public static float CalcPitch(InAudioNode root, InAudioNode current) { InAudioNodeData inAudioNodeData = (InAudioNodeData)current._nodeData; float minPitch = inAudioNodeData.MinPitch; float maxPitch = inAudioNodeData.MaxPitch; bool isRandom = inAudioNodeData.RandomPitch; if (current == root) { if (!isRandom) { return(minPitch); } else { return(Random.Range(minPitch, maxPitch)); } } if (!isRandom) { return(inAudioNodeData.MinPitch + CalcPitch(root, current._parent) - 1); } else { return(Random.Range(minPitch, maxPitch) + CalcPitch(root, current._parent) - 1); } }
public static float Offset(InAudioNodeData data) { if (!data.RandomSecondsOffset) { return(data.MinSecondsOffset); } return(Random.Range(data.MinSecondsOffset, data.MaxSecondsOffset)); }
public static float InitialDelay(InAudioNodeData data) { if (!data.RandomizeDelay) { return(data.InitialDelayMin); } return(Random.Range(data.InitialDelayMin, data.InitialDelayMax)); }
public static AudioRolloffMode ApplyRolloffData(InAudioNode current, InAudioNodeData data, AudioSource workOn) { workOn.rolloffMode = data.RolloffMode; workOn.maxDistance = data.MaxDistance; workOn.minDistance = data.MinDistance; if (data.RolloffMode == AudioRolloffMode.Custom) { workOn.maxDistance = float.MaxValue;//Set to max so we can use our own animation curve } return(data.RolloffMode); }
public static AudioRolloffMode ApplyRolloffData(InAudioNode current, InAudioNodeData data, AudioSource workOn) { workOn.rolloffMode = data.RolloffMode; workOn.maxDistance = data.MaxDistance; workOn.minDistance = data.MinDistance; if (data.RolloffMode == AudioRolloffMode.Custom) { workOn.maxDistance = float.MaxValue;//Set to max so we can use our own animation curve } return data.RolloffMode; }
public static float Offset(InAudioNodeData data) { if (!data.RandomSecondsOffset) return data.MinSecondsOffset; return Random.Range(data.MinSecondsOffset, data.MaxSecondsOffset); }
public static float InitialDelay(InAudioNodeData data) { if (!data.RandomizeDelay) return data.InitialDelayMin; return Random.Range(data.InitialDelayMin, data.InitialDelayMax); }