void CheckIfEndOfDrop(MusicState mState) { if (mState == MusicState.Groove) { pSystem.Stop(); } }
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(); }
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; } }
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(); } }
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. } }
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; } }
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(); } } } }
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); } }
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 } }; }
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); } } }
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; } }
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; } }
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; } }
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; } }
private void PlayBattleMusic() { if (musicState != MusicState.Battle && !isDead) { musicState = MusicState.Battle; StartCoroutine(FadeToMusic(MusicState.Battle)); } }
public void StartLayers(MusicState state) { CanStartLayers = false; foreach (var layer in MusicLayers) { layer.StartPlayingMusic(state); } }
public void Stop() { if (m_audioSource.clip != null && (m_audioSource.isPlaying || m_state == MusicState.PAUSE)) { m_audioSource.Stop(); m_state = MusicState.IDLE; } }
public void FadeOut() { if (!IsMusic || music == null) { return; } state = MusicState.FadeOut; }
public static MusicState GetMState() { if (inst == null) { inst = new MusicState(); } return(inst); }
public void Pause() { if (m_audioSource.clip != null && m_audioSource.isPlaying) { m_audioSource.Pause(); m_state = MusicState.PAUSE; } }
private void PlayCalmMusic() { if (!isDead && musicState != MusicState.Calm) { musicState = MusicState.Calm; StartCoroutine(FadeToMusic(MusicState.Calm)); } }
public void ClearAudioClip() { if (m_audioSource.isPlaying) { m_audioSource.Stop(); } m_audioSource.clip = null; m_state = MusicState.IDLE; }
// Use this for initialization void Start() { defaultSource.loop = true; bossSource.loop = true; bossSource.Stop (); defaultSource.Play (); nextVolchangeTime = Time.time; state = MusicState.steady; }
// Use this for initialization void Start() { managerObject = GameObject.FindGameObjectWithTag("Manager"); manager = managerObject.GetComponent <Manager_Script>(); player = GetComponent <AudioSource>(); player.loop = false; PlaySong(); playingState = state; }
public void FadeIn() { if (!IsMusic || music == null) { return; } MediaPlayer.Resume(); state = MusicState.FadeIn; }
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(); } }
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; } }
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; } }
public void setDefaultMusic() { isBossMusic = false; state = MusicState.bossFadeOut; }
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; } }
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(); }
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); }
public static void StartAnalysis() { Global.Output += "Waiting to start analysis"; state = MusicState.WaitingToStartAnalysis; }