private void Start() { // Create an instance of the sound to be played SFXVolumeTestEvent = RuntimeManager.CreateInstance(testSFX); // Establish the buses to be loaded and managed mainBus = RuntimeManager.GetBus("bus:/Main"); musicBus = RuntimeManager.GetBus("bus:/Main/Music"); sfxBus = RuntimeManager.GetBus("bus:/Main/SFX"); // Check player prefs, if there is a value for each take it, if not make it if (PlayerPrefs.HasKey(mainVolumePrefString)) { mainVolume = PlayerPrefs.GetFloat(mainVolumePrefString); } if (PlayerPrefs.HasKey(musicVolumePrefString)) { musicVolume = PlayerPrefs.GetFloat(musicVolumePrefString); } if (PlayerPrefs.HasKey(sfxVolumePrefString)) { sfxVolume = PlayerPrefs.GetFloat(sfxVolumePrefString); } // reset the oldValues oldMainVolume = mainVolume; oldSfxVolume = sfxVolume; }
/// <summary> /// Constructs a new instance of <see cref="FModMultiSounds"/>. Used to register FMOD events with multiple sounds in one event. /// </summary> /// <param name="soundPaths">The sound paths to register for this object. Paths must be relative to the base game folder.</param> /// <param name="mode">The mode to set the clips to. Cannot be <c>MODE.LOOP_NORMAL</c> or <c>MODE.LOOP_BIDI</c>.</param> /// <param name="busPath"><see cref="Bus"/> path to play these sounds under.</param> /// <param name="randomizeSounds">Makes the sounds play in a randomized order. when <c>false</c>, sounds will play subsequently.</param> public FModMultiSounds(string[] soundPaths, MODE mode, string busPath, bool randomizeSounds = false) { mode &= ~MODE.LOOP_NORMAL & ~MODE.LOOP_BIDI; // Remove unsupported modes _sounds = AudioUtils.CreateSounds(soundPaths, mode).ToArray(); _bus = RuntimeManager.GetBus(busPath); this.randomizeSounds = randomizeSounds; }
private void Awake() { //QualitySettings.SetQualityLevel(5); if (Application.isEditor == false) { if (PlayerPrefs.GetInt("FirstGame") == 0) { PlayerPrefs.DeleteAll(); PlayerPrefs.SetInt("FirstGame", 1); PlayerPrefs.SetFloat("MusicVolume", 1f); PlayerPrefs.SetFloat("SoundsVolume", 1f); PlayerPrefs.SetInt("isMute", 0); //sona musica if (Screen.fullScreen) { PlayerPrefs.SetInt("ScreenMode", 0); //full screen } else if (!Screen.fullScreen) { PlayerPrefs.SetInt("ScreenMode", 1); } PlayerPrefs.SetInt("Tutorial", 0); //0 = si tutorialMenu.SetActive(true); showIt = true; PlayerPrefs.SetInt("Vibration", 1); // 0 = sí } } Music = RuntimeManager.GetBus("bus:/Master/Music"); Sounds = RuntimeManager.GetBus("bus:/Master/Sounds"); Master = RuntimeManager.GetBus("bus:/Master"); if (!musicStarted) { backgroudMusic = RuntimeManager.CreateInstance("event:/BipedSeek/Music/Menu"); } }
private void Start() { FMOD.Studio.Bus ambience = RuntimeManager.GetBus("bus:/Master/Sounds/Ambience"); FMOD.Studio.Bus sfx = RuntimeManager.GetBus("bus:/Master/Sounds/SFX"); ambience.stopAllEvents(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); sfx.stopAllEvents(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); }
private void Awake() { #region Singleton if (Instance != null) { Debug.Log($"AudioManager instance already exists. Deleting {this}"); Destroy(gameObject); return; } else { Instance = this; } #endregion //DontDestroyOnLoad(this); masterBus = RuntimeManager.GetBus("bus:/Master"); musicBus = RuntimeManager.GetBus("bus:/Master/Music"); effectsBus = RuntimeManager.GetBus("bus:/Master/Effects"); masterBus.setVolume(storedSettings.MasterVolume); musicBus.setVolume(storedSettings.MusicVolume); effectsBus.setVolume(storedSettings.EffectsVolume); }
private void Awake() { Instance = this; MuteButton.onClick.AddListener(ToggleHandle); SceneManager.activeSceneChanged += SceneManager_activeSceneChanged; _musicBus = RuntimeManager.GetBus("bus:/Master"); }
private void Awake() { //볼륨에 대한 Bus를 가져옵니다. MasterBus = RuntimeManager.GetBus("bus:/Master"); BgmBus = RuntimeManager.GetBus("bus:/Master/BGM"); SfxBus = RuntimeManager.GetBus("bus:/Master/SFX"); }
public void UnMuteCommonSounds() { string busString = "Bus:/UsualSounds"; FMOD.Studio.Bus bus; bus = RuntimeManager.GetBus(busString); bus.setFaderLevel(1.0f); }
void Awake() { Music = RuntimeManager.GetBus("bus:/Master/Music"); SFX = RuntimeManager.GetBus("bus:/Master/SFX"); Master = RuntimeManager.GetBus("bus:/Master"); SFXVolumeEvent = RuntimeManager.CreateInstance("event:/Master/SFX_Events/UI/Nav"); playSelectSound = RuntimeManager.CreateInstance("event:/Master/SFX_Events/UI/Select"); backSelectSound = RuntimeManager.CreateInstance("event:/Master/SFX_Events/UI/Back"); startGameSound = RuntimeManager.CreateInstance("event:/Master/SFX_Events/UI/startGame"); }
public static Bus SetBusVolume(string busName, float newValue) { FMOD.Studio.Bus bus; bus = RuntimeManager.GetBus(busName); bus.setVolume(newValue); return(bus); }
private void Start() { nameForBus = new Dictionary <string, Bus>(); for (int i = 0; i < busses.Length; i++) { Bus bus = RuntimeManager.GetBus(busses[i].path); bus.setVolume(busses[i].initialVolume); nameForBus.Add(busses[i].name, bus); } }
public void MuteCommonSounds() { string busString = "Bus:/UsualSounds"; FMOD.Studio.Bus bus; bus = RuntimeManager.GetBus(busString); bus.setFaderLevel(0f); ambientSound.GetComponent <FMODUnity.StudioEventEmitter>().Stop(); vaccuumSound.StopEngine(); Debug.Log("MUTE"); }
private static Bus GetBus(string busPath) { if (buses.TryGetValue(busPath, out Bus bus)) { return(bus); } bus = RuntimeManager.GetBus(busPath); buses.Add(busPath, bus); return(bus); }
void Awake() { MasterBus = RuntimeManager.GetBus("Bus:/"); MasterBus.stopAllEvents(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); music = RuntimeManager.CreateInstance("event:/Music/Music"); musicDescription = RuntimeManager.GetEventDescription("event:/Music/Music"); musicDescription.getParameterDescriptionByName("Health", out triggerMusic); mID = triggerMusic.id; music.setParameterByID(mID, 4.00f); //Debug.Log("on Wake"); music.start(); }
private void Awake() { string masterBusString = "Bus:/"; FMOD.Studio.Bus masterBus; masterBus = RuntimeManager.GetBus(masterBusString); //masterBus.getFaderLevel(out float); LeanTween.value(0f, 1f, fadeInTime).setEase(LeanTweenType.easeInCubic).setOnUpdate( (float value) => { masterBus.setFaderLevel(value); } ); StartCoroutine(FadeImageAfterAudio()); }
#pragma warning restore 0649 #region Unity Events & Setup // Sets up the class and cameras to be in screen space. private void Awake() { // Canvasses settings. mainMenuCanvas.renderMode = RenderMode.ScreenSpaceCamera; loadGameCanvas.renderMode = RenderMode.ScreenSpaceCamera; optionsMenuCanvas.renderMode = RenderMode.ScreenSpaceCamera; // Audio buses. masterBus = RuntimeManager.GetBus("bus:/Master"); musicBus = RuntimeManager.GetBus("bus:/Master/Music"); sfxBus = RuntimeManager.GetBus("bus:/Master/SFX"); // Sync Saved Settings SyncUiWithSaveFile(); }
private void Start() { heartbeat = RuntimeManager.CreateInstance(heartbeatRef); heartbeat.start(); heartbeat.getPitch(out minHeartbeatPitch); maxHeartbeatPitch = minHeartbeatPitch + 0.3f; minHeartbeatVolumeDb = GetVolumeFromDecibels(-30f); maxHeartbeatVolumeDb = GetVolumeFromDecibels(0f); heartbeatGroup = RuntimeManager.GetBus("bus:/Master/SFX/Player/HeartbeatGrp"); HandlePlayerHealthChanged(1f); RuntimeManager.StudioSystem.setParameterByName("MasterPitchParam", 0f); }
// Start is called before the first frame update void Start() { MasterBus = RuntimeManager.GetBus("Bus:/"); MasterBus.stopAllEvents(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); titleMusic = RuntimeManager.CreateInstance("event:/Music/Title"); titleDesc = RuntimeManager.GetEventDescription("event:/Music/Title"); titleDesc.getParameterDescriptionByName("Fade", out titleTrigger); titleID = titleTrigger.id; titleMusic.setParameterByID(titleID, 1.00f); titleMusic.start(); }
public static void Load() { OptionsSave saveData = (OptionsSave)Serialization.Load(Saving.FileNames.SETTINGS); if (saveData != null) { RuntimeManager.GetBus(AudioSettings.BUS_START_PREFIX + AudioSettings.BUS_MASTER).setVolume(saveData._masterVol); RuntimeManager.GetBus(AudioSettings.BUS_START_PREFIX + AudioSettings.BUS_MUSIC).setVolume(saveData._musicVol); RuntimeManager.GetBus(AudioSettings.BUS_START_PREFIX + AudioSettings.BUS_SFX).setVolume(saveData._SFXVol); QualitySettings.SetQualityLevel(saveData._graphicsQuality); QualitySettings.masterTextureLimit = saveData._textureDetail; TerrainGenerator.SetRenderDistanceOnStart(saveData._renderDistance); Player.GetPlayerCamera().fieldOfView = saveData._FOV; Player.SetSensitivity(saveData._lookSensitivity); } }
private IEnumerator DoNiceBuddhaThings() { yield return(new WaitForSeconds(1.5f)); gravity.StabGravityInTheBack(500000f); // yield return new WaitForSeconds(2f); AnimationManager.Instance.DoEndstageCameraEffect(); yield return(new WaitForSeconds(4.5f)); FMOD.Studio.Bus masterBus; masterBus = RuntimeManager.GetBus("Bus:/"); LeanTween.value(gameObject, 1.0f, 0.5f, 1.0f).setOnUpdate( (float val) => { masterBus.setFaderLevel(val); } ).setEase(LeanTweenType.easeInOutCubic).setUseEstimatedTime(true); }
public static void Save() { float masterVol, musicVol, SFXVol; RuntimeManager.GetBus(AudioSettings.BUS_START_PREFIX + AudioSettings.BUS_MASTER).getVolume(out masterVol); RuntimeManager.GetBus(AudioSettings.BUS_START_PREFIX + AudioSettings.BUS_MUSIC).getVolume(out musicVol); RuntimeManager.GetBus(AudioSettings.BUS_START_PREFIX + AudioSettings.BUS_SFX).getVolume(out SFXVol); OptionsSave saveData = new OptionsSave (masterVol, musicVol, SFXVol, Screen.currentResolution, Screen.fullScreen, QualitySettings.GetQualityLevel(), QualitySettings.masterTextureLimit, TerrainGenerator.RenderDistanceIndex, Player.GetPlayerCamera().fieldOfView, Player.GetSensitivity()); Serialization.Save(Saving.FileNames.SETTINGS, saveData); }
void Awake() { if ((instance != null && instance != this)) { Destroy(this.gameObject); return; } else { instance = this; DontDestroyOnLoad(this); Init(); } musicBus = RuntimeManager.GetBus("bus:/Master/Music"); SFXBus = RuntimeManager.GetBus("bus:/Master/SFX"); SetMusicVolume(PlayerPrefs.GetFloat("musicVolume", 1)); SetSFXVolume(PlayerPrefs.GetFloat("sfxVolume", 1)); }
private void TimeTween(bool animateIn) { float first = 1.0f; float second = 0.0f; if (!animateIn) { first = 0.0f; second = 1.0f; } ShowUI(animateIn); FMOD.Studio.Bus masterBus; masterBus = RuntimeManager.GetBus("Bus:/"); LeanTween.value(gameObject, first, second, tweenTime).setOnUpdate( (float val) => { Time.timeScale = val; masterBus.setFaderLevel(val); } ).setEase(LeanTweenType.easeInOutCubic).setUseEstimatedTime(true).setOnComplete(() => { isCooledDown = true; }); }
private void Awake() { if (_instance != null && Instance != this) { Destroy(this.gameObject); } else { _instance = this; DontDestroyOnLoad(this); } AmbienceBus = RuntimeManager.GetBus(ambienceStringName); MusicBus = RuntimeManager.GetBus(musicEffectsStringName); SoundEffectsBus = RuntimeManager.GetBus(soundEffectsStringName); VoiceBus = RuntimeManager.GetBus(voiceStringName); AmbienceVolumeMultiple = defaultAudioLevel; MusicVolumeMultiple = defaultAudioLevel; SoundEffectsVolumeMultiple = defaultAudioLevel; VoiceVolumeMultiple = defaultAudioLevel; }
private void Start() { //Debug.Log("MasterVol Pref " + PlayerPrefs.GetFloat("MasterVol")); //Debug.Log("MusicVol Pref " + PlayerPrefs.GetFloat("MusicVol")); //Debug.Log("SoundsVol Pref " + PlayerPrefs.GetFloat("SoundsVol")); MasterBus = RuntimeManager.GetBus("bus:/Master"); MusicBus = RuntimeManager.GetBus("bus:/Master/Music"); SoundsBus = RuntimeManager.GetBus("bus:/Master/Sounds"); MasterBusVol = PlayerPrefs.GetFloat("MasterVol"); MusicBusVol = PlayerPrefs.GetFloat("MusicVol"); SoundsBusVol = PlayerPrefs.GetFloat("SoundsVol"); mute = PlayerPrefs.GetString("IsMuted") == "True" ? true : false; if (mute) { MasterBus.setMute(mute); MusicBus.setMute(mute); SoundsBus.setMute(mute); } soundsVolTest = "event:/UI/UI_MenuSelection"; }
public void StopAllSounds() { bus = RuntimeManager.GetBus("event:/PlayerEffect"); bus.stopAllEvents(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); }
void Awake() { music = RuntimeManager.GetBus("bus:/Master/Music"); Sounds = RuntimeManager.GetBus("bus:/Master/Sounds"); Master = RuntimeManager.GetBus("bus:/Master"); }
public void stopAllEvents() { Bus SFX = RuntimeManager.GetBus(MASTER_SFX_PATH); SFX.stopAllEvents(FMOD.Studio.STOP_MODE.IMMEDIATE); }
/// <summary> /// Stoppa tutti i suoni con fade finale /// </summary> public static void StopAllSounds(bool immediately = false) { RuntimeManager.GetBus("bus:/").stopAllEvents(immediately ? FMOD.Studio.STOP_MODE.IMMEDIATE : FMOD.Studio.STOP_MODE.ALLOWFADEOUT); }
private void Awake() { Master = RuntimeManager.GetBus("bus:/Master"); Bgm = RuntimeManager.GetBus("bus:/Master/Music"); }