internal RoutingEntry (Source source, EffectSlot target, float gain, Filter filter = null) { this.Source = source; this.Target = target; this.Filter = filter; this.gain = gain.Clamp (0f, 1f); sourceRouteIndex = -1; }
/// <summary> /// Adds an audio routing entry from the given source to the given target, where a filter can be applied optionally /// </summary> /// <returns>The audio routing entry</returns> /// <param name="source">Where does the signal come from?</param> /// <param name="target">Where should the signal go to?</param> /// <param name="gain">How loud should the final effect be?</param> /// <param name="filter">Should the signal be filtered?</param> public RoutingEntry AddAudioRouting(Source source, EffectSlot target, float gain, Filter filter = null) { var routing = new RoutingEntry (source, target, gain.Clamp (0f, 1f), filter); currentRouting.Add (routing); routing.Setup (); return routing; }
public SoundSourceDescription(Source source, SoundAction sa, Entity entity = null) { Entity = entity; SoundSource = source; SoundAction = sa; }
/// <summary> /// Creates a source. /// </summary> /// <returns>The source.</returns> /// <param name="name">Name.</param> /// <param name="soundNames">Sound names.</param> public Source CreateSource (string name, params string[] soundNames) { Logger.Log.AddLogEntry (LogLevel.Debug, ClassName, "Creating new sound source '{0}'", name); Sound[] snds = new Sound[soundNames.Length]; for (int i = 0; i < snds.Length; i++) snds[i] = Sounds.Find (s => s.Name == soundNames[i]); Source src = new Source (name, Groups, snds); Source f = GetSource (name); // source with name already exists if (f != null) { Logger.Log.AddLogEntry (LogLevel.Error, ClassName, Status.BadArgument, "The source with the name '{0}' is already registered!", name); return null; } Sources.Add (src); return src; }
/// <summary> /// Creates a source. /// </summary> /// <returns>The source.</returns> /// <param name="name">Name.</param> /// <param name="sounds">Sounds.</param> public Source CreateSource (string name, params Pair<string, string>[] sounds) { Logger.Log.AddLogEntry (LogLevel.Debug, ClassName, "Creating new sound source '{0}'", name); Sound[] snds = LoadSounds (sounds); Source src = new Source (name, Groups, snds); Source f = GetSource (name); // source with name already exists if (f != null) { Logger.Log.AddLogEntry (LogLevel.Error, ClassName, Status.BadArgument, "The source with the name '{0}' is already registered!", name); return null; } Sources.Add (src); return src; }
public void Generate () { Logger.Log.AddLogEntry (LogLevel.Debug, "MazeTest", "Generating mazes...."); maze [0].Generate (loadingScreen.UpdateProgress, () => { if (MessageCreated != null) MessageCreated (new TransformMessage (Player, maze [0].PlayerPosition, Quaternion.Identity)); var _state = game.GetGameState ("maze_underworld"); maze [1].Generate (loadingScreen.UpdateProgress, () => { if (maze [0].IsGenerated && !maze [0].AreFeaturesPlaced) maze [0].SpawnFeatures (null, maze [1].graph); if (maze [1].IsGenerated && !maze [1].AreFeaturesPlaced) maze [1].SpawnFeatures (maze [0].graph); maze[0].AIManager.CalculateSpawnPositions(maze [0].PlayerPosition); maze[1].AIManager.CalculateSpawnPositions(maze [0].PlayerPosition); application.AudioManager.LoadSound ("background_music_Sound", "Content/Audio/background_music.ogg"); backgroundMusic = application.AudioManager.CreateSource ("background_music_SoundSource", "background_music_Sound"); backgroundMusic.Gain = 1.0f; backgroundMusic.Loop = true; AddAudioToGhosts (); //Load SwitchMaze sound application.AudioManager.LoadSound ("portal_Sound", "Content/Audio/portal.ogg"); switchMazeSound = application.AudioManager.CreateSource ("portal_SoundSource", "portal_Sound"); //Load some player sounds application.AudioManager.LoadSound ("player_damage_Sound", "Content/Audio/player_damage.ogg"); playerDamagedSound = application.AudioManager.CreateSource ("player_damage_SoundSource", "player_damage_Sound"); playerDamagedSound.Gain = 0.3f; application.AudioManager.LoadSound ("player_died_Sound", "Content/Audio/player_died.ogg"); playerDiedSound = application.AudioManager.CreateSource ("player_died_SoundSource", "player_died_Sound"); application.AudioManager.LoadSound ("player_no_stamina_Sound", "Content/Audio/player_no_stamina.ogg"); playerNoStamina = application.AudioManager.CreateSource ("player_no_stamina_SoundSource", "player_no_stamina_Sound"); playerNoStamina.Gain = 0.2f; application.AudioManager.LoadSound ("player_drinked_Sound", "Content/Audio/player_drinked.ogg"); playerDrinked = application.AudioManager.CreateSource ("player_drinked_SoundSource", "player_drinked_Sound"); application.AudioManager.LoadSound ("player_eaten_Sound", "Content/Audio/player_eaten.ogg"); playerEaten = application.AudioManager.CreateSource ("player_eaten_SoundSource", "player_eaten_Sound"); application.AudioManager.LoadSound ("player_flashlight_Sound", "Content/Audio/flashlight_trigger.ogg"); playerFlashlightTrigger = application.AudioManager.CreateSource ("player_flashlight_SoundSource", "player_flashlight_Sound"); playerFlashlightTrigger.Gain = 0.15f; var healthcomp = Player.GetComponent<HealthComponent>(); healthcomp.Health = healthcomp.MaximumHealth; inventoryGui.CreateInitialFlashlight (); StartTime = DateTime.Now; }, _state); }, game.GetGameState ("maze_overworld")); }