コード例 #1
0
        protected override async Task OnActivatedAsync(ActorActivationDetails details)
        {
            // ToDo: Implement Fade:1|Sine:1

            CollisionFlags = CollisionFlags.ForceDisableCollisions;

            await RequestMetadataAsync("Common/AmbientSound");

            string name;

            switch (details.Params[0])
            {
            case 0: name = "AmbientWind"; break;

            case 1: name = "AmbientFire"; break;

            case 2: name = "AmbientScienceNoise"; break;

            default: return;
            }

            float gain = (details.Params[1] / 255f);

            sound = PlaySound(name, gain);
            if (sound != null)
            {
                sound.Flags |= SoundInstanceFlags.Looped;
                sound.BeginFadeIn(1f);
            }
        }
コード例 #2
0
ファイル: AmbientSound.cs プロジェクト: razluta/jazz2
        public override void OnAttach(ActorInstantiationDetails details)
        {
            base.OnAttach(details);

            // ToDo: Implement Fade:1|Sine:1

            collisionFlags = CollisionFlags.None;

            RequestMetadata("Common/AmbientSound");

            string name;

            switch (details.Params[0])
            {
            case 0: name = "AmbientWind"; break;

            case 1: name = "AmbientFire"; break;

            case 2: name = "AmbientScienceNoise"; break;

            default: return;
            }

            float gain = (details.Params[1] / 255f);

            sound        = PlaySound(name, gain);
            sound.Looped = true;
            sound.BeginFadeIn(1f);
        }
コード例 #3
0
 /// <summary>
 /// Plays a music/ambience/etc. sound. The previously played music fades out.
 /// </summary>
 /// <param name="music">The sound resource to play.</param>
 /// <param name="volume">The playback volume of sound to play. Ranging from 0f to 1f.</param>
 /// <param name="fadeSeconds">The time this piece takes to fade in, and the previous piece to fade out.</param>
 /// <param name="looped">Wheter the piece should be looped or not.</param>
 public static void PlayMusic(ContentRef <Sound> music, float volume = 1f, float fadeSeconds = 1f, bool looped = true)
 {
     if (musicInstance != null && !musicInstance.Paused)
     {
         musicInstance.FadeOut(fadeSeconds);
     }
     musicInstance        = DualityApp.Sound.PlaySound(music);
     musicInstance.Looped = looped;
     musicInstance.BeginFadeIn(fadeSeconds);
 }
コード例 #4
0
        public static void BeginIntro(ContentRef <Sound> _m)
        {
            FadeOutMusic();

            //var intro = ContentProvider.RequestContent<Sound>(Combine(DualityApp.DataDirectory, "MainGame", "Sounds", "ForestOverworld.Sound.res"));
            if (_m != null)
            {
                mus        = DualityApp.Sound.PlaySound(_m);
                mus.Looped = true;
                mus.BeginFadeIn(5f);
            }
        }
コード例 #5
0
 static public void PlayMusic(ContentRef <Sound> musicRef)
 {
     if (musicSoundInstance == null)
     {
         musicSoundInstance        = DualityApp.Sound.PlaySound(musicRef);
         musicSoundInstance.Looped = true;
     }
     else if (musicSoundInstance.Sound != musicRef)
     {
         musicSoundInstance.FadeOut(2);
         musicSoundInstance        = DualityApp.Sound.PlaySound(musicRef);
         musicSoundInstance.Looped = true;
         musicSoundInstance.BeginFadeIn(2);
     }
 }
コード例 #6
0
ファイル: Player.cs プロジェクト: ilexp/bmj2017-12
        void ICmpUpdatable.OnUpdate()
        {
            GamepadInput gamepad = DualityApp.Gamepads[0];

            Vector2 moveDir   = gamepad.LeftThumbstick.Normalized;
            float   moveSpeed = MathF.Clamp((gamepad.LeftThumbstick.Length - 0.3f) / 0.7f, 0.0f, 1.0f);

            Vector2 lookDir       = gamepad.RightThumbstick.Normalized;
            float   lookIntensity = MathF.Clamp((gamepad.RightThumbstick.Length - 0.3f) / 0.7f, 0.0f, 1.0f);

            this.controlTarget.ThrusterActivity = moveDir * moveSpeed;
            this.controlTarget.RotateActivity   = lookDir * lookIntensity;

            if (gamepad.RightTrigger > 0.5f)
            {
                this.controlTarget.FireWeapons();
            }

            if (gamepad.ButtonHit(GamepadButton.Start))
            {
                if (musicInstance != null && !musicInstance.Disposed)
                {
                    musicInstance.Lowpass = 1.0f;
                }
                Scene.Reload();
            }
            if (gamepad.ButtonHit(GamepadButton.Back))
            {
                DualityApp.Terminate();
            }

            if (musicInstance == null || musicInstance.Disposed)
            {
                musicInstance        = DualityApp.Sound.PlaySound(this.backgroundMusic);
                musicInstance.Looped = true;
                musicInstance.Volume = 0.4f;
                musicInstance.BeginFadeIn(5.0f);
            }
            else
            {
                float targetLowPass = 1.0f;
                if (this.controlTarget == null || this.controlTarget.Disposed)
                {
                    targetLowPass = 0.05f;
                }
                else
                {
                    targetLowPass = 1.0f;
                }

                float changeDir = MathF.Sign(targetLowPass - musicInstance.Lowpass);
                float changeAbs = MathF.Abs(targetLowPass - musicInstance.Lowpass);
                if (changeAbs <= 0.01f)
                {
                    musicInstance.Lowpass = targetLowPass;
                }
                else
                {
                    musicInstance.Lowpass += changeDir * Time.TimeMult * Time.SPFMult / 8.0f;
                }
            }
        }