void LateUpdate() { if (OverrideForward != Vector3.zero) { RealListener.forward = !LocalForward?OverrideForward:transform.TransformVector(OverrideForward); } else { RealListener.localEulerAngles = Vector3.zero; } RealListener.position = transform.position + PositionOffset; if (globalIndex != -1) { MultiPoolAudioSystem.audioManager.listenersPositions [globalIndex] = RealListener.position; MultiPoolAudioSystem.audioManager.listenersForwards [globalIndex] = RealListener.forward; } if (ReverbPreset == AudioReverbPreset.User) { ReverbPreset = AudioReverbPreset.Generic; } }
public void DoEditWidgets(WidgetRow widgetRow) { if (widgetRow.ButtonText("Setup from preset...", "Set up the reverb filter from a preset.", true, false)) { List <FloatMenuOption> list = new List <FloatMenuOption>(); IEnumerator enumerator = Enum.GetValues(typeof(AudioReverbPreset)).GetEnumerator(); try { while (enumerator.MoveNext()) { object obj = enumerator.Current; AudioReverbPreset audioReverbPreset = (AudioReverbPreset)obj; if (audioReverbPreset != AudioReverbPreset.User) { AudioReverbPreset localPreset = audioReverbPreset; list.Add(new FloatMenuOption(audioReverbPreset.ToString(), delegate() { this.SetupAs(localPreset); }, MenuOptionPriority.Default, null, null, 0f, null, null)); } } } finally { IDisposable disposable; if ((disposable = (enumerator as IDisposable)) != null) { disposable.Dispose(); } } Find.WindowStack.Add(new FloatMenu(list)); } }
static int IntToEnum(IntPtr L) { int arg0 = (int)LuaDLL.lua_tonumber(L, 1); AudioReverbPreset o = (AudioReverbPreset)arg0; LuaScriptMgr.PushEnum(L, o); return(1); }
/// <summary> /// Change the ReverbZone preset. /// Parameters: The new AudioReverbPreset. /// </summary> private void ChangeReverbPreset(AudioReverbPreset preset) { if (reverbZone.reverbPreset != preset) // Current preset is different from the new AudioReverbPreset? { reverbZone.enabled = false; // Disable the reverb zone. reverbZone.reverbPreset = preset; // Change the ReverbZone preset. reverbZone.enabled = true; // Enable the reverb zone with the new preset. } }
public IEnumerator Loop() { String prevbg = ""; while (true) { String newbg = GetBackGroundString(); if (prevbg != newbg && newbg != null) { prevbg = newbg; Console.WriteLine("[Moodscape] Background name: " + prevbg); Console.WriteLine("[Moodscape] Loading background config..."); try { IniKey scenesettings = Preferences[prevbg]["Preset"]; AudioReverbPreset preset = GetPresetFromId(int.Parse(scenesettings.Value)); Console.WriteLine("[Moodscape] Loaded correctly! Applying audio effects..."); GameObject[] objects = Resources.FindObjectsOfTypeAll <GameObject>().Where(obj => obj.name == "AudioVoice(Clone)").ToArray(); for (int i = 0; i < objects.Length; i++) { if (objects[i].GetComponent <AudioReverbFilter>() == null) { objects[i].AddComponent <AudioReverbFilter>(); } objects[i].GetComponent <AudioReverbFilter>().reverbPreset = preset; } Console.WriteLine("[Moodscape] Loaded preset " + preset + ", Done!"); } catch { GameObject[] objects = Resources.FindObjectsOfTypeAll <GameObject>().Where(obj => obj.name == "AudioVoice(Clone)").ToArray(); for (int i = 0; i < objects.Length; i++) { if (objects[i].GetComponent <AudioReverbFilter>() == null) { objects[i].AddComponent <AudioReverbFilter>(); } objects[i].GetComponent <AudioReverbFilter>().reverbPreset = AudioReverbPreset.Off; } Console.WriteLine("[Moodscape] No configuration found for this scene"); } } yield return(null); } }
// Use this for initialization void Start() { origPosition = this.transform.position; System.Array values = AudioReverbPreset.GetValues(typeof(AudioReverbPreset)); AudioReverbPreset randomBar = (AudioReverbPreset)values.GetValue(Random.Range(0, values.Length)); try { m_audioReverbZone.reverbPreset = (AudioReverbPreset)randomBar; } catch { Debug.LogError(this.gameObject.name); } /*if (!NA.isClient()) * { * StartCoroutine (RepellBalls()); * }*/ }
public IEnumerator LoopGlobal() { String prevbg = ""; while (true) { String newbg = GetBackGroundString(); if (prevbg != newbg || (prevbg != newbg && newbg == null)) { prevbg = newbg; Console.WriteLine("[Moodscape] Background name: " + prevbg); Console.WriteLine("[Moodscape] Loading background config..."); try { IniKey scenesettings = Preferences[prevbg]["Preset"]; AudioReverbPreset preset = GetPresetFromId(int.Parse(scenesettings.Value)); Console.WriteLine("[Moodscape] Loaded correctly! Applying audio effects..."); if (Camera.main.gameObject.GetComponent <AudioReverbFilter>() == null) { Camera.main.gameObject.AddComponent <AudioReverbFilter>(); } Camera.main.gameObject.GetComponent <AudioReverbFilter>().reverbPreset = preset; Console.WriteLine("[Moodscape] Loaded preset " + preset + ", Done!"); } catch { if (Camera.main.gameObject.GetComponent <AudioReverbFilter>() == null) { Camera.main.gameObject.AddComponent <AudioReverbFilter>(); } Camera.main.gameObject.GetComponent <AudioReverbFilter>().reverbPreset = AudioReverbPreset.Off; Console.WriteLine("[Moodscape] No configuration found for this scene"); } } yield return(null); } }
public void DoEditWidgets(WidgetRow widgetRow) { if (widgetRow.ButtonText("Setup from preset...", "Set up the reverb filter from a preset.", true, false)) { List <FloatMenuOption> list = new List <FloatMenuOption>(); foreach (AudioReverbPreset audioReverbPreset in Enum.GetValues(typeof(AudioReverbPreset))) { if (audioReverbPreset != AudioReverbPreset.User) { AudioReverbPreset localPreset = audioReverbPreset; list.Add(new FloatMenuOption(audioReverbPreset.ToString(), delegate { this.SetupAs(localPreset); }, MenuOptionPriority.Default, null, null, 0f, null, null)); } } Find.WindowStack.Add(new FloatMenu(list)); } }
public void DoEditWidgets(WidgetRow widgetRow) { if (widgetRow.ButtonText("Setup from preset...", "Set up the reverb filter from a preset.")) { List <FloatMenuOption> list = new List <FloatMenuOption>(); foreach (AudioReverbPreset value in Enum.GetValues(typeof(AudioReverbPreset))) { if (value != AudioReverbPreset.User) { AudioReverbPreset localPreset = value; list.Add(new FloatMenuOption(value.ToString(), delegate { this.SetupAs(localPreset); })); } } Find.WindowStack.Add(new FloatMenu(list)); } }
void Update() { if (Application.isPlaying) { return; } #if UNITY_2017_1_OR_NEWER UpdateCollider(); #else shape = ZoneType.Sphere; UpdateCollider(); #endif if (shape == ZoneType.Box && boxCol != null) { size = boxCol.size; center = boxCol.center; } if (shape == ZoneType.Sphere && sphereCol != null) { radius = sphereCol.radius; center = sphereCol.center; } if (col != null) { col.isTrigger = true; col.enabled = true; } if (ReverbPreset == AudioReverbPreset.User) { ReverbPreset = AudioReverbPreset.Generic; } if (col == null) { col = GetComponent <Collider> (); } }
void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); return; } else { instance = this; } reverb = GetComponent <AudioReverbFilter> (); fromReverb = AudioReverbPreset.Hallway; toReverb = AudioReverbPreset.Off; DontDestroyOnLoad(instance.gameObject); }
public override void Reset() { base.Reset(); reverbPreset = AudioReverbPreset.User; dryLevel = 0; room = 0; roomHF = 0; roomLF = 0; decayTime = 1; decayHFRatio = 0.5f; reflectionsLevel = -10000; reflectionsDelay = 0; reverbLevel = 0; reverbDelay = 0.04f; HFReference = 5000; LFReference = 250; diffusion = 100f; density = 100f; }
public ReverbSoundBankFilter(int dryLevel = 0, int room = 0, int roomHF = 0, int roomLF = 0, float decayTime = 1, float decayHFRatio = 0.5f, int reflectionsLevel = -10000, float reflectionsDelay = 0, int reverbLevel = 0, float reverbDelay = 0.04f, int HFReference = 5000, int LFReference = 250, float diffusion = 100f, float density = 100f) { reverbPreset = AudioReverbPreset.User; this.dryLevel = dryLevel; this.room = room; this.roomHF = roomHF; this.roomLF = roomLF; this.decayTime = decayTime; this.decayHFRatio = decayHFRatio; this.reflectionsLevel = reflectionsLevel; this.reflectionsDelay = reflectionsDelay; this.reverbLevel = reverbLevel; this.reverbDelay = reverbDelay; this.HFReference = HFReference; this.LFReference = LFReference; this.diffusion = diffusion; this.density = density; _isEnabled = true; }
void CheckReverbZones() { if (ReverbPreset != initialReverbPreset) { ReverbPreset = initialReverbPreset; } int maxIndex = MultiPoolAudioSystem.audioManager.reverbZonesCount; if (maxIndex > 0) { for (int i = 0; i < maxIndex; i++) { var rz = MultiPoolAudioSystem.audioManager.reverbZones [i]; if (rz.enabled && rz.col.enabled && rz.IsInside(RealListener.position)) { ReverbPreset = rz.ReverbPreset; } } } }
public static void SetupAs(this ReverbSetup setup, AudioReverbPreset preset) { GameObject gameObject = new GameObject("OneFrameTemp"); gameObject.AddComponent <AudioSource>(); AudioReverbFilter audioReverbFilter = gameObject.AddComponent <AudioReverbFilter>(); audioReverbFilter.reverbPreset = preset; setup.dryLevel = audioReverbFilter.dryLevel; setup.room = audioReverbFilter.room; setup.roomHF = audioReverbFilter.roomHF; setup.roomLF = audioReverbFilter.roomLF; setup.decayTime = audioReverbFilter.decayTime; setup.decayHFRatio = audioReverbFilter.decayHFRatio; setup.reflectionsLevel = audioReverbFilter.reflectionsLevel; setup.reflectionsDelay = audioReverbFilter.reflectionsDelay; setup.reverbLevel = audioReverbFilter.reverbLevel; setup.reverbDelay = audioReverbFilter.reverbDelay; setup.hfReference = audioReverbFilter.hfReference; setup.lfReference = audioReverbFilter.lfReference; setup.diffusion = audioReverbFilter.diffusion; setup.density = audioReverbFilter.density; UnityEngine.Object.Destroy(audioReverbFilter); }
public void SetReverb(AudioReverbPreset preset) { timer = 0f; Filter.reverbPreset = preset; }
public static void ChangeReverbZoneType(AudioReverbPreset type) { EnabledReverbZone(true); reverbZone.reverbPreset = type; }
void Start() { initialReverbPreset = ReverbPreset; }
public LPF(float c, float r, int v) { cutoff = c; resonance = r; if (v == 1) { reverb = AudioReverbPreset.Concerthall; } else { reverb = AudioReverbPreset.Off; } }
public HPF(float c, float r, int v, Echo e) { cutoff = c; resonance = r; if (v == 1) { reverb = AudioReverbPreset.Concerthall; } else if (v == 2) { reverb = AudioReverbPreset.Drugged; } else { reverb = AudioReverbPreset.Off; } echo = e; }
public IEnumerator PlaySound( string path, float volume, float lowpass, float pitch, string groupName, bool loop, AudioReverbPreset reverb, int id, bool affectedByTimeScale) { // add to cache if (!cache.ContainsKey(audioPath + path)) { AudioClip clip = (AudioClip)Resources.Load(audioPath + path); cache.Add(audioPath + path, clip); } // get clip AudioClip clipToPlay = cache [audioPath + path]; // fetch from pool GameObject fetched = FetchFromPool(groupName); // set audio params fetched.GetComponent <AudioSound> ().groupName = groupName; fetched.GetComponent <AudioSound> ().volume = volume; fetched.GetComponent <AudioSound> ().pitch = pitch; fetched.GetComponent <AudioSound> ().lowpass = lowpass; fetched.GetComponent <AudioSound> ().pitchAffectedByTimeScale = affectedByTimeScale; // apply filters fetched.GetComponent <AudioLowPassFilter> ().cutoffFrequency = overrideCutoff != -1f ? overrideCutoff : lowpass; fetched.GetComponent <AudioReverbFilter> ().reverbPreset = reverb; // add to current sounds currentSounds.Add(id, fetched); // one shot if (!loop) { iTween.Stab(fetched, iTween.Hash( "audioclip", clipToPlay, "volume", volume * groups [groupName].volume, "pitch", pitch * (affectedByTimeScale ? Time.timeScale : 1f))); // return to pool yield return(new WaitForSeconds(clipToPlay.length / (pitch * (affectedByTimeScale ? Time.timeScale : 1f)))); pool.Add(fetched); currentSounds.Remove(id); } // looping else { fetched.GetComponent <AudioSource>().clip = clipToPlay; fetched.GetComponent <AudioSource>().volume = volume * groups[groupName].volume; fetched.GetComponent <AudioSource>().pitch = pitch * (affectedByTimeScale ? Time.timeScale : 1f); fetched.GetComponent <AudioSource>().loop = loop; fetched.GetComponent <AudioSource>().Play(); } }
public void LoadFromExcelData(ExcelData data) { if (Object.op_Equality((Object)data, (Object)null) || data.MaxCell <= 1) { return; } List <ReverbSetting.ReverbInfo> toRelease1 = ListPool <ReverbSetting.ReverbInfo> .Get(); for (int index1 = 1; index1 < data.MaxCell; ++index1) { List <string> list = data.list[index1].list; if (!list.IsNullOrEmpty <string>()) { int num1 = 0; List <string> source1 = list; int index2 = num1; int num2 = index2 + 1; string s = source1.GetElement <string>(index2) ?? string.Empty; if (!(s == "end")) { float result1; if (float.TryParse(s, out result1)) { List <string> source2 = list; int index3 = num2; int num3 = index3 + 1; float result2; if (float.TryParse(source2.GetElement <string>(index3) ?? string.Empty, out result2)) { List <string> source3 = list; int index4 = num3; int num4 = index4 + 1; int result3; if (int.TryParse(source3.GetElement <string>(index4) ?? string.Empty, out result3)) { if (result3 < 0 || 27 < result3) { result3 = 1; } AudioReverbPreset audioReverbPreset = (AudioReverbPreset)result3; if (audioReverbPreset != 27) { ReverbSetting.ReverbInfo reverbInfo = new ReverbSetting.ReverbInfo() { MinDistance = result1, MaxDistance = result2, ReverbPreset = audioReverbPreset }; toRelease1.Add(reverbInfo); } else { List <string> source4 = list; int index5 = num4; int num5 = index5 + 1; int result4; if (!int.TryParse(source4.GetElement <string>(index5) ?? string.Empty, out result4)) { result4 = -1000; } List <string> source5 = list; int index6 = num5; int num6 = index6 + 1; int result5; if (!int.TryParse(source5.GetElement <string>(index6) ?? string.Empty, out result5)) { result5 = -100; } List <string> source6 = list; int index7 = num6; int num7 = index7 + 1; int result6; if (!int.TryParse(source6.GetElement <string>(index7) ?? string.Empty, out result6)) { result6 = 0; } List <string> source7 = list; int index8 = num7; int num8 = index8 + 1; float result7; if (!float.TryParse(source7.GetElement <string>(index8) ?? string.Empty, out result7)) { result7 = 1.49f; } List <string> source8 = list; int index9 = num8; int num9 = index9 + 1; float result8; if (!float.TryParse(source8.GetElement <string>(index9) ?? string.Empty, out result8)) { result8 = 0.83f; } List <string> source9 = list; int index10 = num9; int num10 = index10 + 1; int result9; if (!int.TryParse(source9.GetElement <string>(index10) ?? string.Empty, out result9)) { result9 = -2602; } List <string> source10 = list; int index11 = num10; int num11 = index11 + 1; float result10; if (!float.TryParse(source10.GetElement <string>(index11) ?? string.Empty, out result10)) { result10 = 0.007f; } List <string> source11 = list; int index12 = num11; int num12 = index12 + 1; int result11; if (!int.TryParse(source11.GetElement <string>(index12) ?? string.Empty, out result11)) { result11 = 200; } List <string> source12 = list; int index13 = num12; int num13 = index13 + 1; float result12; if (!float.TryParse(source12.GetElement <string>(index13) ?? string.Empty, out result12)) { result12 = 11f / 1000f; } List <string> source13 = list; int index14 = num13; int num14 = index14 + 1; int result13; if (!int.TryParse(source13.GetElement <string>(index14) ?? string.Empty, out result13)) { result13 = 5000; } List <string> source14 = list; int index15 = num14; int num15 = index15 + 1; int result14; if (!int.TryParse(source14.GetElement <string>(index15) ?? string.Empty, out result14)) { result14 = 250; } List <string> source15 = list; int index16 = num15; int num16 = index16 + 1; float result15; if (!float.TryParse(source15.GetElement <string>(index16) ?? string.Empty, out result15)) { result15 = 100f; } List <string> source16 = list; int index17 = num16; int num17 = index17 + 1; float result16; if (!float.TryParse(source16.GetElement <string>(index17) ?? string.Empty, out result16)) { result16 = 100f; } ReverbSetting.ReverbInfo reverbInfo = new ReverbSetting.ReverbInfo() { MinDistance = result1, MaxDistance = result2, ReverbPreset = audioReverbPreset, Room = result4, RoomHF = result5, RoomLF = result6, DecayTime = result7, DecayHFRatio = result8, Reflections = result9, ReflectionsDelay = result10, Reverb = result11, ReverbDelay = result12, HFReference = result13, LFReference = result14, Diffusion = result15, Density = result16 }; toRelease1.Add(reverbInfo); } } } } } else { break; } } } List <AudioReverbZone> toRelease2 = ListPool <AudioReverbZone> .Get(); AudioReverbZone[] componentsInChildren = (AudioReverbZone[])((Component)this).GetComponentsInChildren <AudioReverbZone>(true); toRelease2.AddRange((IEnumerable <AudioReverbZone>)componentsInChildren); int num = toRelease1.Count - toRelease2.Count; int count = toRelease2.Count; for (int index = 0; index < num; ++index) { Transform transform = new GameObject(string.Format("Reverb Zone {0:00}", (object)count++)).get_transform(); transform.SetParent(((Component)this).get_transform(), false); toRelease2.Add(((Component)transform).GetOrAddComponent <AudioReverbZone>()); } for (int index = 0; index < toRelease1.Count; ++index) { AudioReverbZone audioReverbZone = toRelease2[index]; ReverbSetting.ReverbInfo reverbInfo = toRelease1[index]; audioReverbZone.set_minDistance(reverbInfo.MinDistance); audioReverbZone.set_maxDistance(reverbInfo.MaxDistance); audioReverbZone.set_reverbPreset(reverbInfo.ReverbPreset); if (reverbInfo.ReverbPreset == 27) { audioReverbZone.set_room(reverbInfo.Room); audioReverbZone.set_roomHF(reverbInfo.RoomHF); audioReverbZone.set_roomLF(reverbInfo.RoomLF); audioReverbZone.set_decayTime(reverbInfo.DecayTime); audioReverbZone.set_decayHFRatio(reverbInfo.DecayHFRatio); audioReverbZone.set_reflections(reverbInfo.Reflections); audioReverbZone.set_reflectionsDelay(reverbInfo.ReflectionsDelay); audioReverbZone.set_reverb(reverbInfo.Reverb); audioReverbZone.set_reverbDelay(reverbInfo.ReverbDelay); audioReverbZone.set_HFReference((float)reverbInfo.HFReference); audioReverbZone.set_LFReference((float)reverbInfo.LFReference); audioReverbZone.set_diffusion(reverbInfo.Diffusion); audioReverbZone.set_density(reverbInfo.Density); } } ListPool <AudioReverbZone> .Release(toRelease2); ListPool <ReverbSetting.ReverbInfo> .Release(toRelease1); }
public ReverbSoundBankFilter(AudioReverbPreset preset) { reverbPreset = preset; _isEnabled = true; }