void Start() { poof = SoundM.CreateSoundInstance("Poof"); transition = SoundM.CreateSoundInstance("Transition"); InvokeRepeating("decreaseMissCounter", 2, 6); }
void Start() { trainMetronome = SoundM.CreateSoundInstance("TrainMetronome", transform, GetComponent <Rigidbody>()); rhythm = SoundM.CreateSoundInstance("Forest", transform, GetComponent <Rigidbody>()); SoundM.PlaySound(trainMetronome); SoundM.PlaySound(rhythm); SoundM.SetSoundParameter("TrackVolume", 1); }
void musicSoundStuff(string button, int mode) // 0 - just check 1 - change { if (mode == 1) { if (button == "music") { if (music) { GameObject.Find(button).GetComponent <Image>().sprite = off; } else { GameObject.Find(button).GetComponent <Image>().sprite = on; } music = !music; SoundM.EnableMusic(music); } if (button == "sound") { if (sound) { GameObject.Find(button).GetComponent <Image>().sprite = off; } else { GameObject.Find(button).GetComponent <Image>().sprite = on; } sound = !sound; SoundM.EnableSound(sound); } } else { if (music) { GameObject.Find("music").GetComponent <Image>().sprite = on; } else { GameObject.Find("music").GetComponent <Image>().sprite = off; } if (sound) { GameObject.Find("sound").GetComponent <Image>().sprite = on; } else { GameObject.Find("sound").GetComponent <Image>().sprite = off; } } }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } }
void Start() { if (GenerateObjects == true) { GameObject createCache = new GameObject(); createCache.name = "Audio_Effects"; createCache.AddComponent <AudioSource>(); createCache = new GameObject(); createCache.name = "Audio_Music"; createCache.AddComponent <AudioSource>(); } //Find Objects GameObject cache = GameObject.Find("Audio_Effects"); if (cache != null) { Effects = cache.GetComponent <AudioSource>(); } cache = GameObject.Find("Audio_Music"); if (cache != null) { Music = cache.GetComponent <AudioSource>(); } //Set Instance instance = this; //Start Music and end Initphase if (Effects != null && Music != null) { if (MusicEnabled == true) { //Play Background Muisc Music.clip = BackgroundMusic; Music.loop = true; Music.Play(); } Init = true; } }
public void Hit(int hand) { if (audioManager.checkBeatHit(hand)) { if (streakCounter == 0) { streakTimer = streakLength; } SoundM.PlaySound(poof, handObject[hand].transform.position); streakCounter++; //Debug.Log("hit streak: " + streakCounter); handObject[hand].GetComponentInChildren <ParticleSystem>().Play(); } /*else if (!audioManager.checkBeatHit(hand)) * { * streakCounter == 0; * }*/ }
void Update() { transform.position = player.transform.position; SoundM.SetSoundParameter("Speed", audioSpeed); SoundM.SetSoundParameter("RhythmIndex", (float)rhythmIndex); int newTimelinePos; rhythm.getTimelinePosition(out newTimelinePos); /*fmodTimeDelta += (float)(newTimelinePos - timelinePosition) / 1000; * timeDelta += Time.deltaTime; * if (fmodTimeDelta < 0) * { * timeDelta = 0; * fmodTimeDelta = 0; * } * if (fmodTimeDelta > 2) * { * * //Debug.Log(timeDelta + " , " + fmodTimeDelta); * * realSpeed = (realSpeed + timeDelta / fmodTimeDelta) /2; * timeDelta = 0; * fmodTimeDelta = 0; * Debug.Log(realSpeed); * }*/ beatTimeout -= (int)(Time.deltaTime * 1000); beatTimeout = Mathf.Max(beatTimeout, 0); float newTime = Mathf.Repeat((float)newTimelinePos / 1000, 4); float newOffsetTime = Mathf.Repeat((float)newTimelinePos / 1000 + (noteDelay /** realSpeed*/), 4); if (leftHandRhythms[rhythmIndex] != "" && rightHandRhythms[rhythmIndex] != "") { //parse list from string string[] lhArray = leftHandRhythms[rhythmIndex].Split(','); string[] rhArray = rightHandRhythms[rhythmIndex].Split(','); float lhNextBeat = Mathf.Repeat(float.Parse(lhArray[lhIndex % lhArray.Length]), 4); float rhNextBeat = Mathf.Repeat(float.Parse(rhArray[rhIndex % rhArray.Length]), 4); //releasing beat puffs if (beatTimeout == 0) { if (newOffsetTime >= lhNextBeat && newOffsetTime <= lhNextBeat + 0.1) { beatTimeout = 100; //play release steam puff emitLeft(); lhIndex++; } if (newOffsetTime >= rhNextBeat && newOffsetTime <= rhNextBeat + 0.1) { beatTimeout = 100; //play release steam puff emitRight(); rhIndex++; } } /*if (Input.GetButtonDown("Fire1")) * { * if (checkBeatHit(0)) * { * //Debug.Log("Hit Left Beat"); * } * else * { * //Debug.Log("Missed Left Beat"); * } * }*/ //check which beats are in range to be hit by left hand for (int i = 0; i < lhArray.Length; i++) { float beat = Mathf.Repeat(float.Parse(lhArray[i]), 4); if (Mathf.Abs(newTime - beat) < beatTolerance || (newTime < beatTolerance && beat >= 4 - beatTolerance) || (newTime > 4 - beatTolerance && beat <= beatTolerance)) { if (beat != currentLeftBeat) { //new beat currentLeftBeat = beat; } } else { //no beat if (beat == currentLeftBeat) { //check if player has hit the current beat if (leftBeatIgnore != currentLeftBeat) { //leftBeatIgnore = currentLeftBeat; Debug.Log("Missed Beat, Time: " + newTime); playerManager.consecutiveMisses++; } currentLeftBeat = -1; } } } //check which beats are in range to be hit by right hand for (int i = 0; i < rhArray.Length; i++) { float beat = Mathf.Repeat(float.Parse(rhArray[i]), 4); if (Mathf.Abs(newTime - beat) < beatTolerance || (newTime < beatTolerance && beat >= 4 - beatTolerance) || (newTime > 4 - beatTolerance && beat <= beatTolerance)) { if (beat != currentRightBeat) { //new beat currentRightBeat = beat; } } else { //no beat if (beat == currentRightBeat) { //check if player has hit the current beat if (rightBeatIgnore != currentRightBeat) { //rightBeatIgnore = currentRightBeat; Debug.Log("Missed Beat, Time: " + newTime); playerManager.consecutiveMisses++; } currentRightBeat = -1; } } } } timelinePosition = newTimelinePos; //adjust focus parameter SoundM.SetSoundParameter("Focus", playerManager.focus); }
// Update is called once per frame void Update() { Vector3 handVel; Vector3 handAngVel; for (int hand = 0; hand < handObject.Length; hand++) { handObject[hand].GetComponent <Hand>().GetEstimatedPeakVelocities(out handVel, out handAngVel); if (handVel.magnitude > 1f) { handObject[hand].GetComponent <Collider>().enabled = true; } else { handObject[hand].GetComponent <Collider>().enabled = false; } } if (consecutiveMisses > missAllowance) { //reset streak timer and counters consecutiveMisses = 0; streakCounter = 0; streakTimer = -1; } if (streakTimer > 0) { streakTimer -= Time.deltaTime; } else if (streakTimer != -1) { if (audioManager.rhythmIndex < audioManager.rightHandRhythms.Count - 1) { audioManager.rhythmIndex++; streakTimer = -1; streakCounter = 0; transitionTimer = transitionTimerLength; SoundM.PlaySound(transition, transform.position); } } SoundM.UpdateSoundPos(transition, transform.position); //increase focus based on streak timer if (streakTimer >= 0 && consecutiveMisses == 0) { focus = Mathf.Clamp(1 / streakLength * (streakLength - streakTimer) * 1.5f, 0, 1); } else { focus = 0; } if (transitionTimer > 0) { transitionTimer -= Time.deltaTime; } else { transitionTimer = 0; } if (transitionTimer > 0) { //during transition make steam invisible steamAlpha += (0 - steamAlpha) * 0.01f; } else { //adjust steam alpha based of level of focus steamAlpha += (Mathf.Clamp(0.2f - (Mathf.Max(focus - 0.6f, 0) * 2), 0f, 1) - steamAlpha) * 0.01f; } trainSteamController.steamAlpha = steamAlpha; if (Input.GetButtonDown("Fire1")) { fallbackLeftHand.SetActive(true); //Hit(0); Invoke("DisableFallbackHands", 0.2f); } if (Input.GetButtonDown("Fire2")) { fallbackRightHand.SetActive(true); //Hit(1); Invoke("DisableFallbackHands", 0.2f); } }
public void ClickOnButton() { SoundM.PlaySound(0); tab.OpenTab(this.name); }