public void PlayFx(AudioName aName) { if (isSoundOn) { sfxSource.PlayOneShot(audioDict [aName.ToString()]); } }
public AudioClip GetSound(AudioName _name) { switch (_name) { case (AudioName.marche): return(marche); break; case (AudioName.mine): return(mine); break; case (AudioName.meurt): return(meurt); break; case (AudioName.fight): return(combat); break; case (AudioName.plante): return(coupePlante); break; case (AudioName.buildingCrumble): return(buildingCrumble); break; case (AudioName.robotMove): return(robotFight); break; case (AudioName.robotFight): return(robotMove); break; case (AudioName.construction): return(construction); case (AudioName.wood): return(sawWood); case (AudioName.robotDeath): return(robotDie); case (AudioName.stockRessource): return(stash); default: return(combat); } }
public static AudioSource CreateNewAudioPlayer(AudioName name) { AudioSource newSource = audioSource.gameObject.AddComponent <AudioSource>(); newSource.clip = audioClips[name]; return(newSource); }
/// <summary> /// Plays the given sound /// Waits until the sound is done playing /// Stops the sound and adds it back to the resource pool /// If the sound is set to loop then it won't add it back to the queue /// until it is done looping /// </summary> /// <param name="soundName"></param> /// <returns></returns> IEnumerator PlaySoundRoutine(AudioName soundName, SoundClip clip) { AudioClipInfo info = m_aduioDictionary[soundName]; clip.Info = info; clip.Volume = m_sfxVolume; clip.Play(); // Will keep checking until the sound no longer plays if (clip.Loops) { // Check again next frame to see if we are done while (clip.IsPlaying) { yield return(new WaitForEndOfFrame()); } } else { // Wait until the sound is done playing to re-queue it yield return(new WaitForSeconds(clip.Length)); } // For safety ensure the sound is stopped clip.Stop(); clip.Info = null; m_soundClips.Enqueue(clip); }
public void PlayAudio(AudioName an) { if (adDic.ContainsKey(an)) { adDic[an].Play(); } }
public void UnPause(AudioName an) { if (adDic.ContainsKey(an)) { adDic[an].UnPause(); } }
static int PlayAudio(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 2 && LuaScriptMgr.CheckTypes(L, 1, typeof(GameAudio), typeof(int))) { GameAudio obj = LuaScriptMgr.GetNetObject <GameAudio>(L, 1); int arg0 = (int)LuaScriptMgr.GetNumber(L, 2); obj.PlayAudio(arg0); return(0); } else if (count == 2 && LuaScriptMgr.CheckTypes(L, 1, typeof(GameAudio), typeof(AudioName))) { GameAudio obj = LuaScriptMgr.GetNetObject <GameAudio>(L, 1); AudioName arg0 = LuaScriptMgr.GetNetObject <AudioName>(L, 2); obj.PlayAudio(arg0); return(0); } else { LuaDLL.luaL_error(L, "invalid arguments to method: GameAudio.PlayAudio"); } return(0); }
/// <summary> /// 吸生 /// </summary> /// <returns></returns> private IEnumerator PierceAndHeakCoroutine() { state = PlayerState.Pierce; var audioNames = new AudioName[] { AudioName.kaede_hun_kyusei_10, AudioName.kaede_kurae_kyusei_11 }; AudioManager.Instance.PlayPlayerSE(audioNames[Random.Range(0, audioNames.Length)].String()); EnemyAI nearEnemy = MostNearEnemy(); var isBoss = nearEnemy.GetComponent <BossMarker>() != null; playerAnimation.StopWalkAnimation(); //敵のほうを向くまで待機 yield return(StartCoroutine(RotateToTarget(nearEnemy.waistPosition, 5.0f))); status.Heal(pierceHealHP); //吸生終了まで待機 playerAnimation.StartKyuuseiAnimation(); yield return(new WaitForSeconds(2.0f)); playerAnimation.StopKyuuseiAnimation(); FarEnemy(nearEnemy); nearEnemy.UsedHeal(); state = PlayerState.Idle; if (isBoss) { SceneChanger.Instance().Change(nextSceneName, new FadeData(1, 1, Color.black)); } }
public void PlayFx(AudioName aName, float delay) { if (isSoundOn) { sfxSource.clip = audioDict [aName.ToString()]; sfxSource.PlayDelayed(delay); } }
public Sound(AudioName name, AudioClip clip, AudioSource source, float volume = 1.0f, float pitch = 1.0f) { this.name = name; this.clip = clip; this.source = source; this.volume = volume; this.pitch = pitch; }
[Range(0.1f, 3.0f)] public float pitch; // the pitch and speed of the audio clip public Sound() { name = AudioName.NULL; clip = null; volume = 1.0f; pitch = 1.0f; source = null; }
private void AudioName_Enter(object sender, EventArgs e) { if (AudioName.ForeColor == Color.FromArgb(192, 192, 255)) { AudioName.ForeColor = SystemColors.ControlText; AudioName.Font = new System.Drawing.Font("Arial", 8.25f, System.Drawing.FontStyle.Regular); AudioName.Clear(); AudioName.Select(); } }
////////////////////// // Public Interface // ////////////////////// // Plays an AudioClip, should only be used for global (non-3D) sounds public void Play(AudioName audioType, string uniqueIdentifier, bool shouldForcePlay = false, Action <AudioJob> settingsOverride = null) { AudioJob audioJob = GetOrCreateJob(audioType, uniqueIdentifier, settingsOverride); if (!audioJob.audio.isPlaying || shouldForcePlay) { settingsOverride?.Invoke(audioJob); Play(audioJob); } }
// Plays an AudioClip at the given position public void PlayAtLocation(AudioName audioType, string uniqueIdentifier, Vector3 location, bool shouldForcePlay = false, Action <AudioJob> settingsOverride = null) { AudioJob audioJob = GetOrCreateJob(audioType, uniqueIdentifier, settingsOverride); if (!audioJob.audio.isPlaying || shouldForcePlay) { audioJob.audio.transform.position = location; settingsOverride?.Invoke(audioJob); Play(audioJob); } }
// Plays an audio clip with the given parameters public void PlayAudioParameter(AudioName audioName) { AudioParameter audio = AudioDictionary[audioName]; PlayAudio(audio.audioClip , audio.volume , audio.priority , _audioSourceLayer , audio.pitchLow , audio.pitchHigh); }
public static void Play(AudioName audio) { int index = (int)audio; if (!s_Instance.audioSource.isPlaying) { s_Instance.audioSource.PlayOneShot(s_Instance.audioClipList[index]); } else { s_Instance.pendingList.Add(s_Instance.audioClipList[index]); } }
// AUDIO::PLAY_SOUND_FRONTEND(-1, "RANK_UP", "HUD_AWARDS", 1); // 任务完成 // API.PlaySoundFrontend(-1, "Mission_Pass_Notify", "DLC_HEISTS_GENERAL_FRONTEND_SOUNDS", true); public static int Play(AudioName audioName) { switch (audioName) { case AudioName.Beep: return(PlayBeep()); case AudioName.MissionComplete: return(PlayMissionComplete()); case AudioName.Wasted: return(PlayWasted()); } return(0); }
public void PlaySound(AudioName name, float volume) { if (audioClips[(int)name]) { AudioSource source = GetSoucre(); source.pitch = 1.0f; source.volume = volume; source.PlayOneShot(audioClips[(int)name]); } else { print("AudioManager : AudioClip[" + name.ToString() + "] is not setted"); } }
private void AddToDicAudio(AudioName audioName, string fileName) { AudioClip ac = (AudioClip)Resources.Load(fileName); if (ac != null) { int i = SoundManager.PlaySound(ac); dic_audioID.Add(audioName, i); SoundManager.GetAudio(dic_audioID[audioName]).Stop(); } else { Debug.LogError("Missing Audio " + fileName); } }
/// <summary> /// Triggers the routine to play the given sound /// </summary> /// <param name="soundName"></param> public void PlaySound(AudioName soundName) { // Can't play what we don't know about if (!m_aduioDictionary.ContainsKey(soundName)) { Debug.LogWarningFormat("Unknown Sound Effect {0}", soundName); return; } // Make sure we have enough resources to play this sound if (m_soundClips.Count < 1) { Debug.LogFormat("Not enough resources to play {0}", soundName); return; } StartCoroutine(PlaySoundRoutine(soundName)); }
private static async Task Play(AudioName audioName, double?headsetGain, double?speakerGain, bool wait) { var speakerOnOff = GetSpeakerOnOff(audioName); if (headsetGain == null) { headsetGain = 0.3; } if (speakerGain == null) { speakerGain = 0.6; } if (speakerOnOff.CarSpeakerOn && speakerOnOff.HeadsetSpeakerOn) { var headsetSpeaker = _headsetSpeaker.Play(EnumHelper.GetName(audioName), headsetGain.Value); var carSpeaker = _carSpeaker.Play(EnumHelper.GetName(audioName), speakerGain.Value); if (wait) { await Task.WhenAll(new Task[] { headsetSpeaker, carSpeaker }); } } else if (speakerOnOff.CarSpeakerOn) { var carSpeaker = _carSpeaker.Play(EnumHelper.GetName(audioName), speakerGain.Value); if (wait) { await carSpeaker; } } else if (speakerOnOff.HeadsetSpeakerOn) { var headesetSpeaker = _headsetSpeaker.Play(EnumHelper.GetName(audioName), headsetGain.Value); if (wait) { await headesetSpeaker; } } }
public AudioJobSave(AudioJob audioJob) { this.id = audioJob.id; this.audioType = audioJob.audioType; this.timeRunning = audioJob.timeRunning; this.basePitch = audioJob.basePitch; this.pitchRandomness = audioJob.pitchRandomness; this.randomizedPitch = audioJob.randomizedPitch; this.stopSound = audioJob.stopSound; this.pitch = audioJob.audio.pitch; this.volume = audioJob.audio.volume; this.timeSamples = audioJob.audio.timeSamples; this.loop = audioJob.audio.loop; this.ignoreListenerVolume = audioJob.audio.ignoreListenerVolume; this.playOnAwake = audioJob.audio.playOnAwake; this.ignoreListenerPause = audioJob.audio.ignoreListenerPause; this.velocityUpdateMode = audioJob.audio.velocityUpdateMode; this.panStereo = audioJob.audio.panStereo; this.spatialBlend = audioJob.audio.spatialBlend; this.spatialize = audioJob.audio.spatialize; this.spatializePostEffects = audioJob.audio.spatializePostEffects; this.customCurveCustomRolloff = audioJob.audio.GetCustomCurve(AudioSourceCurveType.CustomRolloff); this.customCurveSpatialBlend = audioJob.audio.GetCustomCurve(AudioSourceCurveType.SpatialBlend); this.customCurveReverbZoneMix = audioJob.audio.GetCustomCurve(AudioSourceCurveType.ReverbZoneMix); this.customCurveSpread = audioJob.audio.GetCustomCurve(AudioSourceCurveType.Spread); this.reverbZoneMix = audioJob.audio.reverbZoneMix; this.bypassEffects = audioJob.audio.bypassEffects; this.bypassListenerEffects = audioJob.audio.bypassListenerEffects; this.bypassReverbZones = audioJob.audio.bypassReverbZones; this.dopplerLevel = audioJob.audio.dopplerLevel; this.spread = audioJob.audio.spread; this.priority = audioJob.audio.priority; this.mute = audioJob.audio.mute; this.minDistance = audioJob.audio.minDistance; this.maxDistance = audioJob.audio.maxDistance; this.rolloffMode = audioJob.audio.rolloffMode; this.isPlaying = audioJob.audio.isPlaying; }
// Plays an AudioClip as a child of the given GameObject public void PlayOnGameObject <T>( AudioName audioType, string uniqueIdentifier, T audioJobOnGameObject, bool shouldForcePlay = false, Action <AudioJob> settingsOverride = null ) where T : SaveableObject, AudioJobOnGameObject { AudioJob audioJob = GetOrCreateJob(audioType, uniqueIdentifier, settingsOverride); if (!audioJob.audio.isPlaying || shouldForcePlay) { audioJob.audio.transform.position = audioJobOnGameObject.transform.position; Action <AudioJob> update = audioJobOnGameObject.UpdateAudio; serializableUpdateAudioOnGameObject[audioJob.id] = audioJobOnGameObject; updateAudioJobs[audioJob.id] = update; settingsOverride?.Invoke(audioJob); Play(audioJob); } }
// Play an AudioClip with an arbitrary function modifying the source public void PlayWithUpdate <T>( AudioName audioType, string uniqueIdentifier, T customUpdate, bool shouldForcePlay = false, Action <AudioJob> settingsOverride = null ) where T : SaveableObject, CustomAudioJob { AudioJob audioJob = GetOrCreateJob(audioType, uniqueIdentifier, settingsOverride); if (!audioJob.audio.isPlaying || shouldForcePlay) { if (shouldForcePlay || !serializableCustomUpdateAudioJobs.ContainsKey(audioJob.id)) { serializableCustomUpdateAudioJobs[audioJob.id] = customUpdate; updateAudioJobs[audioJob.id] = customUpdate.UpdateAudio; } settingsOverride?.Invoke(audioJob); Play(audioJob); } }
// Plays any audio file based on AudioName public void Play(AudioName name) { Sound s = sounds[name]; if (s == null) { Debug.LogError("Time: " + Time.time + "Error! No audio found for AudioName: " + name); return; } // If AudioName is a Background Music, then stop other background musics, and play this one if ((int)name <= 5 && (int)name >= 1) { instance.backgroundMusic.Stop(); instance.backgroundMusic = s.source; instance.backgroundMusic.Play(); } else { s.source.Play(); } }
/// <summary> /// Stops the current music from playing (if any) /// and play the given music /// </summary> /// <param name="musicName"></param> public void PlayMusic(AudioName musicName) { // Don't know it if (!m_aduioDictionary.ContainsKey(musicName)) { Debug.LogWarningFormat("Unknown Music {0}", musicName); return; } // Already playing no need to trigger it if (m_musicClip.Info != null && m_musicClip.ClipName == musicName && m_musicClip.IsPlaying) { return; } m_musicClip.Stop(); // Update the music and play it m_musicClip.Info = m_aduioDictionary[musicName]; m_musicClip.Volume = m_musicVolume; m_musicClip.Play(); }
private static async Task AddAudioFile(AudioName audioName, string text) { IStorageFile storageFile = null; var soundFile = await ApplicationData.Current.LocalFolder.TryGetItemAsync(EnumHelper.GetName(audioName)); if (soundFile == null) { var headsetStream = await SpeechSynthesis.SpeakAsStream(text); var localFolder = ApplicationData.Current.LocalFolder; storageFile = await localFolder.CreateFileAsync(EnumHelper.GetName(audioName), CreationCollisionOption.FailIfExists); using (var outputStream = await storageFile.OpenStreamForWriteAsync()) { await headsetStream.AsStream().CopyToAsync(outputStream); } } storageFile = await ApplicationData.Current.LocalFolder.GetFileAsync(EnumHelper.GetName(audioName)); await _headsetSpeaker.AddFileAsync(storageFile); await _carSpeaker.AddFileAsync(storageFile); }
public AudioJob GetOrCreateJob(AudioName audioType, string uniqueIdentifier, Action <AudioJob> settingsOverride = null) { string id = Id(audioType, uniqueIdentifier); AudioJob audioJob; if (audioJobs.ContainsKey(id)) { audioJob = audioJobs[id]; } else { Log(id, $"Creating new audio job: {id}"); GameObject newAudioGO = new GameObject(id); newAudioGO.transform.SetParent(soundsRoot); newAudioGO.transform.position = Vector3.zero; AudioSettings settings = defaultSettings[audioType]; AudioSource newAudioSource = newAudioGO.PasteComponent(settings.audioSource); newAudioGO.name = id; audioJob = new AudioJob { id = id, audioType = audioType, audio = newAudioSource, basePitch = newAudioSource.pitch, pitchRandomness = UnityEngine.Random.Range(-settings.randomizePitch, settings.randomizePitch) }; settingsOverride?.Invoke(audioJob); audioJobs.Add(audioJob.id, audioJob); } return(audioJob); }
public void PlayFx(AudioName aName, float delay) { if (isSoundOn) { sfxSource.clip = audioDict [aName.ToString ()]; sfxSource.PlayDelayed (delay); } }
public void PlayFx(AudioName aName) { if (isSoundOn) { sfxSource.PlayOneShot (audioDict [aName.ToString ()]); } }
public void PlayAudio(int id) { AudioName an = (AudioName)id; PlayAudio(an); }
public void UnPause(int id) { AudioName an = (AudioName)id; UnPause(an); }