//music for level 1, I'm call this function when my stage starts(level game) public void LevelMusic() { musicEv.setParameterValue("FIGHT MUSIC", 100f); musicEv.getParameter("HEALTH", out musicPar); musicPar.setValue(100); musicEv.start(); }
void Awake() { //Initialize musicEv musicEv = FMODUnity.RuntimeManager.CreateInstance(menuMusic); //Initialize musicPar(done with the out keyword) musicEv.getParameter("HEALTH", out musicPar); //Initialize player player = GameObject.Find("Player").GetComponent <Player>(); }
// Use this for initialization void Start () { _eventGrow = FMODUnity.RuntimeManager.CreateInstance (_EventGrow); _eventHeight = FMODUnity.RuntimeManager.CreateInstance (_EventHeight); _eventSplit = FMODUnity.RuntimeManager.CreateInstance (_EventSplit); _eventPush = FMODUnity.RuntimeManager.CreateInstance (_EventPush); _eventJump = FMODUnity.RuntimeManager.CreateInstance (_EventJump); _eventJump = FMODUnity.RuntimeManager.CreateInstance (_EventJump); _eventJump.getParameter (Parameter_nameJump, out _varSoundJump); }
void Awake() { #if !MOBILE_INPUT // Create a layer mask for the floor layer. floorMask = LayerMask.GetMask("Floor"); #endif anim = GetComponent<Animator>(); playerRigidbody = GetComponent<Rigidbody>(); isMoving = false; footStepsAudio = FMOD_StudioSystem.instance.GetEvent("event:/sfx/player/footSteps"); footStepsAudio.getParameter("distFromCave", out verb); }
// Use this for initialization void Start () { _event = FMODUnity.RuntimeManager.CreateInstance (Event); _event.getParameter (Parameter_name, out _varSound); _event.start (); }