void OnEnable() { Debug.Log("audio!"); starsBtn.gameObject.SetActive(false); feedbackBtn.gameObject.SetActive(false); rg = new RhythmGenerate(); List <Note> rep = rg.getRepeatedRhythm(Globals.Instance.getRhythm(), Globals.Instance.getRepititions()); noteDurations = rg.computeNoteDurations(rep); first = true; clapIndex = 0; totalClaps = noteDurations.Count; timestamps = new List <double>(); _audio = GetComponent <AudioSource>(); StartCoroutine(SoundOut()); //this.enabled = false; }
void OnEnable() { if (inprogress) { return; // already in progress } Metronome.gameObject.SetActive(true); feedbackBtn.gameObject.SetActive(false); starsBtn.gameObject.SetActive(false); rg = new RhythmGenerate(); rhythm = rg.getRepeatedRhythm(Globals.Instance.curRhythm, Globals.Instance.getRepititions()); noteIndex = 0; noteRatings = Enumerable.Repeat(Rating.MISSED, rhythm.Count).ToList(); expNoteTimes = rg.computeExpectedNoteTimes(rhythm); rhythmStartTime = -1; timestamps = new List <double>(); _audio = GetComponent <AudioSource>(); inprogress = true; window = 1; // stop accepting taps x seconds after last tap was supposed to occur }