/// <summary> /// Get the required source and pick a random clip to play it on. /// </summary> void Start() { AudioSource3D Source = GetComponent <AudioSource3D>(); Source.clip = Clips[Random.Range(0, Clips.Length)]; Source.Play(); }
/// <summary> /// Hang lejátszása Cavern használatával. /// </summary> /// <param name="Clip">Hang</param> /// <param name="At">Pozíicó</param> static void PlayWithCavern(AudioClip Clip, Vector3 At) { AudioSource3D Source = CreateContainer(Clip, At).AddComponent <AudioSource3D>(); Source.Clip = Clip; Source.VolumeRolloff = AudioSource3D.Rolloffs.Disabled; }
/// <summary> /// Hang lejátszása egy objektumon, Cavern motorral. /// </summary> /// <param name="Clip">Hang</param> /// <param name="Obj">Objektum</param> static void AttachWithCavern(AudioClip Clip, GameObject Obj) { AudioSource3D Source = Obj.AddComponent <AudioSource3D>(); Source.Clip = Clip; Source.VolumeRolloff = AudioSource3D.Rolloffs.Disabled; }
public void Play(AudioSource3D source, AudioClip[] soundpack) { if (soundpack.Length != 0) { source.PlayOneShot(soundpack[Random.Range(0, soundpack.Length)]); } }
void OnEnable() { source = GetComponent <AudioSource3D>(); filter = new Lowpass(AudioListener3D.Current.SampleRate, 120); Update(); source.AddFilter(filter); }
void Awake() { Weapon = WeaponBase.AttachWeapon(WeaponKinds.Unassigned, gameObject); WeaponPickup(WeaponKinds.Photon); Source = GetComponent <AudioSource3D>(); Customize.DeserializeTo(transform.GetChild(0).gameObject); }
/// <summary> /// Constructs a new destructor. /// </summary> /// <param name="attachTo">Object containing a source to destruct</param> /// <param name="targetSource">Source to destruct</param> /// <param name="destroyAfter">Destroy the parent after playback</param> internal static OneShotDestructor Constructor(GameObject attachTo, AudioSource3D targetSource, bool destroyAfter) { OneShotDestructor destructor = attachTo.AddComponent <OneShotDestructor>(); destructor.source = targetSource; destructor.destroyGameObject = destroyAfter; return(destructor); }
/// <summary> /// Create the required textures. /// </summary> void Start() { Source = GetComponent <AudioSource3D>(); Source.SpatialBlend = 0; InnerTexture = new Texture2D(1, 1); InnerTexture.SetPixel(0, 0, new Color(0, 0, 0, .25f)); InnerTexture.Apply(); OuterTexture = new Texture2D(1, 1); OuterTexture.SetPixel(0, 0, new Color(1, 1, 1, .25f)); OuterTexture.Apply(); }
void Start() { Alive = Range / Speed; while (Box < Boxes.Count && Boxes[Box].Timestamp < Alive) { ++Box; } Source = gameObject.AddComponent <AudioSource3D>(); Source.clip = Song; Source.SpatialBlend = 0; }
/// <summary> /// Play a sound at the location of a GameObject. /// </summary> /// <param name="Obj">Target</param> public static void PlaySoundOn(GameObject Obj) { GameObject NewObj = new GameObject(); NewObj.transform.position = Obj.transform.position; AudioSource3D Source = NewObj.AddComponent <AudioSource3D>(); Source.clip = _SelectSound; Source.Volume = .1f; Source.Play(); NewObj.AddComponent <TimedDespawner>().Timer = 1; }
/// <summary> /// When the enemy is spawned, set it up. /// </summary> void Start() { Damage = MapHandler.Instance.EnemyDamage; Health = MapHandler.Instance.EnemyHealth * Health; Source = GetComponent <AudioSource3D>(); if (!Settings.HQAudio) { Source.Mute = true; } Creation(); // Enemy specific setup Cooldown = ShootingSpeed; // Initial cooldown }
void LateUpdate() { if (Source) { if (!target) { target = Source.gameObject.AddComponent <AudioSource3D>(); } target.enabled = Source.enabled; target.DopplerLevel = Source.dopplerLevel; target.IsPlaying = Source.isPlaying; target.Loop = Source.loop; target.Mute = Source.mute; target.Pitch = Source.pitch; target.SpatialBlend = Source.spatialBlend; target.StereoPan = Source.panStereo; if (target.Clip = Source.clip) { bool decompressed = Source.clip.loadType == AudioClipLoadType.DecompressOnLoad; if (!duality) { target.Volume = Source.volume; } else if (decompressed && Source.volume != Mute) { target.Volume = Source.volume; Source.volume = Mute; } AudioSettings.GetDSPBufferSize(out int BufferSize, out int _); if (Math.Abs(target.timeSamples - Source.timeSamples) > BufferSize) { target.timeSamples = Source.timeSamples; } if (!decompressed) { target.Clip = null; } } target.VolumeRolloff = Source.rolloffMode switch { AudioRolloffMode.Linear => Rolloffs.Linear, AudioRolloffMode.Logarithmic => Rolloffs.Logarithmic, _ => Rolloffs.Disabled, }; } else { if (target) { Destroy(target); } Destroy(this); } }
public void OnHit(Target Hit) { if (Menu.Instance.GameOverUI.activeSelf) { return; } AudioSource3D.PlayClipAtPoint(Slash, Hit.transform.position, SlashVolume); int Lane = Hit.transform.position.x < 0 ? 0 : 1; Color TargetColor = Hit.GetComponent <Renderer>().material.color; AddToLane(Lane, TargetColor); Destroy(Hit.gameObject); }
void OnEnable() { source = GetComponent <AudioSource3D>(); filter = new Filters.Delay(DelayTime, AudioListener3D.Current.SampleRate); source.AddFilter(filter); }
void OnEnable() { source = GetComponent <AudioSource3D>(); filter = new Filters.Comb(AudioListener3D.Current.SampleRate, frequency, alpha); source.AddFilter(filter); }
void OnEnable() { source = GetComponent <AudioSource3D>(); filter = new Convolver(new float[MaxSamples], 0); source.AddFilter(filter); }
void OnEnable() { source = GetComponent <AudioSource3D>(); filter = new Echo(AudioListener3D.Current.SampleRate, Strength, Delay); source.AddFilter(filter); }