public void SetChar(CharacterComponent myChar) { this.audioChar = myChar; this.myAudioSource = this.audioChar.GetAudioSource(CharacterComponent.AudioSourceType.Character); highPassFilter = this.myAudioSource.gameObject.GetComponent <AudioHighPassFilter>(); lowPassFilter = this.myAudioSource.gameObject.GetComponent <AudioLowPassFilter>(); distortion = this.myAudioSource.gameObject.GetComponent <AudioDistortionFilter>(); if (!highPassFilter) { highPassFilter = this.myAudioSource.gameObject.AddComponent <AudioHighPassFilter>(); } if (!lowPassFilter) { lowPassFilter = this.myAudioSource.gameObject.AddComponent <AudioLowPassFilter>(); } if (!distortion) { distortion = this.myAudioSource.gameObject.AddComponent <AudioDistortionFilter>(); } highPassFilter.cutoffFrequency = Main.ruVoiceSettings.highPassFilterValue; lowPassFilter.cutoffFrequency = Main.ruVoiceSettings.lowPassFilterValue; lowPassFilter.lowpassResonanceQ = Main.ruVoiceSettings.lowpassResonanceQValue; highPassFilter.cutoffFrequency = Main.ruVoiceSettings.highPassFilterCutoffFrequencyValue; distortion.distortionLevel = Main.ruVoiceSettings.distortionFilterValue; this.SetAudioPitch(); this.SetAudioVolume(); }
/// <summary> /// Add effects knobs to panel. Attempts to recycle existing filters. /// </summary> /// <param name="select">Select multiple knobs via logical OR. /// e.g. Knobs.distortion | Knobs.reverb</param> /// <remarks>TODO Figure out a way to make filters chain (lowpass LAST).</remarks> public void AddKnobs(Knobs select) { if ((select & Knobs.distortion) == Knobs.distortion) { distortion = gameObj.GetComponent <AudioDistortionFilter>(); if (distortion == null) { Log.dbg("Adding distortion filter"); distortion = gameObj.AddComponent <AudioDistortionFilter>(); } } if ((select & Knobs.reverb) == Knobs.reverb) { reverb = gameObj.GetComponent <AudioReverbFilter>(); if (reverb == null) { Log.dbg("Adding reverb filter"); reverb = gameObj.AddComponent <AudioReverbFilter>(); } } if ((select & Knobs.lowpass) == Knobs.lowpass) { lowpass = gameObj.GetComponent <AudioLowPassFilter>(); if (lowpass == null) { Log.dbg("Adding low-pass filter"); lowpass = gameObj.AddComponent <AudioLowPassFilter>(); } lowpass.lowpassResonaceQ = 0f; } }
void Start() { audioSource = GetComponent <AudioSource>(); distortionFilter = GetComponent <AudioDistortionFilter>(); lowPassFilter = GetComponent <AudioLowPassFilter>(); echoFilter = GetComponent <AudioEchoFilter>(); }
void Start() { radioSource = GetComponent <AudioSource>(); echoFilter = GetComponent <AudioEchoFilter>(); distortionFilter = GetComponent <AudioDistortionFilter>(); distortionFilter.enabled = false; echoFilter.enabled = false; }
private void save_shared_settings_filter(ConfigNode node, AudioDistortionFilter distortionFilter) { ConfigNode _filter = new ConfigNode(); _filter = new ConfigNode(); _filter.AddValue("enabled", distortionFilter.enabled); _filter.AddValue("distortion_level", distortionFilter.distortionLevel); node.SetNode("DISTORTION", _filter, true); }
void Start() { spawnPoints = GameObject.FindGameObjectsWithTag("Spawners"); spawnInterval = timeSpawn; planetSkin = defaultCharObj; Invoke("SetDefaultSkin", 0.1f); gameSound = _earth.gameObject.GetComponent <AsteroidSounds>(); audDist = _earth.gameObject.GetComponent <AudioDistortionFilter>(); }
// Start is called before the first frame update void Start() { audioDistortionFilter = GetComponent <AudioDistortionFilter>(); agent = GetComponent <NavMeshAgent>(); currentState = aiStates.patrolling; transform.position = points[0].transform.position; nextPoint = 1; destination = points[nextPoint]; }
public override UnityEngine.Component CreateComponent(GameObject gameObject) { AudioDistortionFilter audioDistortionFilter = gameObject.GetComponent <AudioDistortionFilter>(); if (audioDistortionFilter == null) { audioDistortionFilter = gameObject.AddComponent <AudioDistortionFilter>(); } return(audioDistortionFilter); }
// Use this for initialization void Start() { oceanBox = GameObject.Find("OceanBox"); // filter = gameObject.GetComponent<AudioReverbFilter> (); distFilter = ocean.GetComponent <AudioDistortionFilter> (); audioSour = gameObject.GetComponent <AudioSource> (); audioSour.loop = false; StartCoroutine(InvokePlayRandomHelp()); PlayRandomHelp(); }
private void load_shared_settings_filter(ConfigNode node, AudioDistortionFilter distortionFilter) { if (node.HasValue("enabled")) { distortionFilter.enabled = Boolean.Parse(node.GetValue("enabled")); } if (node.HasValue("distortion_level")) { distortionFilter.distortionLevel = Single.Parse(node.GetValue("distortion_level")); } }
// Use this for initialization void Start() { //Tutorial(); timer = 0.0f; totalTimer = 0.0f; upBase = 0.0f; leftBase = 0.0f; rightBase = 0.0f; leftTrack.volume = leftBase; upTrack.volume = upBase; rightTrack.volume = rightBase; leftTrack.Play(); rightTrack.Play(); upTrack.Play(); leftDis = leftTrack.GetComponent <AudioDistortionFilter>(); rightDis = rightTrack.GetComponent <AudioDistortionFilter>(); upDis = upTrack.GetComponent <AudioDistortionFilter>(); leftDis.distortionLevel = 0.0f; rightDis.distortionLevel = 0.0f; upDis.distortionLevel = 0.0f; }
void Start() { rbLowPass = GameObject.Find("MainCamera").GetComponent <AudioLowPassFilter>(); rbDistortion = GameObject.Find("MainCamera").GetComponent <AudioDistortionFilter>(); rbEcho = GameObject.Find("MainCamera").GetComponent <AudioEchoFilter>(); rbLowPass.enabled = false; rbDistortion.enabled = false; rbEcho.enabled = false; inCave = false; }
public static SAudioDistortionFilter Serialize(this AudioDistortionFilter _audioDistortionFilter) { SAudioDistortionFilter returnVal = new SAudioDistortionFilter { ExistsOnObject = (_audioDistortionFilter == null) ? false : true, Enabled = _audioDistortionFilter.enabled, distortionLevel = _audioDistortionFilter.distortionLevel }; return(returnVal); }
// Update is called once per frame void Update() { Current_Distort = Indicator.distort; Current_Reverb = Indicator.reverb; Num.text = Math.Round(Current_Distort.distortionLevel, 2).ToString(); Num2.text = Math.Round(Current_Reverb.reverbLevel, 2).ToString(); Num3.text = Math.Round(Current_Reverb.decayTime, 2).ToString(); Num4.text = Math.Round(Indicator.CurrentFreq, 2).ToString(); loopSpeed = Loop.speed; Divide_Num = 2 / (double)loopSpeed; Final_Num = 60 / Divide_Num; Num5.text = Final_Num.ToString(); }
public static AudioDistortionFilter Deserialize(this SAudioDistortionFilter _audioDistortionFilter, ref GameObject _gameObject) { if (_audioDistortionFilter.ExistsOnObject == false) { return(null); } AudioDistortionFilter returnVal = _gameObject.GetComponent <AudioDistortionFilter>(); returnVal.enabled = _audioDistortionFilter.Enabled; returnVal.distortionLevel = _audioDistortionFilter.distortionLevel; return(returnVal); }
IEnumerator FadeDist(AudioDistortionFilter audioDist, float maxValue, float fadeTime) { // run once when calling start couroutine float curDist = audioDist.distortionLevel; // updates every frame untill it reaches the exact fadeTime for (float t = 0.0f; t < 1.0f; t += Time.deltaTime / fadeTime) { audioDist.distortionLevel = Mathf.Lerp(curDist, maxValue, t); yield return(null); } }
public void Refresh() { // Init references if (_instrument == null) { _instrument = Instrument.AllInstruments[_instrumentIndex]; } _source = MusicManager.Instance.GetAudioSource(_instrument); _distortion = _source.GetComponent <AudioDistortionFilter>(); _tremolo = _source.GetComponent <AudioTremoloFilter>(); _chorus = _source.GetComponent <AudioChorusFilter>(); _flanger = _source.GetComponent <AudioFlangerFilter>(); _echo = _source.GetComponent <AudioEchoFilter>(); _reverb = _source.GetComponent <AudioReverbFilter>(); }
private void Awake() { if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; } DontDestroyOnLoad(gameObject); audioSources = GetComponents <AudioSource>(); distortionFilter = GetComponent <AudioDistortionFilter>(); }
public void SetFilters(AudioManagerCategory cat) { if (cat.UseLowPassFilter) { AudioLowPassFilter filter = EnableFilter <AudioLowPassFilter>(EAudioFilter.LowPass); cat.AudioFilters.LowPass.SetToFilter(filter); } if (cat.UseHighPassFilter) { AudioHighPassFilter filter = EnableFilter <AudioHighPassFilter>(EAudioFilter.HighPass); cat.AudioFilters.HighPass.SetToFilter(filter); } if (cat.UseChorusFilter) { AudioChorusFilter filter = EnableFilter <AudioChorusFilter>(EAudioFilter.Chorus); cat.AudioFilters.Chorus.SetToFilter(filter); } if (cat.UseDistortionFilter) { AudioDistortionFilter filter = EnableFilter <AudioDistortionFilter>(EAudioFilter.Distortion); cat.AudioFilters.Distortion.SetToFilter(filter); } if (cat.UseEchoFilter) { AudioEchoFilter filter = EnableFilter <AudioEchoFilter>(EAudioFilter.Echo); cat.AudioFilters.Echo.SetToFilter(filter); } if (cat.UseReverbFilter) { AudioReverbFilter filter = EnableFilter <AudioReverbFilter>(EAudioFilter.Reverb); cat.AudioFilters.Reverb.SetToFilter(filter); } if (cat.UseFadeIn) { m_FadeInData = cat.AudioFilters.FadeIn; } if (cat.UseFadeOut) { m_FadeOutData = cat.AudioFilters.FadeOut; } }
void Start() { naviScreen = GameObject.FindGameObjectWithTag("Navi").GetComponent <Renderer>(); radioSource = gameObject.GetComponent(typeof(AudioSource)) as AudioSource; songSource = GameObject.Find("FavSong").GetComponent(typeof(AudioSource)) as AudioSource; songSource.volume = 0; showSource = GameObject.Find("Comedy").GetComponent(typeof(AudioSource)) as AudioSource; showSource.volume = 0; trafficSource = GameObject.Find("Traffic").GetComponent(typeof(AudioSource)) as AudioSource; trafficSource.volume = 0; noiseSource = GameObject.Find("Noise").GetComponent(typeof(AudioSource)) as AudioSource; adf = gameObject.GetComponent(typeof(AudioDistortionFilter)) as AudioDistortionFilter; aef = gameObject.GetComponent(typeof(AudioEchoFilter)) as AudioEchoFilter; keyboard = gameObject.GetComponentInChildren(typeof(Crosstales.Radio.Demo.KeyboardController)) as Crosstales.Radio.Demo.KeyboardController; gui = gameObject.GetComponentInChildren(typeof(Crosstales.Radio.Demo.GUIPlayStation)) as Crosstales.Radio.Demo.GUIPlayStation; }
void Start() { Sets = SetPoint; distort = Sets[thisFreq].df; reverb = Sets[thisFreq].rf; slider.value = (float)Sets[thisFreq].pt.GetComponent <Frequency>().frequency; slider_DST.value = distort.distortionLevel; slider_RVB.value = reverb.reverbLevel; slider_RVB2.value = 0; slider_BPM.value = (float)Loop.speed; Button_slider.localPosition = new Vector3(slider.value / 1500, Button_slider.position.y, Button_slider.position.z); Mini_slider_DST.localPosition = new Vector3(Mini_slider_DST.localPosition.x, Mini_slider_DST.localPosition.y, slider_DST.value); Mini_slider_RVB.localPosition = new Vector3(Mini_slider_RVB.localPosition.x, Mini_slider_RVB.localPosition.y, slider_RVB.value / 2000); Mini_slider_RVB2.localPosition = new Vector3(Mini_slider_RVB2.localPosition.x, Mini_slider_RVB2.localPosition.y, slider_RVB2.value / 20); Mini_slider_BPM.localPosition = new Vector3(Mini_slider_BPM.localPosition.x, Mini_slider_BPM.localPosition.y, slider_BPM.value / 10); }
static int _CreateAudioDistortionFilter(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { AudioDistortionFilter obj = new AudioDistortionFilter(); LuaScriptMgr.Push(L, obj); return(1); } else { LuaDLL.luaL_error(L, "invalid arguments to method: AudioDistortionFilter.New"); } return(0); }
void Awake() { _audioSrc = GetComponent <AudioSource>(); soundIcons = GetComponentInChildren <SoundIcons>(); filterLowPass = GetComponent <AudioLowPassFilter>(); filterHighPass = GetComponent <AudioHighPassFilter>(); filterDistortion = GetComponent <AudioDistortionFilter>(); filterPhaser = GetComponent <AudioPhaser>(); filterLowPass.enabled = false; filterHighPass.enabled = false; filterDistortion.enabled = false; filterPhaser.setEnabled(false); markerTrigger.triggerDelegate = this; }
public override void UpdateParameters() { if (_distortionLevel.HasReachedTarget()) { return; } FabricTimer.Get(); for (int i = 0; i < _dspInstances.Count; i++) { AudioDistortionFilter audioDistortionFilter = _dspInstances[i] as AudioDistortionFilter; if ((bool)audioDistortionFilter) { audioDistortionFilter.distortionLevel = _distortionLevel.GetValue(); } } base.UpdateParameters(); }
// Use this for initialization void Start() { // warn if there is no audio source on this GameObject // as this script will throw an exception and break if there isn't if (GetComponent <AudioSource>() == null) { Debug.Log("AudioManipulator Warning: There is no AudioSource on this GameObject. This script will not work."); } // add a distortion filter if there wasn't one already if (GetComponent <AudioDistortionFilter>() == null) { _distortionFilter = gameObject.AddComponent <AudioDistortionFilter>(); } _distortionFilter.distortionLevel = 0f; }
public void Right() { Point.material = OFF; thisFreq++; thisFreq = thisFreq % Sets.Count; Point = Sets[thisFreq].indication; distort = Sets[thisFreq].df; reverb = Sets[thisFreq].rf; slider.value = (float)Sets[thisFreq].pt.GetComponent <Frequency>().frequency; slider_DST.value = distort.distortionLevel; slider_RVB.value = reverb.reverbLevel; slider_RVB2.value = reverb.decayTime; Button_slider.localPosition = new Vector3(slider.value / 1500, Button_slider.position.y, Button_slider.position.z); Mini_slider_DST.localPosition = new Vector3(Mini_slider_DST.localPosition.x, Mini_slider_DST.localPosition.y, slider_DST.value); Mini_slider_RVB.localPosition = new Vector3(Mini_slider_RVB.localPosition.x, Mini_slider_RVB.localPosition.y, slider_RVB.value / 2000); Mini_slider_RVB2.localPosition = new Vector3(Mini_slider_RVB2.localPosition.x, Mini_slider_RVB2.localPosition.y, slider_RVB2.value / 20); Point.material = ON; }
// Start is called before the first frame update void Start() { if (levelMusic == null) { levelMusic = GetComponent <AudioSource>(); } if (musicEchoFilter == null) { musicEchoFilter = GetComponent <AudioEchoFilter>(); } if (musicLowFilter == null) { musicLowFilter = GetComponent <AudioLowPassFilter>(); } if (musicDistortion == null) { musicDistortion = GetComponent <AudioDistortionFilter>(); } }
// Update is called once per frame void Update() { distort = Sets[thisFreq].df; reverb = Sets[thisFreq].rf; if (slider_RVB.value == 0) { reverb.enabled = false; } else if (slider_RVB.value > 0) { reverb.enabled = true; } if (slider_RVB2.value <= 1) { reverb.enabled = false; } else if (slider_RVB2.value > 1) { reverb.enabled = true; } CurrentFreq = (float)Sets[thisFreq].pt.GetComponent <Frequency>().frequency; }
static int set_distortionLevel(IntPtr L) { object o = LuaScriptMgr.GetLuaObject(L, 1); if (o == null) { LuaTypes types = LuaDLL.lua_type(L, 1); if (types == LuaTypes.LUA_TTABLE) { LuaDLL.luaL_error(L, "unknown member name distortionLevel"); } else { LuaDLL.luaL_error(L, "attempt to index distortionLevel on a nil value"); } } AudioDistortionFilter obj = (AudioDistortionFilter)o; obj.distortionLevel = (float)LuaScriptMgr.GetNumber(L, 3); return(0); }
// ----------------------------------- void Awake() { _audioSrc = GetComponent <AudioSource>(); soundIcons = GetComponentInChildren <SoundIcons>(); followCameraYPos = GetComponent <FollowMainCameraYPosition>(); resonance = GetComponent <ResonanceAudioSource>(); filterLowPass = GetComponent <AudioLowPassFilter>(); filterHighPass = GetComponent <AudioHighPassFilter>(); filterDistortion = GetComponent <AudioDistortionFilter>(); filterEcho = GetComponent <AudioEchoFilter>(); filterPhaser = GetComponent <AudioPhaser>(); filterLowPass.enabled = false; filterHighPass.enabled = false; filterDistortion.enabled = false; filterEcho.enabled = false; filterPhaser.setEnabled(false); followCameraYPos.enabled = false; markerTrigger.triggerDelegate = this; }