                            }
                            bpm /= analysis.Length;
                            Global.Output += "Average BPM of all players: " + bpm;
                            tempo = Tempo.T100;
                            SetTimer(s, tempo);
                        }
                        break;
                    case MusicState.Level2:
                        SetTimer(s, tempo);
                        break;
                    case MusicState.Level3:
                        SetTimer(s, tempo);
                        break;
                }
                state = s;
                
            }
        }
Exemple #44
0
 public static void SetTimer(MusicState s, Tempo t)
 {
     Random r = new Random();
     switch (s)
     {
         case MusicState.Level1:
             if (t == Tempo.T140)
             {
                 numberOfUnits = 3;
             }
             else
             {
                 numberOfUnits = 2;
             }
             break;
         case MusicState.Level2:
             if (t == Tempo.T100)
             {
                 numberOfUnits = r.Next(6, 8);
             }
             else if (t == Tempo.T120)
             {
                 numberOfUnits = r.Next(7, 10);
             }
             else if (t == Tempo.T140)
             {
                 numberOfUnits = r.Next(9, 12);
             }
             break;
         case MusicState.Level3:
             if (t == Tempo.T100)
             {
                 numberOfUnits = r.Next(4, 6);
             }
             else if (t == Tempo.T120)
             {
                 numberOfUnits = r.Next(4, 7);
             }
             else if (t == Tempo.T140)
             {
                 numberOfUnits = r.Next(5, 8);
             }
             break;
     }
     note = beat = bar = unit = 0;
     timer.Interval = (60d / (int)tempo) * 1000d / 4d;
     timer.Stop();
     timer.Start();
 }
Exemple #45
0
        public override void Update(GameTime gameTime)
        {
            if (!Lanko_And_Glub.utility.GamePaused)
            {
                updateGameRound(gameTime);
            }

            if (Lanko_And_Glub.utility.GamePaused && this.FirstRoundStartHasStarted)
                this.instructionsColor = new Color(255, 255, 255, 255);
            else if (!Lanko_And_Glub.utility.GamePaused && this.FirstRoundStartHasStarted)
            {
                if (this.instructionsColor.A != 0)
                    this.instructionsColor = new Color(0, 0, 0, 0);
            }

            switch(musicState)
            {
                case MusicState.RoundTrack:
                    if (MediaPlayer.Volume < .3f)
                        MediaPlayer.Volume += RoundTransitionCrement;

                    if (FirstRoundStartHasStarted)
                    {
                        if (round.RoundIsOver)
                        {
                            musicState = MusicState.RoundToWait;

                            if(!newHighScore)
                                EndRound.Play(.6f, 0, 0);

                            if(newHighScore)
                                NewHigh.Play(.4f, 0, 0);
                        }
                    }
                    break;

                case MusicState.WaitTrack:
                    if(MediaPlayer.Volume < .3f)
                        MediaPlayer.Volume += RoundTransitionCrement;

                    if (!round.RoundIsOver)
                        musicState = MusicState.WaitToRound;
                    break;

                case MusicState.RoundToWait:
                    if (MediaPlayer.Volume > 0)
                        MediaPlayer.Volume -= RoundTransitionCrement;
                    else
                    {
                        musicState = MusicState.WaitTrack;
                        MediaPlayer.Play(waitMusic);
                    }
                    break;

                case MusicState.WaitToRound:
                    if (MediaPlayer.Volume > 0)
                        MediaPlayer.Volume -= RoundTransitionCrement;
                    else
                    {
                        musicState = MusicState.RoundTrack;
                        MediaPlayer.Play(roundMusic);
                        newHighScore = false;
                    }
                    break;
            }


            base.Update(gameTime);
        }
Exemple #46
0
 public static void StartAnalysis()
 {
     Global.Output += "Waiting to start analysis";
     state = MusicState.WaitingToStartAnalysis;
 }