Esempio n. 1
0
        public void PlaySound(int index, AudioEffects effect = AudioEffects.None, bool spamCheck = false)
        {
            if (Engine.Profile == null || Engine.Profile.Current == null || !Engine.Profile.Current.EnableSound)
            {
                return;
            }

            float volume = (Engine.Profile.Current.SoundVolume / SOUND_DELTA);

            if (Engine.Instance.IsActive)
            {
                if (!Engine.Profile.Current.ReproduceSoundsInBackground)
                {
                    volume = Engine.Profile.Current.SoundVolume / SOUND_DELTA;
                }
            }
            else if (!Engine.Profile.Current.ReproduceSoundsInBackground)
            {
                volume = 0;
            }


            if (volume < -1 || volume > 1f)
            {
                return;
            }

            FileManager.Sounds.GetSound(index)?.Play(true, effect, volume, spamCheck);
        }
Esempio n. 2
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 public void PlaySound(int soundIndex, AudioEffects effect = AudioEffects.None, float volume = 1.0f, bool spamCheck = false)
 {
     if (volume < 0.01f)
     {
         return;
     }
     if (UltimaGameSettings.Audio.SoundOn)
     {
         ASound sound;
         if (_sounds.TryGetValue(soundIndex, out sound))
         {
             sound.Play(true, effect, volume, spamCheck);
         }
         else
         {
             string name;
             byte[] data;
             if (SoundData.TryGetSoundData(soundIndex, out data, out name))
             {
                 sound = new UOSound(name, data);
                 _sounds.Add(soundIndex, sound);
                 sound.Play(true, effect, volume, spamCheck);
             }
         }
     }
 }
Esempio n. 3
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    // Plays music for the 'level' level
    public void PlayLevelMusic(string level)
    {
        // Get what music to play for this level
        string levelMusic = GetLevelMusic(level);

        // Do a bunch of checks that currently playing music and the music you want to play
        // exist. And that they are not the same (to prevent song restart on restart of the room)
        if (musicDict.ContainsKey(levelMusic) &&
            musicDict.ContainsKey(currentLevelMusicName) &&
            (!musicDict[currentLevelMusicName].isPlaying || currentLevelMusicName != levelMusic))
        {
            // Stop previously playing music
            if (currentLevelMusicName != levelMusic)
            {
                musicDict[currentLevelMusicName].Stop();
                currentLevelMusicName = levelMusic;
            }

            // Play new music
            StopAllCoroutines();
            StartCoroutine(AudioEffects.Fade(
                               musicDict[currentLevelMusicName],
                               0.0f,
                               _musicVolume,
                               0.5f)
                           );
        }
    }
Esempio n. 4
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        /// <summary>
        /// Plays the effect.
        /// </summary>
        /// <param name="asEffect">Set to false for music, true for sound effects.</param>
        public void Play(bool asEffect, AudioEffects effect = AudioEffects.None, float volume = 1.0f)
        {
            double now = UltimaGame.TotalMS;
            CullExpiredEffects(now);

            m_ThisInstance = GetNewInstance(asEffect);
            if (m_ThisInstance == null)
            {
                this.Dispose();
                return;
            }

            switch (effect)
            {
                case AudioEffects.PitchVariation:
                    float pitch = (float)Utility.RandomValue(-5, 5) * .025f;
                    m_ThisInstance.Pitch = pitch;
                    break;
            }

            BeforePlay();

            byte[] buffer = GetBuffer();
            if (buffer != null && buffer.Length > 0)
            {
                m_ThisInstance.BufferNeeded += new EventHandler<EventArgs>(OnBufferNeeded);
                m_ThisInstance.SubmitBuffer(buffer);
                m_ThisInstance.Volume = volume;
                m_ThisInstance.Play();

                List<Tuple<DynamicSoundEffectInstance, double>> list = (asEffect) ? m_EffectInstances : m_MusicInstances;
                double ms = m_ThisInstance.GetSampleDuration(buffer.Length).TotalMilliseconds;
                list.Add(new Tuple<DynamicSoundEffectInstance, double>(m_ThisInstance, now + ms));
            }
        }
Esempio n. 5
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    static void RegisterAudioClip(AudioEffects Effect, AudioClip Clip)
    {
        if (!AudioClips.ContainsKey(Effect))
        {
            AudioClips.Add(Effect, new AudioClipSet());
        }

        AudioClips[Effect].Add(Clip);
    }
Esempio n. 6
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        public void playAudio(AudioEffects audioEffect)
        {
            var audioClip = audios.Find(audio => Equals(audio.audioEffect, audioEffect)).audioClip;

            if (audioClip != null)
            {
                audioSource.PlayOneShot(audioClip);
            }
        }
Esempio n. 7
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 public void PlayClip(AudioEffects effect)
 {
     if (GameObject.Find(effect.ToString()) != null || PlayerPrefs.GetInt("AudioOn") == 0)
         return;
     GameObject clip = new GameObject(effect.ToString());
     AudioSource audioS = clip.AddComponent<AudioSource>();
     audioS.PlayOneShot(audioClips[(int)effect]);
     Destroy(clip, audioClips[(int)effect].length);
 }
    void PlaySoundEffect(int strength, string type)
    {
        AudioEffects audioEffects = Camera.main.gameObject.GetComponent <AudioEffects>();

        if (audioEffects != null)
        {
            audioEffects.PlaySoundEffect(strength, type);
        }
    }
Esempio n. 9
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 public void Reset()
 {
     GameManager.isPlaying = false;
     instructions.SetActive(true);
     textBox.SetActive(false);
     StartCoroutine(AudioEffects.FadeOut(bgm, 2f));
     silvio.Reset();
     pm.Reset();
     dm.Reset();
 }
Esempio n. 10
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    public static void PlaySfx(AudioEffects Effect)
    {
        if (!AudioClips.ContainsKey(Effect))
        {
            Debug.LogWarning("Sfx not found " + Effect);
            return;
        }

        PlaySfx(AudioClips[Effect].GetRandom());
    }
    public void playWinMusic()
    {
        AudioSource audio = ((GameObject)sounds["winMusic"]).GetComponent <AudioSource>();

        if (audio != current_background && audio != null)
        {
            StartCoroutine(AudioEffects.fadeOut(current_background, 5.0f));
            StartCoroutine(AudioEffects.fadeIn(audio, 5.0f));
            current_background = audio;
        }
    }
Esempio n. 12
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 private void Start()
 {
     if (_audioEffects == null)
     {
         _audioEffects = this;
         _audioSource  = GetComponent <AudioSource>();
     }
     else if (_audioEffects != this)
     {
         Destroy(this);
     }
 }
Esempio n. 13
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    public void StartGame()
    {
        if (pm.PlayerListIsEmpty())
        {
            return;
        }

        instructions.SetActive(false);
        isPlaying = true;
        StartCoroutine(AudioEffects.FadeIn(bgm, 0.5f, 0.3f));

        silvio.StartInitialDialog();
    }
Esempio n. 14
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 // Fadeout currently playing level music
 public void FadeOutLevelMusic()
 {
     if (musicDict.ContainsKey(currentLevelMusicName))
     {
         StopAllCoroutines();
         StartCoroutine(AudioEffects.Fade(
                            musicDict[currentLevelMusicName],
                            musicDict[currentLevelMusicName].volume,
                            0.0f,
                            0.5f)
                        );
     }
 }
Esempio n. 15
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    private void Awake()
    {
        AudioPlayer   = GetComponent <AudioEffects>();
        m_Rigidbody2D = GetComponent <Rigidbody2D>();

        if (OnLandEvent == null)
        {
            OnLandEvent = new UnityEvent();
        }

        if (OnCrouchEvent == null)
        {
            OnCrouchEvent = new BoolEvent();
        }
    }
Esempio n. 16
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        public void PlaySound(int index, AudioEffects effect = AudioEffects.None, bool spamCheck = false)
        {
            if (Engine.Profile == null || Engine.Profile.Current == null || !Engine.Profile.Current.EnableSound)
            {
                return;
            }

            float volume = (Engine.Profile.Current.SoundVolume / SOUND_DELTA);

            if (volume < -1 || volume > 1f)
            {
                return;
            }

            FileManager.Sounds.GetSound(index)?.Play(true, effect, volume, spamCheck);
        }
Esempio n. 17
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        /// <summary>
        /// Plays the effect.
        /// </summary>
        /// <param name="asEffect">Set to false for music, true for sound effects.</param>
        public void Play(bool asEffect, AudioEffects effect = AudioEffects.None, float volume = 1.0f, bool spamCheck = false)
        {
            double now = UltimaGame.TotalMS;

            CullExpiredEffects(now);

            if (spamCheck && (LastPlayed + MinimumDelay > DateTime.Now))
            {
                return;
            }

            m_ThisInstance = GetNewInstance(asEffect);
            if (m_ThisInstance == null)
            {
                Dispose();
                return;
            }

            switch (effect)
            {
            case AudioEffects.PitchVariation:
                float pitch = Utility.RandomValue(-5, 5) * .025f;
                m_ThisInstance.Pitch = pitch;
                break;
            }

            BeforePlay();
            LastPlayed = DateTime.Now;

            byte[] buffer = GetBuffer();
            if (buffer != null && buffer.Length > 0)
            {
                m_ThisInstance.BufferNeeded += OnBufferNeeded;
                m_ThisInstance.SubmitBuffer(buffer);
                m_ThisInstance.Volume = volume;
                m_ThisInstance.Play();

                List <Tuple <DynamicSoundEffectInstance, double> > list = (asEffect) ? m_EffectInstances : m_MusicInstances;
                double ms = m_ThisInstance.GetSampleDuration(buffer.Length).TotalMilliseconds;
                list.Add(new Tuple <DynamicSoundEffectInstance, double>(m_ThisInstance, now + ms));
            }
        }
Esempio n. 18
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    public void activatePowerUp(string type)
    {
        // play a sound effect
        AudioEffects.play("powerup");

        // Only add a certain powerup once
        if (isPowerUpOn(type))
        {
            return;
        }

        if (type == "KillIrishCoffee")
        {
            removePowerUp("IrishCoffee");
        }
        else
        {
            powerUps.Add(type);
        }
    }
Esempio n. 19
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        private void manageEffects(AudioEffects eff)
        {
            bool found = false;

            for (int i = 0; i < Configer.Effects.Count; i++)
            {
                if (Configer.Effects[i] == eff)
                {
                    found = true;
                    break;
                }
            }
            if (found)
            {
                Configer.Effects.Remove(eff);
            }
            else
            {
                Configer.Effects.Add(eff);
            }
        }
Esempio n. 20
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        public void PlaySound(int index, AudioEffects effect = AudioEffects.None)
        {
            if (!_canReproduceAudio)
            {
                return;
            }

            if (ProfileManager.Current == null || !ProfileManager.Current.EnableSound)
            {
                return;
            }

            float volume = ProfileManager.Current.SoundVolume / Constants.SOUND_DELTA;

            if (CUOEnviroment.Client.IsActive)
            {
                if (!ProfileManager.Current.ReproduceSoundsInBackground)
                {
                    volume = ProfileManager.Current.SoundVolume / Constants.SOUND_DELTA;
                }
            }
            else if (!ProfileManager.Current.ReproduceSoundsInBackground)
            {
                volume = 0;
            }


            if (volume < -1 || volume > 1f)
            {
                return;
            }

            UOSound sound = (UOSound)UOFileManager.Sounds.GetSound(index);

            if (sound != null)
            {
                sound.Play(true, effect, volume, 0.0f);
                _currentSounds.Add(sound);
            }
        }
Esempio n. 21
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 public void PlaySound(int soundIndex, AudioEffects effect = AudioEffects.None, float volume = 1.0f)
 {
     if (Settings.Audio.SoundOn)
     {
         ASound sound;
         if (m_Sounds.TryGetValue(soundIndex, out sound))
         {
             sound.Play(true, effect, volume);
         }
         else
         {
             string name;
             byte[] data;
             if (SoundData.TryGetSoundData(soundIndex, out data, out name))
             {
                 sound = new UOSound(name, data);
                 m_Sounds.Add(soundIndex, sound);
                 sound.Play(true, effect, volume);
             }
         }
     }
 }
Esempio n. 22
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        /// <summary>
        /// Plays the effect.
        /// </summary>
        /// <param name="asEffect">Set to false for music, true for sound effects.</param>
        public void Play(bool asEffect, AudioEffects effect = AudioEffects.None, float volume = 1.0f, bool spamCheck = false)
        {
            //double now = (float)Service.Get<UltimaGame>().TotalMS;
            //CullExpiredEffects(now);

            //if (spamCheck && (LastPlayed + MinimumDelay > DateTime.Now))
            //    return;

            //BeforePlay();
            //_thisInstance = GetNewInstance(asEffect);
            //if (_thisInstance == null)
            //{
            //    Dispose();
            //    return;
            //}

            //switch (effect)
            //{
            //    case AudioEffects.PitchVariation:
            //        float pitch = Utility.RandomValue(-5, 5) * .025f;
            //        _thisInstance.Pitch = pitch;
            //        break;
            //}

            //LastPlayed = DateTime.Now;

            //byte[] buffer = GetBuffer();
            //if (buffer != null && buffer.Length > 0)
            //{
            //    _thisInstance.BufferNeeded += OnBufferNeeded;
            //    _thisInstance.SubmitBuffer(buffer);
            //    _thisInstance.Volume = volume;
            //    _thisInstance.Play();
            //    List<Tuple<DynamicSoundEffectInstance, double>> list = (asEffect) ? _effectInstances : _musicInstances;
            //    double ms = _thisInstance.GetSampleDuration(buffer.Length).TotalMilliseconds;
            //    list.Add(new Tuple<DynamicSoundEffectInstance, double>(_thisInstance, now + ms));
            //}
        }
Esempio n. 23
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        public void PlaySound(int index, AudioEffects effect = AudioEffects.None)
        {
            if (!_canReproduceAudio)
            {
                return;
            }

            float volume = ProfileManager.Current.SoundVolume / Constants.SOUND_DELTA;

            if (Client.Game.IsActive)
            {
                if (!ProfileManager.Current.ReproduceSoundsInBackground)
                {
                    volume = ProfileManager.Current.SoundVolume / Constants.SOUND_DELTA;
                }
            }
            else if (!ProfileManager.Current.ReproduceSoundsInBackground)
            {
                volume = 0;
            }

            PlaySoundWithDistance(index, volume);
        }
 // Use this for initialization
 void Start()
 {
     audioEffects = Camera.main.gameObject.GetComponent <AudioEffects>();
 }
Esempio n. 25
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 public void PlaySound(int soundIndex, AudioEffects effect = AudioEffects.None, float volume = 1.0f, bool spamCheck = false)
 {
 }
Esempio n. 26
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    /**
     * @params
     *  - deltaX = 0..1
     *	- deltaY = 0..1
     *
     *	Required that deltaX^2 + deltaY^2 <= 1
     */
    public void move(float deltaX, float deltaY)
    {
        {
            // Some magic code...
            float tempX = Mathf.Sqrt(Mathf.Abs(deltaX));
            float tempY = Mathf.Sqrt(Mathf.Abs(deltaY));

            if (deltaX < 0)
            {
                deltaX = tempX * (-1);
            }
            else
            {
                deltaX = tempX;
            }

            if (deltaY < 0)
            {
                deltaY = tempY * (-1);
            }
            else
            {
                deltaY = tempY;
            }
        }

        if (powerUpStateHandler.isPowerUpOn("IrishCoffee"))
        {
            // Don't allow player controls because the player might end up in wrong places
            return;
        }

        deltaMove = new Vector3(0, 0, 0);

        if (isOnGround() || doubleJumpActive())
        {
            // Player is on the ground. Normal controls
            deltaMove.x = deltaX * multiplierX * maxSpeedX;
            deltaMove.y = deltaY * multiplierY * maxSpeedY;

            // If the player wants to jump to complete new direction,
            // then make it easier

            /*if ( Mathf.Abs(deltaY) > 0.001 && wantsToChangeDirection() ) {
             *      player.velocity = new Vector3(0, player.velocity.y, 0);
             * }*/

            if (deltaMove.y > 0)
            {
                AudioEffects.play("jump");
            }
            else
            {
                AudioEffects.play("move");
            }
        }
        else if (isTryingToReduceSpeed(deltaX))
        {
            deltaMove.x = deltaX * airMovementFactor * multiplierX * maxSpeedX;
        }

        checkMovementBoundaries();

        // To normalize with time
        player.AddForce(deltaMove);
    }