Esempio n. 1
0
    //----------------------------------------------------------
    // アップデート
    //
    private void Update()
    {
        var level = AudioEffectsManager.GetEffectLevel(type);

        // ノブレベルUIの表示切替
        if (0.0f < level && level <= 1.0f)
        {
            if (0.66f < level)
            {
                KnobLevel_1.SetActive(true);
                KnobLevel_2.SetActive(true);
                KnobLevel_3.SetActive(true);
            }
            else if (0.33f < level)
            {
                KnobLevel_1.SetActive(true);
                KnobLevel_2.SetActive(true);
                KnobLevel_3.SetActive(false);
            }
            else
            {
                KnobLevel_1.SetActive(true);
                KnobLevel_2.SetActive(false);
                KnobLevel_3.SetActive(false);
            }
        }
        else
        {
            KnobLevel_1.SetActive(false);
            KnobLevel_2.SetActive(false);
            KnobLevel_3.SetActive(false);
        }
    }
Esempio n. 2
0
 // 衝突時
 public void MarkerHitEnter()
 {
     if (!IsPushed())
     {
         AudioEffectsManager.AutoEffectPlay(audioEffectType, effectLifeTime);
         this.GetComponent <MeshRenderer>().material = enableMaterial;
     }
     else
     {
         this.GetComponent <MeshRenderer>().material = disableMaterial;
     }
 }
Esempio n. 3
0
    void OnTriggerEnter(Collider c)
    {
        if (HasAcquiredByPlayer(c.gameObject))
        {
            CoinStash           coinStash           = GameObject.FindGameObjectWithTag(TAG_GAMEMANAGER).GetComponent <CoinStash>();
            AudioEffectsManager audioEffectsManager = GameObject.FindGameObjectWithTag(TAG_EFFECTSMANAGER)
                                                      .GetComponent <AudioEffectsManager>();

            coinStash.EarnCoin(_coinValue);
            audioEffectsManager.PlayCoinSound();

            Destroy(gameObject);
        }
    }
Esempio n. 4
0
    void OnTriggerEnter(Collider c)
    {
        if (c.gameObject.tag == TAG_PLAYER)
        {
            Vector3 playerPosition = c.gameObject.transform.position;

            AudioEffectsManager audioEffectsManager = GameObject.FindGameObjectWithTag(TAG_EFFECTSMANAGER)
                                                      .GetComponent <AudioEffectsManager>();
            VisualEffect visualEffect = GameObject.FindGameObjectWithTag(TAG_VISUAL_EFFECT_MANAGER)
                                        .GetComponent <VisualEffect>();
            PlayerHealth playerHealth = GameObject.FindGameObjectWithTag(TAG_PLAYER).GetComponent <PlayerHealth>();

            playerHealth.Damage(GetRandomDamage());
            visualEffect.PlayBloodEffect(playerPosition);
            audioEffectsManager.PlayDamageAudioEffect();

            Destroy(gameObject);
        }
    }
Esempio n. 5
0
        private void RefreshList(Object sender, Windows.UI.Xaml.RoutedEventArgs evt)
        {
            AudioCaptureEffectsManager  CaptureEffectsManagerLocal;
            IReadOnlyList <AudioEffect> Effectslist;
            int           deviceIndex = DevicesList.SelectedIndex;
            MediaCategory Category;

            if (CategoriesList.SelectedIndex < 0)
            {
                Category = MediaCategory.Communications;
            }
            else
            {
                Category = (MediaCategory)CategoriesList.SelectedIndex;
            }

            if (deviceIndex < 0)
            {
                CaptureEffectsManagerLocal = AudioEffectsManager.CreateAudioCaptureEffectsManager(
                    MediaDevice.GetDefaultAudioCaptureId(AudioDeviceRole.Communications),
                    Category,
                    Windows.Media.AudioProcessing.Default);
                lblEffects.DataContext = new EffectLabelView {
                    EffectLabelName = "Effects Active on {Default Device}"
                };
            }
            else
            {
                CaptureEffectsManagerLocal = AudioEffectsManager.CreateAudioCaptureEffectsManager(
                    m_DeviceInfo[deviceIndex].Id,
                    Category,
                    Windows.Media.AudioProcessing.Default);
                lblEffects.DataContext = new EffectLabelView {
                    EffectLabelName = "Effects Active on  {" + m_DeviceInfo[deviceIndex].Name + "}"
                };
            }

            Effectslist = CaptureEffectsManagerLocal.GetAudioCaptureEffects();
            DisplayEffectsList(Effectslist);
        }
Esempio n. 6
0
        private void StartStopMonitor(Object sender, Windows.UI.Xaml.RoutedEventArgs evt)
        {
            if (m_MonitorStarted == true)
            {
                if (m_CaptureEffectsManager != null)
                {
                    m_CaptureEffectsManager.AudioCaptureEffectsChanged -= OnCaptureEffectsChanged;
                    m_CaptureEffectsManager = null;
                }
                // No longer monitoring effects changes; re-enable button for "Refresh Effects List"
                btnRefreshEffects.IsEnabled = true;
                // Reset effects list to empty
                lblEffects.DataContext = new EffectLabelView {
                    EffectLabelName = "Effects"
                };
                DisplayEmptyEffectsList();
                m_MonitorStarted            = false;
                btnStartStopMonitor.Content = "Start Monitoring";
            }
            else
            {
                int           deviceIndex = DevicesList.SelectedIndex;
                MediaCategory Category;

                if (CategoriesList.SelectedIndex < 0)
                {
                    Category = MediaCategory.Communications;
                }
                else
                {
                    Category = (MediaCategory)CategoriesList.SelectedIndex;
                }

                if (deviceIndex < 0)
                {
                    m_CaptureEffectsManager = AudioEffectsManager.CreateAudioCaptureEffectsManager(
                        MediaDevice.GetDefaultAudioCaptureId(AudioDeviceRole.Communications),
                        Category,
                        Windows.Media.AudioProcessing.Default);
                    m_CaptureEffectsManager.AudioCaptureEffectsChanged += OnCaptureEffectsChanged;
                    lblEffects.DataContext = new EffectLabelView {
                        EffectLabelName = "Effects Active on {Default Device}"
                    };
                }
                else
                {
                    m_CaptureEffectsManager = AudioEffectsManager.CreateAudioCaptureEffectsManager(
                        m_DeviceInfo[deviceIndex].Id,
                        Category,
                        Windows.Media.AudioProcessing.Default);
                    m_CaptureEffectsManager.AudioCaptureEffectsChanged += OnCaptureEffectsChanged;
                    lblEffects.DataContext = new EffectLabelView {
                        EffectLabelName = "Effects Active on  {" + m_DeviceInfo[deviceIndex].Name + "}"
                    };
                }

                // Display current effects once
                IReadOnlyList <AudioEffect> Effectslist = m_CaptureEffectsManager.GetAudioCaptureEffects();
                DisplayEffectsList(Effectslist);

                // Start monitoring effects changes; for now disable button for "Refresh Effects List"
                btnRefreshEffects.IsEnabled = false;
                m_MonitorStarted            = true;
                btnStartStopMonitor.Content = "Stop Monitoring";
            }
        }
Esempio n. 7
0
    private void Update()
    {
        // 曲リセット
        if (Input.GetKeyDown("1"))
        {
            InstanceReset();
        }

        // エフェクトのタイミングをチェック
        foreach (var timing in AudioEffectInstanceTiming)
        {
            // まだ生成してない場合
            if (!timing.isInstance && (Music.Just.Bar < timing.Bar))
            {
                // 2Bar前からインスタンス
                if (Music.IsJustChangedAt(timing.Bar - instanceBar))
                {
                    // 選択中を示すノブのインスタンス
                    timing.knobClone = Instantiate(spotKnob, timing.targetKnob.transform.position, timing.targetKnob.transform.rotation, GameObject.Find("Player Root").transform);
                    timing.knobClone.transform.localEulerAngles = new Vector3(timing.knobClone.transform.localEulerAngles.x, timing.knobClone.transform.localEulerAngles.y, 0.0f);
                    timing.knobClone.GetComponent <SpotKnobLevel>().SetEffectType(timing.type);

                    //スケールリセット
                    Vector3 knobScale = spotKnob.transform.localScale;
                    timing.knobClone.transform.localScale = Vector3.zero;

                    // スケールアニメーション
                    iTween.ScaleTo(timing.knobClone, knobScale, 1.0f);

                    timing.isInstance = true;
                }
            }

            // 1Bar前からジャスト直前までカウント
            else if ((timing.Bar - countdownStartBar) == Music.Just.Bar && (Music.Just.Beat < 3))
            {
                // TODO: カウントから、アルファフェードに。
                // テキスト更新。BarがJutの1つ前になったらカウント開始。
                timing.knobClone.GetComponentInChildren <TextMesh>().text = (countdownValue - Music.Just.Beat).ToString();
            }

            // ジャストの処理
            else if (Music.IsJustChangedAt(timing.Bar))
            {
                // エフェクトの適用度を取得
                var value = AudioEffectsManager.GetEffectLevel(timing.type);

                // テキスト更新
                if (timing.lowerLimit < value && value < timing.upperLimit)
                {
                    timing.knobClone.GetComponentInChildren <ParticleSystem>().Play();
                    timing.knobClone.GetComponentInChildren <TextMesh>().color = Color.yellow;
                    timing.knobClone.GetComponentInChildren <TextMesh>().text  = "Success!!";
                }
                else
                {
                    timing.knobClone.GetComponentInChildren <TextMesh>().color = Color.red;
                    timing.knobClone.GetComponentInChildren <TextMesh>().text  = "Failed!";
                }

                Destroy(timing.knobClone.gameObject, 2.0f);
            }
        }
    }
Esempio n. 8
0
            public static void GetEQCurrent(EQInitialize eqinit)
            {
                var audio = AudioEffectsManager.CreateAudioRenderEffectsManager(MediaDevice.GetDefaultAudioRenderId(AudioDeviceRole.Default), Windows.Media.Render.AudioRenderCategory.Media);
                var asd   = new AudioEffectDefinition("sadawd");
                var supportedEncodingProperties        = new List <AudioEncodingProperties>();
                AudioEncodingProperties encodingProps1 = AudioEncodingProperties.CreatePcm(44100, 1, 32);

                encodingProps1.Subtype = MediaEncodingSubtypes.Float;
                AudioEncodingProperties encodingProps2 = AudioEncodingProperties.CreatePcm(48000, 1, 32);

                encodingProps2.Subtype = MediaEncodingSubtypes.Float;
                supportedEncodingProperties.Add(encodingProps1);
                supportedEncodingProperties.Add(encodingProps2);
                switch (eqinit)
                {
                case EQInitialize.无:
                    break;

                case EQInitialize.重低音强化:
                    break;

                case EQInitialize.低音强化:
                    break;

                case EQInitialize.高音强化:
                    break;

                case EQInitialize.古典音乐:
                    break;

                case EQInitialize.响度:
                    break;

                case EQInitialize.嘻哈:
                    break;

                case EQInitialize.声音强化:
                    break;

                case EQInitialize.摇滚:
                    break;

                case EQInitialize.流行音乐:
                    break;

                case EQInitialize.爵士:
                    break;

                case EQInitialize.电子:
                    break;

                case EQInitialize.舞曲:
                    break;

                case EQInitialize.节奏布鲁斯:
                    break;

                case EQInitialize.语音:
                    break;

                case EQInitialize.音响效果:
                    break;

                default:
                    break;
                }
            }