// Use this for initialization void Start() { SoundEngineWrapper.Initialize(); SoundEngineWrapper.LoadSound("boulder_crumble", false, false, false); SoundEngineWrapper.LoadSound("boulder_roll", false, false, false); SoundEngineWrapper.LoadSound("boulder_shoot", false, false, false); SoundEngineWrapper.LoadSound("event_start", false, false, false); SoundEngineWrapper.LoadSound("event_win", false, false, false); SoundEngineWrapper.LoadSound("fireball_explode", false, false, false); SoundEngineWrapper.LoadSound("fireball_fly", false, false, false); SoundEngineWrapper.LoadSound("fireball_shoot", false, false, false); SoundEngineWrapper.LoadSound("firerun_alive", false, true, false); SoundEngineWrapper.LoadSound("hailstorm", false, false, false); SoundEngineWrapper.LoadSound("lightning", false, false, false); SoundEngineWrapper.LoadSound("music", false, false, true); SoundEngineWrapper.LoadSound("player_dash", false, false, false); SoundEngineWrapper.LoadSound("player_dash_hit", false, false, false); SoundEngineWrapper.LoadSound("player_die", false, false, false); SoundEngineWrapper.LoadSound("player_hurt", false, false, false); SoundEngineWrapper.LoadSound("player_pickup", false, false, false); SoundEngineWrapper.LoadSound("player_respawn", false, false, false); SoundEngineWrapper.LoadSound("shield_activate", false, false, false); SoundEngineWrapper.LoadSound("shield_active", false, false, false); SoundEngineWrapper.LoadSound("shield_deactivate", false, false, false); SoundEngineWrapper.LoadSound("wall_create", false, false, false); SoundEngineWrapper.LoadSound("wall_destroy", false, false, false); //SoundEngineWrapper.PlayASound("music", 0, false, 0); SoundEngineWrapper.SetNumSoundsToPlay(5); }
// Use this for initialization void Start() { info = GetComponent <Info>(); parentPlayer = GameObject.FindGameObjectWithTag(owner.ToString()); lastFirePosition = new Vector3(0, 0, -100); SoundEngineWrapper.QueueSound("firerun_alive", 0, false, 22); }
// Update is called once per frame void Update() { if (SoundEngineWrapper.IsPlaying(0).ToInt32() == 0) { SoundEngineWrapper.PlayASound("music", 0, false, 0); } SoundEngineWrapper.UpdateSE(); }
public override void initiate() { copy = Instantiate(zone, new Vector3(0, 0.1f, 0), new Quaternion(0, 0, 0, 0)) as GameObject; dMaterial = copy.GetComponent <Renderer>().material; for (int i = 0; i < 4; i++) { players[i] = GameObject.FindGameObjectWithTag((i + 1).ToString()); } if (!SoundEngineWrapper.IsPlaying(13)) { SoundEngineWrapper.QueueSound("event_start", 0, false, 13); } }
// Update is called once per frame void Update() { lifeTime -= Time.deltaTime; // reduce duration remaining on FireRun //transform.position = parentPlayer.transform.position; // update location to the player location if (lifeTime <= 0) { if (GetComponentsInChildren <Fire>().Length == 0) { Destroy(gameObject); SoundEngineWrapper.StopChannel(22); } } if (lifeTime > 0) { if ((parentPlayer.transform.position - lastFirePosition).magnitude > 1) { // spawn a fire here summonFire(); } parentPlayer.GetComponent <Player>().addSpeed(speedBonus); } }
// Use this for initialization void Start() { SoundEngineWrapper.Initialize(); SoundEngineWrapper.LoadSound("music", false, true, true); }
void OnApplicationQuit() { SoundEngineWrapper.StopAllChannels(); }
void OnApplicationQuit() { SoundEngineWrapper.StopAllChannels(); SoundEngineWrapper.ClearQueue(); SoundEngineWrapper.UnloadAllSounds(); }
// Update is called once per frame void Update() { SoundEngineWrapper.UpdateSE(); }
public override void cleanup() { Destroy(copy); SoundEngineWrapper.QueueSound("event_win", 0, false, 13); }