void Start() { rec = GetComponent <ResonanceAudioSource>(); animator = GetComponent <Animator>(); audioData = GetComponent <AudioSource>(); turn = new Vector3(0, -25, 0); turn2 = new Vector3(0, 25, 0); }
void OnEnable() { bypassRoomEffects = serializedObject.FindProperty("bypassRoomEffects"); directivityAlpha = serializedObject.FindProperty("directivityAlpha"); directivitySharpness = serializedObject.FindProperty("directivitySharpness"); listenerDirectivityAlpha = serializedObject.FindProperty("listenerDirectivityAlpha"); listenerDirectivitySharpness = serializedObject.FindProperty("listenerDirectivitySharpness"); directivityTexture = Texture2D.blackTexture; gainDb = serializedObject.FindProperty("gainDb"); occlusionEnabled = serializedObject.FindProperty("occlusionEnabled"); quality = serializedObject.FindProperty("quality"); source = (ResonanceAudioSource)target; }
void Awake() { // get public componenets from AngleSource.cs angleSource = GetComponent <AngleSource>(); // get public components from ResonanceAudioSource.cs resonanceSource = GetComponent <ResonanceAudioSource>(); // fetch game objects Source1 = GameObject.Find("Source1"); Source2 = GameObject.Find("Source2"); Source3 = GameObject.Find("Source3"); Source4 = GameObject.Find("Source4"); Source5 = GameObject.Find("Source5"); Source6 = GameObject.Find("Source6"); Source7 = GameObject.Find("Source7"); }
void GatherComponents() { if (!audio) { audio = GetComponent <AudioSource>(); } if (!audio) { Debug.Log("Audiosource missing on: " + gameObject.name); } if (!resAudio) { resAudio = GetComponent <ResonanceAudioSource>(); } if (!resAudio) { Debug.Log("Audiosource missing on: " + gameObject.name); } }
// ----------------------------------- 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; }
private void PlaySound() { Dictionary <GameObject, bool> tempChangedSoundBoxDic = new Dictionary <GameObject, bool>(); foreach (KeyValuePair <GameObject, bool> keyValuePair in mExistSoundBoxDic) { if (!keyValuePair.Value) { GameObject soundBoxGO = keyValuePair.Key; ResonanceAudioSource resonanceAudioSource = soundBoxGO.GetComponent <ResonanceAudioSource>(); if (resonanceAudioSource.audioSource.isPlaying) { tempChangedSoundBoxDic.Add(soundBoxGO, true); } else { resonanceAudioSource.audioSource.clip.LoadAudioData(); resonanceAudioSource.audioSource.Play(); AudioSource audioSource = soundBoxGO.GetComponent <AudioSource>(); audioSource.spatialize = true; audioSource.spatializePostEffects = true; mLogger.CategoryLog(LogCategoryMethodTrace, "playing: " + resonanceAudioSource.audioSource.isPlaying); tempChangedSoundBoxDic.Add(soundBoxGO, resonanceAudioSource.audioSource.isPlaying); } } } foreach (KeyValuePair <GameObject, bool> keyValuePair in tempChangedSoundBoxDic) { if (keyValuePair.Value) { mExistSoundBoxDic[keyValuePair.Key] = true; } } }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } #if UNITY_ANDROID string[] dataPath = (Application.persistentDataPath.Replace("Android", "")).Split(new string[] { "//" }, System.StringSplitOptions.None); //"/storage/sdcard0/Music" Debug.Log(dataPath + "persistant data path : " + dataPath[0]); myPath = dataPath[0]; // storage/emulated/0 Debug.Log("Source Root Path: " + dataPath[0]); #elif UNITY_STANDALONE myPath = "D:/PersonalProjects/AudioTest/Assets/Music"; //C:/Users/HUNNY/Music/ogg Debug.Log("in awake"); #elif Unity_Editor myPath = "Builds/Music"; #endif resonanceAudio = surroundSoundAC.gameObject.GetComponent <ResonanceAudioSource>(); SetUpAudioPlayeForNomal(); }
void Awake() { audioSource = GetComponent <ResonanceAudioSource>(); }