Esempio n. 1
0
    /*
     * Updates snare verb amount based on X position value
     * updates snare verb decay based on Z position value
     * changes colors based on position
     */
    void Update()
    {
        var   renderer = GetComponent <Renderer>();
        float xPos     = gameObject.transform.position.x;
        float zPos     = gameObject.transform.position.z;

        verbAmt   = mapValues.remapValues(xPos, -26.0f, 147.0f, 0.0f, 100.0f);
        verbDecay = mapValues.remapValues(zPos, -99.0f, 99.0f, 0.0f, 100.0f);

        AkSoundEngine.SetRTPCValue("SnrVerbAmt", verbAmt);
        AkSoundEngine.SetRTPCValue("SnrVerbDecay", verbDecay);

        // X value changes Green value
        // Z value changes Blue value
        colorG = mapValues.remapValues(verbAmt, 0.0f, 100.0f, 0.0f, 1.0f);
        colorB = mapValues.remapValues(verbDecay, 0.0f, 100.0f, 0.0f, 1.0f);
        renderer.material.SetColor("_Color", new Color(1.0f, colorG, colorB, 1.0f));

        // Make it stop bouncing or rolling
        var ray = Camera.main.ScreenPointToRay(Input.mousePosition);

        if (Physics.Raycast(ray, out var hit))
        {
            if (hit.collider.gameObject == gameObject)
            {
                if (Input.GetKeyDown(KeyCode.X))
                {
                    var rb = GetComponent <Rigidbody>();
                    rb.velocity = new Vector3(0.0f, 0.0f, 0.0f);
                }
            }
        }
    }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        getMeterValues();

        var main   = ps.main;
        var trails = ps.trails;

        float startSizeMult = mapValues.remapValues(lowMeter, -48.0f, 0.0f, 1.0f, 10.0f);

        main.startSizeMultiplier = startSizeMult;

        float lowColor = 0.0f;

        if (lowMeter < -12.0f)
        {
            lowColor = 0.0f;
        }
        else if (lowMeter >= -12.0f)
        {
            lowColor = 1.0f;
        }

        trails.colorOverLifetime = new Color(lowColor, 1.0f, 0.0f, 1.0f);
        trails.colorOverTrail    = new Color(lowColor, 0.85f, 0.0f, 1.0f);

        float gravModMult = mapValues.remapValues(hiMidMeter, -48.0f, 0.0f, 0.25f, 3.0f);

        main.gravityModifierMultiplier = gravModMult;
    }
Esempio n. 3
0
    /*
     * Sets attack and decay time based on cube position
     */
    void Update()
    {
        float xPos = gameObject.transform.position.x;
        float zPos = gameObject.transform.position.z;

        float attackVal = mapValues.remapValues(xPos, -30.0f, 150.0f, 0.0f, 100.0f);
        float decayVal  = mapValues.remapValues(zPos, -30.0f, 150.0f, 0.0f, 100.0f);

        AkSoundEngine.SetRTPCValue(attack, attackVal);
        AkSoundEngine.SetRTPCValue(decay, decayVal);
    }
Esempio n. 4
0
    void bassLPFParams()
    {
        var ballX = transform.position.x;
        var ballZ = transform.position.z;

        float filtFreq = mapValues.remapValues(ballX, 100.0f, 111.0f, 0.0f, 100.0f);
        float filtRes  = mapValues.remapValues(ballZ, -35.0f, -47.0f, 0.0f, 100.0f);

        AkSoundEngine.SetRTPCValue("BassLPFEnv", filtFreq);
        AkSoundEngine.SetRTPCValue("BassLPFRes", filtRes);
    }
Esempio n. 5
0
    void Update()
    {
        var ray      = Camera.main.ScreenPointToRay(Input.mousePosition);
        var renderer = GetComponent <Renderer>();

        // Sets bypassToggle true and false
        if (Physics.Raycast(ray, out var hit))
        {
            if (hit.collider.gameObject == gameObject)
            {
                if (Input.GetKeyDown(KeyCode.B))
                {
                    bpToggle = !bpToggle;
                }

                // Make it stop bouncing or rolling
                if (Input.GetKeyDown(KeyCode.X))
                {
                    var rb = GetComponent <Rigidbody>();
                    rb.velocity = new Vector3(0.0f, 0.0f, 0.0f);
                }
            }
        }


        // turn bypass on/off
        if (bpToggle == true)
        {
            AkSoundEngine.SetRTPCValue(bp, bypassed);
            renderer.material.SetColor("_Color", bpColor);
        }
        else if (bpToggle == false)
        {
            AkSoundEngine.SetRTPCValue(bp, activeFilt);
            renderer.material.SetColor("_Color", activeColor);
        }

        // Map position to LPF parameters
        float posX = gameObject.transform.position.x;
        float posZ = gameObject.transform.position.z;

        frequency = mapValues.remapValues(posX, -26.0f, 147.0f, 0.0f, 100.0f);
        resonance = mapValues.remapValues(posZ, -99.9f, 99.0f, 0.0f, 100.0f);

        AkSoundEngine.SetRTPCValue(freq, frequency);
        AkSoundEngine.SetRTPCValue(res, resonance);

        if (Singleton.Instance.destroyEverything == true)
        {
            AkSoundEngine.SetRTPCValue(bp, bypassed);
            Destroy(gameObject);
        }
    }
Esempio n. 6
0
    // Update is called once per frame
    void Update()
    {
        getMeterValues();
        elapsedTime += Time.deltaTime;

        float lowColor = 0.0f;

        if (lowMeter < -10.0f)
        {
            lowColor = 0.0f;
        }
        else if (lowMeter >= 10.0f)
        {
            lowColor = 1.0f;
        }

        float lowMidColor = mapValues.remapValues(lowMidMeter, -48.0f, 0.0f, 0.1f, 0.3f);

        var main = ps.main;

        main.startColor = new Color(0.0f, -lowColor, lowColor, 1.0f);
        main.gravityModifierMultiplier = elapsedTime % 10.0f;


        var trails = ps.trails;

        trails.colorOverLifetime = new Color(lowMidColor, lowMidColor + 0.2f, 0.1f, 0.1f);
        trails.colorOverTrail    = new Color(lowMidColor, lowMidColor + 0.2f, 0.1f, 0.1f);
    }
Esempio n. 7
0
    private void organFXSend()
    {
        var   ballPos = transform.position.x;
        float sendAmt = mapValues.remapValues(ballPos, 60.0f, 70.0f, 0.0f, 100.0f);

        AkSoundEngine.SetRTPCValue("OrganFXSend", sendAmt);
    }
Esempio n. 8
0
    void Update()
    {
        getMeterValues();

        float rVal = mapValues.remapValues(lowMeter, -48.0f, 0.0f, 1.0f, 0.0f);
        float gVal = mapValues.remapValues(hiMidMeter, -48.0f, 0.0f, 1.0f, 0.0f);
        float bVal = mapValues.remapValues(hiMeter, -48.0f, 0.0f, 1.0f, 0.0f);
        //float alpha = mapValues.remapValues(lowMidMeter, -48.0f, 0.0f, 0.25f, 1.0f);

        var main = ps.main;

        main.startColor = new Color(rVal, gVal, bVal, 1.0f);

        //var trails = ps.trails;
        //trails.inheritParticleColor = true;
    }
Esempio n. 9
0
    void bassEffectsSend()
    {
        var   ballPos = transform.position.x;
        float sendAmt = mapValues.remapValues(ballPos, 100.5f, 110.5f, 0.0f, 100.0f);

        AkSoundEngine.SetRTPCValue("BassFXSendAmt", sendAmt);
    }
Esempio n. 10
0
    void arpDecay()
    {
        var   ballPos   = transform.position.x;
        float decayTime = mapValues.remapValues(ballPos, 95.5f, 104.5f, 0.0f, 100.0f);

        AkSoundEngine.SetRTPCValue("ArpDecayTime", decayTime);
    }
Esempio n. 11
0
    void bassDecay()
    {
        var   ballPos   = transform.position.x;
        float decayTime = mapValues.remapValues(ballPos, 100.0f, 111.0f, 0.0f, 100.0f);

        AkSoundEngine.SetRTPCValue("BassDecayTime", decayTime);
    }
Esempio n. 12
0
    // Update is called once per frame
    void Update()
    {
        getMeterValues();

        float lowVal     = mapValues.remapValues(lowMeter, -48.0f, -6.0f, 0.0f, 1.0f);
        float hiMidVal   = mapValues.remapValues(hiMidMeter, -48.0f, 0.0f, 100.0f, 200.0f);
        float hiVal      = mapValues.remapValues(hiMeter, -48.0f, 0.0f, 1.0f, 10.0f);
        float hiValColor = mapValues.remapValues(hiMeter, -48.0f, 0.0f, 0.2f, 0.8f);
        float lowMidVal  = mapValues.remapValues(lowMidMeter, -48.0f, 0.0f, 1.0f, 50.0f);

        var main = ps.main;

        main.startColor      = new Color(lowVal, hiValColor, 0.5f, 1.0f);
        main.startSize       = hiMidVal;
        main.simulationSpeed = lowMidVal;
        main.gravityModifier = hiVal;
    }
Esempio n. 13
0
    void Update()
    {
        // Gets Wwise Master Bus level real-time
        float meterVal = HighsMeterRTPC.meterValue;

        /**
         * Takes meterVal from Wwise and remaps values between 1.0f and 0.0f
         * uses scaledMeterVal to update the R and G arguments for the RGBA color
         * Sets material color to new color values
         */
        float scaleRedVal   = mapValues.remapValues(meterVal, -80.0f, 10.0f, 1.0f, 1.0f);
        float scaleGreenVal = mapValues.remapValues(meterVal, -80.0f, 10.0f, 1.0f, 0.0f);
        float scaleBlueVal  = mapValues.remapValues(meterVal, -80.0f, 10.0f, 1.0f, 0.0f);
        var   colorRender   = gameObject.GetComponent <Renderer>();

        newColor = new Color(scaleRedVal, scaleGreenVal, scaleBlueVal, 1.0f);
        colorRender.material.SetColor("_Color", newColor);
    }
Esempio n. 14
0
    void Update()
    {
        // Gets position values from Player
        posX = player.transform.position.x;
        posY = player.transform.position.y;
        posZ = player.transform.position.z;

        // Gets rotation value from Player
        rotX = player2.transform.localEulerAngles.x;
        rotY = player.transform.localEulerAngles.y;

        float rVal = mapValues.remapValues(rotX, 0.0f, 360.0f, 0.0f, 1.0f);
        float gVal = mapValues.remapValues(rotY, 0.0f, 360.0f, 0.0f, 1.0f);
        float bVal = mapValues.remapValues(Mathf.Abs(posZ) % 30.0f, 0.0f, 30.0f, 0.0f, 1.0f);

        var main = ps.main;

        main.startColor = new Color(rVal, gVal, bVal, 1.0f);
    }
Esempio n. 15
0
    void Update()
    {
        getMeterValues();

        // Gets position values from Player
        posX = player.transform.position.x;
        posY = player.transform.position.y;
        posZ = player.transform.position.z;

        // Gets rotation value from Player
        rotX = player2.transform.localEulerAngles.x;
        rotY = player.transform.localEulerAngles.y;

        float rVal = mapValues.remapValues(rotY, 0.0f, 360.0f, 0.0f, 1.0f);
        float gVal = mapValues.remapValues(rotX, 0.0f, 360.0f, 0.0f, 1.0f);
        float bVal = mapValues.remapValues(Mathf.Abs(posY) % 101.0f, 0.0f, 101.0f, 0.0f, 1.0f);

        var main = ps.main;

        main.startColor = new Color(rVal, gVal, bVal, 1.0f);

        float trailWidth = mapValues.remapValues(lowMeter, -48.0f, 0.0f, 3.0f, 10.0f);
        float lifeColor1 = mapValues.remapValues(hiMidMeter, -48.0f, 0.0f, 0.0f, 1.0f);
        float lifeColor2 = mapValues.remapValues(lowMeter, -48.0f, 0.0f, 0.76f, 0.12f);

        var trails = ps.trails;

        trails.inheritParticleColor = true;
        trails.widthOverTrail       = trailWidth;
        trails.colorOverLifetime    = new Color(0.2f, lifeColor1, lifeColor2, 1.0f);
        trails.colorOverTrail       = new Color(0.2f, lifeColor2, lifeColor1, 1.0f);
    }
Esempio n. 16
0
    /**
     * Gets meter value from ElevatorSubsRTPC script, creates a value floor at -80dB,
     * remaps values to useable range, and updates the position of the object
     * in the Y axis.
     */
    private void FixedUpdate()
    {
        float meterVal = ElevatorSubsRTPC.meterValue;

        if (meterVal <= -80.0f)
        {
            meterVal = -80.0f;
        }

        float scaleMeterVal = mapValues.remapValues(meterVal, -80.0f, 10.0f, 0.12f, scaleVal);

        transform.position = new Vector3(posX, scaleMeterVal, posZ);
    }
Esempio n. 17
0
    /**
     * Gets meter value from SubsMeterRtpc script, creates a value floor at -80dB,
     * remaps values to useable range, and updates the scale (height) of the object
     * in the Y axis.
     */
    private void FixedUpdate()
    {
        float meterVal = LowsMeterRTPC.meterValue;

        if (meterVal <= -80.0f)
        {
            meterVal = -80.0f;
        }

        float scaleMeterVal = mapValues.remapValues(meterVal, -80.0f, 10.0f, 0.12f, scaleVal);

        transform.localScale = new Vector3(scaleX, scaleMeterVal, scaleZ);
        cylinderHeight       = scaleMeterVal;
    }
Esempio n. 18
0
    void Update()
    {
        // Gets ball coords
        var ballPosX = transform.position.x;
        var ballPosY = transform.position.y;
        var ballPosZ = transform.position.z;

        //Remaps position to RTPC values
        float param1 = mapValues.remapValues(ballPosX, -26.0f, 147.0f, 0.0f, 100.0f);
        float param2 = mapValues.remapValues(ballPosZ, -99.0f, 99.0f, 0.0f, 100.0f);
        float height = mapValues.remapValues(ballPosY, 1.5f, 40.0f, 0.0f, 100.0f);

        // Set RTPC values
        AkSoundEngine.SetRTPCValue(tremF, height);
        AkSoundEngine.SetRTPCValue(tremD, param1);
        AkSoundEngine.SetRTPCValue(ptchFrq, param1);
        AkSoundEngine.SetRTPCValue(ptchD, param2);
        AkSoundEngine.SetRTPCValue(delFB, param1 + height);

        // Gets RGB values from position
        rVal = mapValues.remapValues(param1, 0.0f, 100.0f, 0.0f, 1.0f);
        gVal = mapValues.remapValues(param2, 0.0f, 100.0f, 0.0f, 1.0f);
        bVal = mapValues.remapValues(height, 0.0f, 100.0f, 0.0f, 1.0f);

        // Changes color
        var renderer = GetComponent <Renderer>();

        renderer.material.SetColor("_Color", new Color(rVal, gVal, bVal, 1.0f));

        var ray = Camera.main.ScreenPointToRay(Input.mousePosition);

        if (Physics.Raycast(ray, out var hit))
        {
            if (hit.collider.gameObject == gameObject)
            {
                // Make it stop bouncing or rolling
                if (Input.GetKeyDown(KeyCode.X))
                {
                    var rb = GetComponent <Rigidbody>();
                    rb.velocity = new Vector3(0.0f, 0.0f, 0.0f);
                }
            }
        }
    }
Esempio n. 19
0
 /**
  * Maps the X and Z coords from the trigger cubes to the area above the
  * bass platform
  */
 private void spawnPositionFinder()
 {
     spawnX = mapValues.remapValues(cubeSequencerPos, 0.0f, 15.0f, 100.0f, 111.0f);
     spawnZ = mapValues.remapValues(cubeNote, 0.0f, 24.0f, -25.0f, -15.0f);
 }
Esempio n. 20
0
    void Update()
    {
        var ray = Camera.main.ScreenPointToRay(Input.mousePosition);

        // Toggles bypasses true and false
        if (Physics.Raycast(ray, out var hit))
        {
            if (hit.collider.gameObject == gameObject)
            {
                if (Input.GetKeyDown(KeyCode.B))
                {
                    chrsToggle = !chrsToggle;
                }

                if (Input.GetKeyDown(KeyCode.N))
                {
                    distToggle = !distToggle;
                }

                if (Input.GetKeyDown(KeyCode.H))
                {
                    tremToggle = !tremToggle;
                }

                // Make it stop bouncing or rolling
                if (Input.GetKeyDown(KeyCode.X))
                {
                    var rb = GetComponent <Rigidbody>();
                    rb.velocity = new Vector3(0.0f, 0.0f, 0.0f);
                }
            }
        }

        /*
         * Uses toggle state to bypass or activate the FX unit
         * and set color values
         */
        if (chrsToggle == true)
        {
            AkSoundEngine.SetRTPCValue(bpChrs, bypassed);
            rVal = inactiveColor;
        }
        else if (chrsToggle == false)
        {
            AkSoundEngine.SetRTPCValue(bpChrs, activeFX);
            rVal = activeColor;
        }

        if (distToggle == true)
        {
            AkSoundEngine.SetRTPCValue(bpDist, bypassed);
            gVal = inactiveColor;
        }
        else if (distToggle == false)
        {
            AkSoundEngine.SetRTPCValue(bpDist, activeFX);
            gVal = activeColor;
        }

        if (tremToggle == true)
        {
            AkSoundEngine.SetRTPCValue(bpTrem, bypassed);
            bVal = inactiveColor;
        }
        else if (tremToggle == false)
        {
            AkSoundEngine.SetRTPCValue(bpTrem, activeFX);
            bVal = activeColor;
        }



        /*
         * If any of the other FX units are active, the delay is 50/50 dry/wet
         * If they're all inactive, the delay is full wet
         */
        if (chrsToggle == false || distToggle == false || tremToggle == false)
        {
            AkSoundEngine.SetRTPCValue(delDW, fiftyFiftyDryWet);
        }
        else if (chrsToggle == true && distToggle == true && tremToggle == true)
        {
            AkSoundEngine.SetRTPCValue(delDW, activeFX);
        }

        // Changes color based on bypass activity
        var renderer = GetComponent <Renderer>();

        color = new Color(rVal, gVal, bVal, 1.0f);
        renderer.material.SetColor("_Color", color);

        // Gets ball coords
        var ballPosX = transform.position.x;
        var ballPosY = transform.position.y;
        var ballPosZ = transform.position.z;

        // Remaps ball coords to RTPC useable vals
        float param1 = mapValues.remapValues(ballPosX, -26.0f, 147.0f, 0.0f, 100.0f);
        float param2 = mapValues.remapValues(ballPosZ, -99.0f, 99.0f, 0.0f, 100.0f);
        float height = mapValues.remapValues(ballPosY, 1.5f, 40.0f, 0.0f, 100.0f);

        // Sets RTPC Vals
        AkSoundEngine.SetRTPCValue("BassChorus", param1);
        AkSoundEngine.SetRTPCValue("BassChorus2", param2);
        AkSoundEngine.SetRTPCValue("BassDistDrive", param1);
        AkSoundEngine.SetRTPCValue("BassDistRect", param2);
        AkSoundEngine.SetRTPCValue("BassTremDepth", param1);
        AkSoundEngine.SetRTPCValue("BassTremFreq", param2);
        AkSoundEngine.SetRTPCValue("BassDelayFeedback", height);
    }