Esempio n. 1
0
        private string GetMaterialText(eAudioM_GroundType aType, eAudioM_AudioSelector aSelector)
        {
            string textToReturn = "";

            switch (aSelector)
            {
            case eAudioM_AudioSelector.AudioClip:
            {
                textToReturn += GetAmountOfSound(aType, eAudioM_FootSoundType.Walk);
                textToReturn += GetAmountOfSound(aType, eAudioM_FootSoundType.Run);
                textToReturn += GetAmountOfSound(aType, eAudioM_FootSoundType.Crouch);
                textToReturn += GetAmountOfSound(aType, eAudioM_FootSoundType.Crawling);
                break;
            }

            case eAudioM_AudioSelector.AudioData:
            {
                textToReturn += GetAmountOfSoundData(aType, eAudioM_FootSoundType.Walk);
                textToReturn += GetAmountOfSoundData(aType, eAudioM_FootSoundType.Run);
                textToReturn += GetAmountOfSoundData(aType, eAudioM_FootSoundType.Crouch);
                textToReturn += GetAmountOfSoundData(aType, eAudioM_FootSoundType.Crawling);
                break;
            }
            }

            return(textToReturn);
        }
Esempio n. 2
0
        private string GetAmountOfSoundData(eAudioM_GroundType aType, eAudioM_FootSoundType aMovement)
        {
            int amount = m_FootSoundsData[(int)aType].GetSoundsList(aMovement).Count;

            if (amount >= 10)
            {
                return("[9+]");
            }
            else
            {
                return("[" + amount.ToString() + "]");
            }
        }
Esempio n. 3
0
        //--------------------------------------------------------------------------------------------

        ///<summary>
        ///(Sphere Audio) Instiante a foot sound depend on which ground you are on, play it and then destroy it
        ///<param name="aPosition">The position where the sound will be instantiate</param>
        ///<param name="aGroundType">The type of ground you are moving on</param>
        ///<param name="aMovementType">The type of movement you are doing</param>
        ///<param name="aFootDir">The foot that will touch the ground and make sound</param>
        ///</summary>
        public void FootSound_Play(Vector3 aPosition, eAudioM_GroundType aGroundType, eAudioM_FootSoundType aMovementType, eAudioM_FootSoundDir aFootDir)
        {
            if (!FootSound_IsInit(true))
            {
                return;
            }

            AudioClip clip = null;

            switch (m_FootAudioSelector)
            {
            case eAudioM_AudioSelector.AudioClip:
            {
                clip = m_FootSoundsData.GetFootSound(aGroundType, aMovementType);
                break;
            }

            case eAudioM_AudioSelector.AudioData:
            {
                AudioData data = m_FootSoundsData.GetFootSoundData(aGroundType, aMovementType);
                if (data == null)
                {
                    Debug.LogWarning(Debug_Warning("There's no AudioData available for the ground '" + aGroundType + "' and the movement type '" + aMovementType + "'"));
                    return;
                }
                data.StereoPan = FootSound_GetStereoPan(aFootDir);
                SoundEasy_Play(data, aPosition);
                return;
            }
            }

            if (clip == null)
            {
                Debug.LogWarning(Debug_Warning("There's no sound to play"));
                return;
            }

            GameObject obj = new GameObject();

            obj.transform.position = aPosition;
            SFX_AudioSetup audio = obj.AddComponent <SFX_AudioSetup>();

            audio.SetupAudio(clip, m_FootSoundsData.GetFootSoundVolume(aGroundType, aMovementType), 1.0f, 1.0f, FootSound_GetStereoPan(aFootDir));
            audio.PlayAudio(0);
        }
Esempio n. 4
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        private void ShowMaterialAvailable()
        {
            for (int i = 0; i < EnumSystem.GetEnumCount(typeof(eAudioM_GroundType)); i++)
            {
                if (i == m_GroundSelectId)
                {
                    ShowAdvancedListBtn(((eAudioM_GroundType)i).ToString(), GetMaterialText((eAudioM_GroundType)i, m_AudioSelector), null, true, 2);
                }
                else
                {
                    if (ShowAdvancedListBtn(((eAudioM_GroundType)i).ToString(), GetMaterialText((eAudioM_GroundType)i, m_AudioSelector), null, false, 2))
                    {
                        m_GroundSelectId = i;
                    }
                }
            }

            m_GroundSelect = (eAudioM_GroundType)m_GroundSelectId;
        }
Esempio n. 5
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 public float GetFootSoundVolume(eAudioM_GroundType aGround, eAudioM_FootSoundType aType)
 {
     return(m_FootSounds[(int)aGround].GetFootSoundVolume(aType));
 }
Esempio n. 6
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 ///<summary>Return a foot sound data depend on the moving type of the player and the ground is on</summary>
 public AudioData GetFootSoundData(eAudioM_GroundType aGround, eAudioM_FootSoundType aType)
 {
     return(m_FootSoundsWithData[(int)aGround].GetFootSound(aType));
 }
Esempio n. 7
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 ///<summary>Return a foot sound depend on the moving type of the player and the ground is on</summary>
 public AudioClip GetFootSound(eAudioM_GroundType aGround, eAudioM_FootSoundType aType)
 {
     return(m_FootSounds[(int)aGround].GetFootSound(aType));
 }