Esempio n. 1
0
        void SetupSounds()
        {
            // Get an arbitrary node to attach the sounds to
            SCNNode node = GameView.Scene.RootNode;
            // The wind sound
            SCNAudioSource source = SCNAudioSource.FromFile("game.scnassets/sounds/wind.m4a");

            source.Volume = .3f;
            SCNAudioPlayer player = SCNAudioPlayer.FromSource(source);

            source.Loops        = true;
            source.ShouldStream = true;
            source.Positional   = false;
            node.AddAudioPlayer(player);

            // fire
            source            = SCNAudioSource.FromFile("game.scnassets/sounds/flamethrower.mp3");
            source.Loops      = true;
            source.Volume     = 0;
            source.Positional = false;
            flameThrowerSound = SCNAudioPlayer.FromSource(source);
            node.AddAudioPlayer(flameThrowerSound);

            // hit
            hitSound        = SCNAudioSource.FromFile("game.scnassets/sounds/ouch_firehit.mp3");
            hitSound.Volume = 2f;
            hitSound.Load();

            pshhhSound        = SCNAudioSource.FromFile("game.scnassets/sounds/fire_extinction.mp3");
            pshhhSound.Volume = 2f;
            pshhhSound.Load();

            aahSound        = SCNAudioSource.FromFile("game.scnassets/sounds/aah_extinction.mp3");
            aahSound.Volume = 2f;
            aahSound.Load();

            // collectable
            collectPearlSound        = SCNAudioSource.FromFile("game.scnassets/sounds/collect1.mp3");
            collectPearlSound.Volume = 0.5f;
            collectPearlSound.Load();

            collectFlowerSound = SCNAudioSource.FromFile("game.scnassets/sounds/collect1.mp3");
            collectFlowerSound.Load();

            // victory
            victoryMusic        = SCNAudioSource.FromFile("game.scnassets/sounds/Music_victory.mp3");
            victoryMusic.Volume = 0.5f;
        }
Esempio n. 2
0
        public void AttachSampler(AudioSampler audioSampler, SCNNode node)
        {
            // Add the audio Player to the scenekit node so that it gets correct positional
            // adjustments
            node.AddAudioPlayer(audioSampler.AudioPlayer);

            // NOTE: AVAudioNodes that are not AVAudioPlayerNodes are not
            // automatically added to an AVAudioEngine by SceneKit. So we add
            // this audio node to the SCNNode so that it can get position updates
            // but we connect it manually to the AVAudioEnvironmentNode that we
            // get passed to us. This comes from ARSCNView in GameSceneViewController.
            if (this.AudioEnvironment.Engine != null)
            {
                var engine = this.AudioEnvironment.Engine;

                // attach the node
                var audioNode = audioSampler.AudioNode;
                engine.AttachNode(audioNode);

                // connect
                var engineFormat = engine.OutputNode.GetBusInputFormat(0);
                var format       = new AVAudioFormat(engineFormat.SampleRate, 1);
                engine.Connect(audioNode, AudioEnvironment, format);

                // addd to the local collection
                this.audioSamplers.Add(audioSampler);
            }
        }
Esempio n. 3
0
        void SetupMusic()
        {
            // Get an arbitrary node to attach the sounds to.
            SCNNode        node   = GameView.Scene.RootNode;
            SCNAudioSource source = SCNAudioSource.FromFile("game.scnassets/sounds/music.m4a");

            source.Loops        = true;
            source.Volume       = 0.25f;
            source.ShouldStream = true;
            source.Positional   = false;

            SCNAudioPlayer player = SCNAudioPlayer.FromSource(source);

            node.AddAudioPlayer(player);
        }