private void Update() { if (_currentMusicLayer != 0 && GameParameters.Instance.Tension < mediumLayerBulletCount) { _currentMusicLayer = 0; Debug.Log("Light Layer"); _amp.CrossFadeToNewLayer(0); } else if (_currentMusicLayer != 1 && GameParameters.Instance.Tension > mediumLayerBulletCount && GameParameters.Instance.Tension < heavyLayerBulletCount) { _currentMusicLayer = 1; Debug.Log("Medium Layer"); _amp.CrossFadeToNewLayer(1); } else if (_currentMusicLayer != 2 && GameParameters.Instance.Tension >= heavyLayerBulletCount) { _currentMusicLayer = 2; Debug.Log("Heavy Layer"); _amp.CrossFadeToNewLayer(2); } }
public void ChangeFireSound(int n) { if (n == 0) { musicScript.CrossFadeToNewLayer(0); } if (n == 1) { musicScript.CrossFadeToNewLayer(1); } if (n == 2) { musicScript.CrossFadeToNewLayer(2); } if (n > 2) { musicScript.CrossFadeToNewLayer(3); } }
// public void SwitchSongLayer(int layer) { grumble.CrossFadeToNewLayer(layer); }
// PUBLIC COMMANDS // All references to the instance of the // adaptive music player are shown here // in functions describing the event in // which they would be called. void hitNewLayerButton(int layerNumber) { gA.CrossFadeToNewLayer(layerNumber); }
public void ChangeLayer(int i, float fadeTime) { amp.CrossFadeToNewLayer(i, fadeTime); }