IEnumerator PlayMusic() { dAudio.CrossFade(backgroundMusic[getNotUsedID()], 1, 0); yield return(new WaitForSecondsRealtime(5)); float w8time = 0; while (true) { if (!muteAll && !muteMusic) { int id = getNotUsedID(); AudioClip clip = backgroundMusic[id]; w8time = clip.length; if (w8time < 25f) { w8time *= Random.value * 2 + 2f; w8time = Mathf.Clamp(w8time, 18f, 26f); dAudio.CrossFade(clip, 1, w8time * 0.75f); } yield return(new WaitForSecondsRealtime(w8time)); } else { yield return(new WaitForSecondsRealtime(2f)); } } }
// Use this for initialization void Start() { splineFollower = GetComponent <SplineFollower>(); doubleAudioSource = GetComponent <DoubleAudioSource>(); if (doubleAudioSource != null && normalAudioClip != null) { doubleAudioSource.CrossFade(normalAudioClip, 1.0f, 2.0f); } splineFollower.speed = normalSpeed; GameObject.Find("BezierSplineFilipe").transform.localScale = new Vector3(2, 3, 4); }
// Update is called once per frame void Update() { if (Input.GetKeyDown(PauseKey) && Ui_Inventory.active == false) { if (GamePaused == false && DelayDone == true) { StartCoroutine(Delay(InventoryInputDelaySeconds)); PauseGame(); GamePaused = true; } else if (GamePaused == true && DelayDone == true) { StartCoroutine(Delay(InventoryInputDelaySeconds)); GamePaused = false; ResumeGame(); } } if (DayNightCycle.StateIndex == 1 || DayNightCycle.StateIndex >= 9) { IsDay = false; } else { IsDay = true; } if (IsDay != previousValue) { if (IsDay == true) { AmbientMusic.CrossFade(DayAmbient, 0.2f, 2); } if (IsDay == false) { AmbientMusic.CrossFade(NightAmbient, 0.2f, 2); } } previousValue = IsDay; }
private void OnTriggerEnter(Collider other) { print("OnTriggerEnter " + other.tag); previousSpeedMode = speedMode; if (other.CompareTag("Normal")) { speedMode = NORMAL_SPEED_MODE; changeSpeed = true; print("Change to normal speed"); if (doubleAudioSource != null && normalAudioClip != null) { doubleAudioSource.CrossFade(normalAudioClip, 1.0f, 2.0f); } } else if (other.CompareTag("Drop")) { speedMode = DROP_SPEED_MODE; changeSpeed = true; print("Change to drop speed"); if (doubleAudioSource != null && fastAudioClip != null) { doubleAudioSource.CrossFade(fastAudioClip, 1.0f, 2.0f); } } else if (other.CompareTag("Climb up")) { speedMode = CLIMB_UP_SPEED_MODE; changeSpeed = true; print("Change to climb up speed"); if (doubleAudioSource != null && slowAudioClip != null) { doubleAudioSource.CrossFade(slowAudioClip, 1.0f, 2.0f); } } }
public void SwitchMusic(int turn) { if (turn == 5) { das.CrossFade(Loop1, volume, 10, 0); } else if (turn == 10) { das.CrossFade(Loop2, volume, 10, 0); } else if (turn == 15) { das.CrossFade(Loop3, volume, 10, 0); } else if (turn == 20) { das.CrossFade(Loop4, volume, 10, 0); } else if (turn == 25) { das.CrossFade(Loop5, volume, 10, 0); } }
public float highPitchRange = 1.05f; //The highest a sound effect will be randomly pitched. // Use this for initialization void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } musicSource = gameObject.AddComponent(typeof(DoubleAudioSource)) as DoubleAudioSource; uiSource = gameObject.AddComponent(typeof(AudioSource)) as AudioSource; musicSource.CrossFade(initialBackgroundMusic, 1, 0); DontDestroyOnLoad(this); }
void PlayMusic(AudioClip clip) { DoubleAudioSource player = GetComponent <DoubleAudioSource>(); player.CrossFade(clip, 1.0f, 2.0f); }
public void PlaySound() { currentIdx = RandomRangeExceptCurrent(); doubleAudioSource.CrossFade(GameMusic[currentIdx], maxVol, 1, 0); }
public void PlayMenuSound() { audioSource.CrossFade(menuSound, 1, CrossFadeTime, CrossFadeDelay); }
void Start() { audioSource = GetComponent <DoubleAudioSource>(); audioSource.CrossFade(menuSound, 1, 0); }