void OnLevelWasLoaded(){ source = GetComponent<AudioSource> (); if (GameManager.curScene == "MainMenu") { if (source.isPlaying ) { source.Stop (); } source.clip = songs [0]; source.Play (); }else if(GameManager.curScene == "LevelLayout" || GameManager.curScene == "SinglePlayerLevel"){ //if (source.clip != songs [1]) { source.Stop (); source.clip = songs [Random.Range(1, 3)]; source.Play (); //} } }
private void StartSuccessSequence() { state = State.Transcending; audioSource.Stop(); audioSource.PlayOneShot(success); successParticles.Play(); Invoke("LoadNextLevel", levelLoadDelay); // parameterise time }
public float playVoiceOver(string voFile) { if (!voAudio) { return(0.0f); } voAudio.Stop(); // TODO: Play this VO line now. // voAudio.PlayOneShot(...) return(5.0f); // FIXME: Needs to return voAudio.clip.length instead. }
public static IEnumerator FadeAudio(AudioSource source, float targetVolume, float fadeTime) { if (source != null) { float time = 0; float startVolume = source.volume; float percComplete = 0; while (time < fadeTime) { time += Mathf.Min(1/30f, Time.unscaledDeltaTime); percComplete = time / fadeTime; source.volume = Mathf.Lerp(startVolume, targetVolume, percComplete); yield return null; } source.volume = targetVolume; if (targetVolume == 0) { source.Stop(); } } }
void sfx(bool coolBool,bool baddieHit) { AudioSource[] aSources = GetComponents <AudioSource>();//fix get array out of range[??] sound_Ball_roll = aSources[0]; //knockedOver = aSources [1]; Debug.Log ("length = " + aSources.Length); if(coolBool == true){ sound_Ball_roll.Play(); Debug.Log ("play sfx"); } if( coolBool == false) { sound_Ball_roll.Stop(); Debug.Log("stopped sfx"); } if(baddieHit == true){ //knockedOver.Play(); Debug.Log ("knocked over played"); } if(baddieHit == false){ //knockedOver.Stop(); } }
// Fonction utilisée pour diminuer le volume d'un son progressivement public static IEnumerator AudioFadeOut(AudioSource audio, float volumeMin = 0, float delay = 1) { if (audio == null || volumeMin > 1) yield break; if (volumeMin < 0) volumeMin = 0; if (delay == 0) { audio.volume = volumeMin; yield break; } while (audio.volume > volumeMin) { audio.volume -= TimeManager.deltaTime / delay; yield return null; } if (audio.volume < volumeMin) // On s'assure de ne pas aller plus bas que le volumeMin demandé audio.volume = volumeMin; if (audio.isPlaying) { audio.Stop (); // On stoppe le son lorsqu'on est au min demandé } }
// // Functions // // Use this for initialization void Awake() { lastTime = 0; audio = GetComponent<AudioSource>(); audio.Stop(); analyzer = new MusicAnalyzer( audio.clip, sampleSize, soundFeed, beatSubbands, beatSensitivity, thresholdSize, thresholdMultiplier ); while (!analyzer.Analyze()) ; // make fancy rotation animation // debug var beats = analyzer.Beats; var detectedBeats = analyzer.m_soundParser.DetectedBeats; var thresholds = analyzer.Thresholds; audio.Play(); }
IEnumerator StopSound(float time2wait, AudioSource rumble, float fadeTime) { yield return new WaitForSeconds(time2wait); rumble.DOFade(0, fadeTime).SetEase(soundCurve); yield return new WaitForSeconds(fadeTime); rumble.Stop(); }
/* ---------------------------------------- * At Start, set up movie texture and audio clip, * playing the video if required. */ void Start() { // Assign AudioSource component to 'audio' variable audio = GetComponent<AudioSource> (); if (!video) // IF there is no Movie Texure assigned to 'video', THEN use the Movie Texture assigned to the material's main texture video = GetComponent<Renderer>().material.mainTexture as MovieTexture; if (!audioClip) // IF there is no Audio Clip assigned to 'audioClip', THEN use the audio clip assigned to object's Audio Source component audioClip = audio.clip; video.Stop (); audio.Stop (); // Assign 'loop' boolean value to Movie Texture's 'Loop' option video.loop = loop; // Assign 'loop' boolean value to Audio Source 'Loop' option audio.loop = loop; if(playFromStart) // IF 'playFromStart' is selected, THEN call ControlMovie function ControlMovie(); }
protected IEnumerator<YieldInstruction> DoCrossFade(float duration) { if (fadeOutAudio != null) { fadeOutAudio.Stop(); Destroy(fadeOutAudio); fadeOutAudio = null; } fadeOutAudio = (AudioSource)UnityEngine.Object.Instantiate(audio1); float startTime = Time.time; float endTime = startTime + duration; while (Time.time < endTime) { float ratio = (Time.time - startTime) / duration; audio1.volume = GameSettings.MUSIC_VOLUME * (1.0f - ratio); fadeOutAudio.volume = GameSettings.MUSIC_VOLUME * (ratio); yield return null; } audio1.volume = GameSettings.MUSIC_VOLUME; fadeOutAudio.Stop(); Destroy(fadeOutAudio); fadeOutAudio = null; }
private void OnBossDie( BossDeadStateInfo.Died obj ) { fxSound = GetComponent<AudioSource>(); fxSound.Stop(); fxSound.clip = endgameSoundtrack; fxSound.Play(); }
protected override void onFlightStart() { ping = gameObject.AddComponent<AudioSource>(); WWW www = new WWW("file://" + KSPUtil.ApplicationRootPath.Replace("\\", "/") + "Parts/mumech_MuonDetector/ping.wav"); if ((ping != null) && (www != null)) { ping.clip = www.GetAudioClip(false); ping.volume = 0; ping.Stop(); } disk = transform.Find("model/disk"); if (disk != null) { MIN_PING_DIST = 150000; MIN_PING_TIME = 0.2; MAX_PING_TIME = 15; led = transform.Find("model/led"); originalLensShader = led.renderer.material.shader; pingLight = led.gameObject.AddComponent<Light>(); pingLight.type = LightType.Point; pingLight.renderMode = LightRenderMode.ForcePixel; pingLight.shadows = LightShadows.None; pingLight.range = 1; pingLight.enabled = false; } RenderingManager.AddToPostDrawQueue(3, new Callback(drawGUI)); }
void PlayRandomAudio(AudioClip[] clips, AudioSource audioS){ if(!audioS.isPlaying && gm.playerList.Count > 2){ audioS.Stop (); audioS.clip = clips [Random.Range (0, clips.Length-1)]; audioS.Play (); } }
public AudioPlayer(AudioObject audio) { if (audio == null || audio.parent == null) { removable = true; return; } this.finished = false; this.removable = false; this.paused = false; this.audio = audio; // create audio source with clip audioGO = (GameObject)GameObject.Instantiate(AudioManager.instance.audioSourcePrefab); //Debug.Log(audio.parent); audioGO.transform.parent = audio.parent.transform; audioGO.transform.localPosition = Vector3.zero; SoundSystemManager.HandleAudioSource(audioGO); audioAS = audioGO.GetComponent<AudioSource>(); audioAS.Stop(); audioAS.clip = audio.clip; audioAS.volume = audio.volume; audioAS.loop = audio.loop; if (audio.maxDistance.HasValue) audioAS.maxDistance = audio.maxDistance.Value; if (audio.minDistance.HasValue) audioAS.minDistance = audio.minDistance.Value; playAtTime = Time.time + audio.delay; audioAS.PlayDelayed(audio.delay); }
IEnumerator FadeOutAudioSource(AudioSource x) { //call from elsewhere while (x.volume > 0.0f) { //where x is sound track file x.volume -= 0.1f; yield return new WaitForSeconds(0.3f); } x.Stop (); }
public void StopClip(AudioSource asComp) { if (asComp != null) { asComp.Stop(); m_playingClips.Remove(asComp); GameObject.Destroy(asComp.gameObject); } }
public void setupAudio() { bleepAudio = gameObject.AddComponent<AudioSource>(); bleepAudio.volume = GameSettings.SHIP_VOLUME; bleepAudio.clip = GameDatabase.Instance.GetAudioClip("NANA/Wildfire/Sounds/BleepSound"); bleepAudio.loop = false; bleepAudio.dopplerLevel = 0; bleepAudio.Stop(); bleeeepAudio = gameObject.AddComponent<AudioSource>(); bleeeepAudio.volume = GameSettings.SHIP_VOLUME; bleeeepAudio.clip = GameDatabase.Instance.GetAudioClip("NANA/Wildfire/Sounds/BleeeepSound"); bleeeepAudio.loop = false; bleeeepAudio.dopplerLevel = 0; bleeeepAudio.Stop(); sprinklerAudio = gameObject.AddComponent<AudioSource>(); sprinklerAudio.volume = GameSettings.SHIP_VOLUME / 3; sprinklerAudio.clip = GameDatabase.Instance.GetAudioClip("NANA/Wildfire/Sounds/WaterSound"); sprinklerAudio.loop = true; sprinklerAudio.Stop(); sparklerAudio = gameObject.AddComponent<AudioSource>(); sparklerAudio.volume = GameSettings.SHIP_VOLUME / 3; sparklerAudio.clip = GameDatabase.Instance.GetAudioClip("NANA/Wildfire/Sounds/SparklerSound"); sparklerAudio.loop = true; sparklerAudio.Stop(); spoolupAudio = gameObject.AddComponent<AudioSource>(); spoolupAudio.volume = GameSettings.SHIP_VOLUME / 3; spoolupAudio.clip = GameDatabase.Instance.GetAudioClip("NANA/Wildfire/Sounds/SpoolupSound"); spoolupAudio.loop = false; spoolupAudio.Stop(); }
void Start() { source = GetComponent<AudioSource>(); source.Stop(); source.Play(); source.loop = true; }
//Created this so I could manually stop playback to avoid having two music or ambiance clips playing at once. I assume the singleton was supposed to prevent that from happening, but since I was having a problem with lines 20 through 22, I used this as a workaround. public void Stop(string audioItem) { if (audioItem == "sfx") //This stops playback of the audio clip attatched to all game objects with the "SoundEffect" tag { GameObject[] existingSfx = GameObject.FindGameObjectsWithTag ("SoundEffect"); foreach (GameObject sfxObject in existingSfx) { source = sfxObject.GetComponent<AudioSource> (); source.Stop (); } } if (audioItem == "ambiance") //This stops playback of the audio clip attatched to all game objects with the "Ambiance" tag { GameObject[] existingAmbiance = GameObject.FindGameObjectsWithTag ("Ambiance"); foreach (GameObject ambianceObject in existingAmbiance) { source = ambianceObject.GetComponent<AudioSource> (); source.Stop (); } } if (audioItem == "music") //This stops playback of the audio clip attatched to all game objects with the "Music" tag { GameObject[] existingMusic = GameObject.FindGameObjectsWithTag ("Music"); foreach (GameObject musicObject in existingMusic) { source = musicObject.GetComponent<AudioSource> (); source.Stop (); } } }
protected override void OnEnter (object onEnterParams = null) { //GameController.Instance.StartCoroutine (playEngineSound (0)); audio = GameObject.Find ("background_music").GetComponent<AudioSource> (); audio.Stop (); audio.loop = false; part = 0; // reset camera TransformLevelCamera = GameController.Instance.TransformLevelCamera; GameController.Instance.ResetCamera (); // spawn player SpawnPlayer (); // start level generation int seed = 1337; // TODO: use seed from onEnterParams GameController.Instance.LevelGenerator.CleanUp (); GameController.Instance.LevelGenerator.StartGenerating (seed); GameController.Instance.Background.Reset (); GameController.Instance.Background.Start (); GameController.Instance.RoundStartTime = Time.time; GameController.Instance.CurrentlyPlaying = true; }
void Start() { source = gameObject.GetComponent<AudioSource>(); source.Stop (); source.time = 100; source.Play (); }
IEnumerator CrossFade(AudioSource active, AudioSource old) { active.volume = 0; float t = 0; bool lerping = true; active.Play(); while (lerping) { active.volume = t; old.volume = 1 - t; t += Time.deltaTime / fadeDuration; if (t >= 1) lerping = false; yield return null; } old.Stop(); }
public static void PlayECSoundEffect(EnemyChildSFX _sfx, AudioSource _Source) { if (m_EnemyChildTracks == null) return; _Source.Stop(); _Source.clip = m_EnemyChildTracks[(int) _sfx]; _Source.Play(); }
// Use this for initialization void Start() { m_Audiosource = GetComponent<AudioSource>(); m_Animator = GetComponent<Animator>(); m_MoveStateNameHash = Animator.StringToHash(m_MoveStateName); m_Audiosource.Stop(); }
IEnumerator fadeOutBackground(AudioSource fadeOutMusic, float time) { for (int i = 0; i < 100; i++) { fadeOutMusic.volume -= 0.02f; yield return new WaitForSeconds(time/100); } fadeOutMusic.Stop (); }
// Play a sound while stopping a currently playing one from a given audio // source with an option to play a one shot of the sound. public static void PlaySound(AudioSource audioSource, AudioClip sfx, bool oneShot = false) { audioSource.Stop (); audioSource.clip = sfx; if(oneShot) audioSource.PlayOneShot(sfx); else audioSource.Play(); }
void fadeOut(AudioSource audioSource) { audioSource.volume = audioSource.volume - 0.01f; if(audioSource.volume < 0){ isBGMPlaying = false; audioSource.Stop(); } }
void Start () { StatManager.isSquareAcquired = false; StatManager.isDiamondAcquired = false; StatManager.isTriangleAcquired = false; backgroundMusic = GameObject.Find("BackgroundMusic").GetComponent<AudioSource>(); backgroundMusic.Stop(); StartCoroutine(textRead(17)); }
IEnumerator fadeOut (AudioSource source, float fadeOutSpeed){ while (source.volume > 0) { source.volume -= fadeOutSpeed * Time.deltaTime; yield return null; } source.Stop (); yield break; }
void Start() { audio = GetComponent<AudioSource>(); audio.Stop(); audio.pitch = 1f; _targetDirection = AimVector(); _gameManager = GameManager.instance; }
private IEnumerator FadeOut(AudioSource audio) { while (audio.volume > 0f) { audio.volume -= 0.3f * Time.deltaTime; yield return new WaitForSeconds (0.05f); } audio.Stop (); }
public void OnPointerDown(PointerEventData ped) { audio.PlayOneShot(click); if (gameObject.name == "Start UI") { music = GameObject.Find("Music Player").GetComponent<AudioSource>(); music.Stop(); } }
static public int Stop(IntPtr l) { try { UnityEngine.AudioSource self = (UnityEngine.AudioSource)checkSelf(l); self.Stop(); return(0); } catch (Exception e) { return(error(l, e)); } }
static public int Stop(IntPtr l) { try{ UnityEngine.AudioSource self = (UnityEngine.AudioSource)checkSelf(l); self.Stop(); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
public static IEnumerator FadeOut(UnityEngine.AudioSource audioSource, float fadeTime) { float startVolume = audioSource.volume; while (audioSource.volume > 0) { audioSource.volume -= startVolume * Time.deltaTime / fadeTime; yield return(null); } audioSource.Stop(); audioSource.volume = startVolume; }
static int Stop(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); UnityEngine.AudioSource obj = (UnityEngine.AudioSource)ToLua.CheckObject <UnityEngine.AudioSource>(L, 1); obj.Stop(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
// Update is called once per frame public override void mytimer() { handposition = hand.transform.localPosition; if (hoverbutton.buttom_name == "null" || hoverbutton.buttom_name == gameObject.name) { if (isHandOver()) { timecount = timestart - (int)Time.time; if (hand_animator.isActiveAndEnabled) { hand_animator.Play("Base Layer.hand"); } if (music_name.text != musicname.text) { buttonimgwhenhover(); //button_image.sprite = button_image_hover;// Resources.Load ("04/04_music_hover", typeof(Sprite)) as Sprite; //musicname.color = Color.black; } hoverbutton.buttom_name = gameObject.name; //music_init (); bgaudio.Pause(); if (!tmpaudio.isPlaying) { tmpaudio.Play(); } tmpaudio.UnPause(); if (timecount == 0) { decide_music(); timestart = 0; timecount = timelong; } } else { if (music_name.text != musicname.text) { buttonimgwhenoff(); } hand_animator.Play("Base Layer.none"); hoverbutton.buttom_name = "null"; tmpaudio.Stop(); bgaudio.UnPause(); timestart = (int)Time.time + timelong; } } }
void Update() { if (Input.GetMouseButtonDown(0)) { SceneManager.LoadScene(SceneManager.GetActiveScene().name); } if (colorReader != null) { using (var frame = colorReader.AcquireLatestFrame()) { if (frame != null) { frame.CopyConvertedFrameDataToArray(pixels, ColorImageFormat.Rgba); texture.LoadRawTextureData(pixels); texture.Apply(); } } } //HD face frame, update points and allignement if (bodyReader != null) { using (var frame = bodyReader.AcquireLatestFrame()) { if (frame != null) { frame.GetAndRefreshBodyData(bodies); Body body = GetActiveBody(); if (body != null) { textboxUp.text = stringTransformation + System.Environment.NewLine + System.Environment.NewLine + stringPowerLevel + System.Environment.NewLine + System.Environment.NewLine + stringKamehameha; textboxDown.text = stringIndication; // Detect the hand (left or right) that is closest to the sensor. var handRight = body.Joints[JointType.HandRight].Position; var handLeft = body.Joints[JointType.HandLeft].Position; var elbowLeft = body.Joints[JointType.ElbowLeft].Position; var elbowRight = body.Joints[JointType.ElbowRight].Position; var hipLeft = body.Joints[JointType.HipLeft].Position; var hipRight = body.Joints[JointType.HipRight].Position; var spineBase = body.Joints[JointType.SpineBase].Position; var spineMid = body.Joints[JointType.SpineMid].Position; var head = body.Joints[JointType.Head].Position; var closer = handRight.Z < handLeft.Z ? handRight : handLeft; // Map the 2D position to the Unity space. var worldRight = map3dPointTo2d(handRight); var worldLeft = map3dPointTo2d(handLeft); var worldElbowRight = map3dPointTo2d(elbowRight); var worldElbowLeft = map3dPointTo2d(elbowLeft); var worldLeftHip = map3dPointTo2d(hipLeft); var worldRightHip = map3dPointTo2d(hipRight); var worldFrontHead = map3dPointTo2d(head); var worldCloser = map3dPointTo2d(closer); var worldSpineBase = map3dPointTo2d(spineBase); var worldSpineMid = map3dPointTo2d(spineMid); var midHand = (worldRight + worldLeft) / 2; var center = quad.GetComponent <Renderer>().bounds.center; var currentBallPosition = midHand; ellapsedTime = Time.time - startTime; if (timeChecker && ellapsedTime > 5.18f) { Renderer rend = videoTransformation.GetComponent <Renderer>(); rend.enabled = false; } if (timeChecker && ellapsedTime > 5.2f) { Renderer rend = videoTransformation.GetComponent <Renderer>(); if (transformCounter == 0) { vpYellow.Stop(); vpYellowLoop.Play(); rend.enabled = true; powerUp1.Play(); stringTransformation = "Super Saiyan"; saiyanChargeSound.Play(); } else if (transformCounter == 1) { vpDeepYellow.Stop(); vpDeepYellowLoop.Play(); rend.enabled = true; powerUp2.Play(); stringTransformation = "Super Saiyan 2"; saiyanChargeSound2.Play(); } else if (transformCounter == 2) { vpBlue.Stop(); vpBlueLoop.Play(); rend.enabled = true; powerUp3.Play(); stringTransformation = "Super Saiyan God"; saiyanChargeSound3.Play(); } timeChecker = false; } //Charge Energie if hands are close to each other and below middle of body float distanceShoulders = Mathf.Abs(worldElbowRight.x - worldElbowLeft.x); float distanceHands = Mathf.Abs(worldRight.x - worldLeft.x); float ratioHandShoulder = distanceHands / distanceShoulders; if ((worldRight.x < worldLeftHip.x && worldLeft.x < worldLeftHip.x || worldRight.x > worldRightHip.x && worldLeft.x > worldRightHip.x) && !inAnimationKameha && powerLevel >= 400 && ratioHandShoulder < 0.75f) { if (loadingSide == 0 && worldRight.x < worldLeftHip.x && worldLeft.x < worldLeftHip.x) { loadingSide = 1; } else if (loadingSide == 0 && worldRight.x > worldRightHip.x && worldLeft.x > worldRightHip.x) { loadingSide = 2; } else if (loadingSide == 1 && worldRight.x < worldLeftHip.x && worldLeft.x < worldLeftHip.x || loadingSide == 2 && worldRight.x > worldRightHip.x && worldLeft.x > worldRightHip.x) { kamehameha += 1; if (!alreadyPlayingKameha) { kamehaCharge.Play(); alreadyPlayingKameha = true; } kamehaCharge.UnPause(); stringKamehameha = "Kamehameha: " + kamehameha; } else if (loadingSide == 2 && worldRight.x < worldLeftHip.x && worldLeft.x < worldLeftHip.x || loadingSide == 1 && worldRight.x > worldRightHip.x && worldLeft.x > worldRightHip.x) { loadingSide = 0; inAnimationKameha = true; alreadyPlayingKameha = false; startTime = Time.time; kamehaCharge.Stop(); kamehaShot.Play(); vpKamehameha.Play(); } chargeKamehameha = true; } else { chargeKamehameha = false; kamehaCharge.Pause(); } if (inAnimationKameha && Time.time - startTime > 0.4f && !kamehaBuffer) { Renderer render = videoKamehameha.GetComponent <Renderer>(); render.enabled = true; if (kamehameha == 0) { kamehameha = 0; vpKamehameha.Stop(); kamehaShot.Stop(); kamehaBuffer = true; kamehaBreak = Time.time; render.enabled = false; } else { kamehameha--; stringKamehameha = "Kamehameha: " + kamehameha; } } if (kamehaBuffer && Time.time - kamehaBreak > 3f) { kamehaBuffer = false; inAnimationKameha = false; } if (ratioHandShoulder < 0.6 && !timeChecker) { if (powerLevel < 400) { if (!alreadyPlaying) { alreadyPlaying = true; chargeSound.Play(); } if (!timeChecker) { chargeSound.UnPause(); } powerLevel++; if (powerLevel == 400) { stringIndication = "Indication:" + System.Environment.NewLine + System.Environment.NewLine + "Tiens tes mains à une coté de ton corps pour charger le 'Kaméhaméha'" + System.Environment.NewLine + System.Environment.NewLine + "Amène-les à l'autre côté pour l'activer"; } stringPowerLevel = "Power Level: " + powerLevel; if (powerLevel % 100 == 0 && powerLevel < 400) { Renderer rend = videoTransformation.GetComponent <Renderer>(); if (powerLevel == 100) { chargeSound.Stop(); vpYellow.Play(); rend.enabled = true; } else if (powerLevel == 200) { saiyanChargeSound.Stop(); vpDeepYellow.Play(); rend.enabled = true; transformCounter++; } else if (powerLevel == 300) { saiyanChargeSound2.Stop(); vpBlue.Play(); rend.enabled = true; transformCounter++; } transformSound.Play(); startTime = Time.time; timeChecker = true; } } //hands close and kamehameha position else { if (chargeKamehameha && !inAnimationKameha) { vpBlueLoop.Stop(); saiyanChargeSound3.Pause(); } } } videoTransformation.transform.position = new Vector3(worldFrontHead.x, -worldSpineMid.y, 0); //kamehameha if (inAnimationKameha) { //right double xDiffRight = worldRight.x - worldElbowRight.x; double yDiffRight = worldRight.y - worldElbowRight.y; float angleRadRight = (float)Math.Atan2(yDiffRight, xDiffRight); float angleDegRight = (float)(Math.Atan2(yDiffRight, xDiffRight) / Math.PI * 180); float widthKamehamha = 12; //left double xDiffLeft = worldLeft.x - worldElbowLeft.x; double yDiffLeft = worldLeft.y - worldElbowLeft.y; float angleRadLeft = (float)Math.Atan2(yDiffLeft, xDiffLeft); float angleDegLeft = (float)(Math.Atan2(yDiffLeft, xDiffLeft) / Math.PI * 180); if (angleDegLeft < 0) { angleDegLeft += 360; } if (angleDegRight < 0) { angleDegRight += 360; } float angleDeg = (angleDegLeft + angleDegRight) / 2; if (Math.Abs(angleDegLeft - angleDegRight) > 180) { angleDeg -= 180; } float angleRad = (float)(angleDeg * Math.PI / 180); float xMovement = (float)(Math.Cos(-angleRad) * widthKamehamha / 2); float yMovement = (float)(Math.Sin(-angleRad) * widthKamehamha / 2); videoKamehameha.transform.rotation = Quaternion.Euler(0, 0, -angleDeg + 180); videoKamehameha.transform.position = new Vector3(midHand.x + xMovement, -midHand.y + yMovement, 0); videoKamehameha.transform.localScale = new Vector3(widthKamehamha, 4.5f, 1); } } } } } }
public void StopMusic() { src.Stop(); }
void Update() { if (_Reader != null) { var frame = _Reader.AcquireLatestFrame(); if (frame != null) { frame.CopyFrameDataToArray(_Data); twoDArray = new ushort[424, 512]; for (int x = 0; x < 424; x++) { for (int y = 0; y < 512; y++) { twoDArray [x, y] = _Data [x * 512 + y]; } } int j = 0; int jGap = 100; while (j < 512) { if (j > 380) { jGap = 512 - j; } for (int a = 0; a < 424; a += 100) { if (a > 280) { averageOut(a, 424, j, j + jGap, twoDArray); } else { averageOut(a, a + 100, j, j + jGap, twoDArray); } } j = j + jGap; } //int aCount = 0; /* * for (int z=50; z<512; z+=100){ * for (int i=50; i<424; i+=100){ * int vol=(int)twoDArray [i, z] / 2000; * if (vol > 1) * vol = 1; * * audioSource.volume = 1; * audioSource.PlayOneShot (audioClip [aCount]); * aCount++; * } * Thread.Sleep (1); * aCount = 0; * } */ float vol = (float)(twoDArray [200, 150] / 5); float pitch = 0; if (vol > 1) { vol = 1; } //pitch = vol * 6 - 3; // if (vol < 0.5) // vol = 0; // Debug.Log (vol); // Debug.Log ("left"); //float vol = (float)intensityCalc_S(200,150,twoDArray[200,150]); //Debug.Log (vol); if (!audioL.isPlaying) { audioL.volume = vol; //audioL.pitch = pitch; audioL.Play(); audioL.time = 13.21f; } if (audioL.time > 14.20f) { audioL.Stop(); } vol = (float)(twoDArray [200, 300] / 5); if (vol > 1) { vol = 1; } //pitch = vol * 6 - 3; // if (vol < 0.5) // vol = 0; // Debug.Log (vol); // Debug.Log ("mid"); //vol = (float)intensityCalc_S(200,300,twoDArray[200,300]); //Debug.Log (vol); if (!audioM.isPlaying) { audioM.volume = vol; //audioL.pitch = pitch; audioM.Play(); audioM.time = 13.21f; } if (audioM.time > 14.20f) { audioM.Stop(); } vol = (float)(twoDArray [200, 450] / 5); if (vol > 1) { vol = 1; } //pitch = vol * 6 - 3; // if (vol < 0.5) // vol = 0; // Debug.Log (vol); // Debug.Log ("right"); //vol = (float)intensityCalc_S(200,450,twoDArray[200,450]); //Debug.Log (vol); if (!audioL.isPlaying) { audioR.volume = vol; //audioL.pitch = pitch; audioR.Play(); audioR.time = 13.21f; } if (audioR.time > 14.20f) { audioR.Stop(); } frame.Dispose(); frame = null; // if (i / 20 == 1) { // i = 0; // //for (int j = 0; j < _Data.Length; j++) { // depthPixels [j] = (byte)(_Data[j] >= minDepth && _Data[j] <= maxDepth ? (_Data[j] / MapDepthToByte) : 0); // } // string[] temp = new string[_Data.Length]; // for (int j = 0; j < _Data.Length; j++) { // temp [j] = _Data [j].ToString (); // } // System.IO.File.WriteAllLines (@"C:\Users\Administrator\Desktop\WriteLines.txt", temp); // } else { // i++; // } } } }