/* * Updates snare verb amount based on X position value * updates snare verb decay based on Z position value * changes colors based on position */ void Update() { var renderer = GetComponent <Renderer>(); float xPos = gameObject.transform.position.x; float zPos = gameObject.transform.position.z; verbAmt = mapValues.remapValues(xPos, -26.0f, 147.0f, 0.0f, 100.0f); verbDecay = mapValues.remapValues(zPos, -99.0f, 99.0f, 0.0f, 100.0f); AkSoundEngine.SetRTPCValue("SnrVerbAmt", verbAmt); AkSoundEngine.SetRTPCValue("SnrVerbDecay", verbDecay); // X value changes Green value // Z value changes Blue value colorG = mapValues.remapValues(verbAmt, 0.0f, 100.0f, 0.0f, 1.0f); colorB = mapValues.remapValues(verbDecay, 0.0f, 100.0f, 0.0f, 1.0f); renderer.material.SetColor("_Color", new Color(1.0f, colorG, colorB, 1.0f)); // Make it stop bouncing or rolling var ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out var hit)) { if (hit.collider.gameObject == gameObject) { if (Input.GetKeyDown(KeyCode.X)) { var rb = GetComponent <Rigidbody>(); rb.velocity = new Vector3(0.0f, 0.0f, 0.0f); } } } }
// Update is called once per frame void Update() { getMeterValues(); var main = ps.main; var trails = ps.trails; float startSizeMult = mapValues.remapValues(lowMeter, -48.0f, 0.0f, 1.0f, 10.0f); main.startSizeMultiplier = startSizeMult; float lowColor = 0.0f; if (lowMeter < -12.0f) { lowColor = 0.0f; } else if (lowMeter >= -12.0f) { lowColor = 1.0f; } trails.colorOverLifetime = new Color(lowColor, 1.0f, 0.0f, 1.0f); trails.colorOverTrail = new Color(lowColor, 0.85f, 0.0f, 1.0f); float gravModMult = mapValues.remapValues(hiMidMeter, -48.0f, 0.0f, 0.25f, 3.0f); main.gravityModifierMultiplier = gravModMult; }
/* * Sets attack and decay time based on cube position */ void Update() { float xPos = gameObject.transform.position.x; float zPos = gameObject.transform.position.z; float attackVal = mapValues.remapValues(xPos, -30.0f, 150.0f, 0.0f, 100.0f); float decayVal = mapValues.remapValues(zPos, -30.0f, 150.0f, 0.0f, 100.0f); AkSoundEngine.SetRTPCValue(attack, attackVal); AkSoundEngine.SetRTPCValue(decay, decayVal); }
void bassLPFParams() { var ballX = transform.position.x; var ballZ = transform.position.z; float filtFreq = mapValues.remapValues(ballX, 100.0f, 111.0f, 0.0f, 100.0f); float filtRes = mapValues.remapValues(ballZ, -35.0f, -47.0f, 0.0f, 100.0f); AkSoundEngine.SetRTPCValue("BassLPFEnv", filtFreq); AkSoundEngine.SetRTPCValue("BassLPFRes", filtRes); }
void Update() { var ray = Camera.main.ScreenPointToRay(Input.mousePosition); var renderer = GetComponent <Renderer>(); // Sets bypassToggle true and false if (Physics.Raycast(ray, out var hit)) { if (hit.collider.gameObject == gameObject) { if (Input.GetKeyDown(KeyCode.B)) { bpToggle = !bpToggle; } // Make it stop bouncing or rolling if (Input.GetKeyDown(KeyCode.X)) { var rb = GetComponent <Rigidbody>(); rb.velocity = new Vector3(0.0f, 0.0f, 0.0f); } } } // turn bypass on/off if (bpToggle == true) { AkSoundEngine.SetRTPCValue(bp, bypassed); renderer.material.SetColor("_Color", bpColor); } else if (bpToggle == false) { AkSoundEngine.SetRTPCValue(bp, activeFilt); renderer.material.SetColor("_Color", activeColor); } // Map position to LPF parameters float posX = gameObject.transform.position.x; float posZ = gameObject.transform.position.z; frequency = mapValues.remapValues(posX, -26.0f, 147.0f, 0.0f, 100.0f); resonance = mapValues.remapValues(posZ, -99.9f, 99.0f, 0.0f, 100.0f); AkSoundEngine.SetRTPCValue(freq, frequency); AkSoundEngine.SetRTPCValue(res, resonance); if (Singleton.Instance.destroyEverything == true) { AkSoundEngine.SetRTPCValue(bp, bypassed); Destroy(gameObject); } }
// Update is called once per frame void Update() { getMeterValues(); elapsedTime += Time.deltaTime; float lowColor = 0.0f; if (lowMeter < -10.0f) { lowColor = 0.0f; } else if (lowMeter >= 10.0f) { lowColor = 1.0f; } float lowMidColor = mapValues.remapValues(lowMidMeter, -48.0f, 0.0f, 0.1f, 0.3f); var main = ps.main; main.startColor = new Color(0.0f, -lowColor, lowColor, 1.0f); main.gravityModifierMultiplier = elapsedTime % 10.0f; var trails = ps.trails; trails.colorOverLifetime = new Color(lowMidColor, lowMidColor + 0.2f, 0.1f, 0.1f); trails.colorOverTrail = new Color(lowMidColor, lowMidColor + 0.2f, 0.1f, 0.1f); }
private void organFXSend() { var ballPos = transform.position.x; float sendAmt = mapValues.remapValues(ballPos, 60.0f, 70.0f, 0.0f, 100.0f); AkSoundEngine.SetRTPCValue("OrganFXSend", sendAmt); }
void Update() { getMeterValues(); float rVal = mapValues.remapValues(lowMeter, -48.0f, 0.0f, 1.0f, 0.0f); float gVal = mapValues.remapValues(hiMidMeter, -48.0f, 0.0f, 1.0f, 0.0f); float bVal = mapValues.remapValues(hiMeter, -48.0f, 0.0f, 1.0f, 0.0f); //float alpha = mapValues.remapValues(lowMidMeter, -48.0f, 0.0f, 0.25f, 1.0f); var main = ps.main; main.startColor = new Color(rVal, gVal, bVal, 1.0f); //var trails = ps.trails; //trails.inheritParticleColor = true; }
void bassEffectsSend() { var ballPos = transform.position.x; float sendAmt = mapValues.remapValues(ballPos, 100.5f, 110.5f, 0.0f, 100.0f); AkSoundEngine.SetRTPCValue("BassFXSendAmt", sendAmt); }
void arpDecay() { var ballPos = transform.position.x; float decayTime = mapValues.remapValues(ballPos, 95.5f, 104.5f, 0.0f, 100.0f); AkSoundEngine.SetRTPCValue("ArpDecayTime", decayTime); }
void bassDecay() { var ballPos = transform.position.x; float decayTime = mapValues.remapValues(ballPos, 100.0f, 111.0f, 0.0f, 100.0f); AkSoundEngine.SetRTPCValue("BassDecayTime", decayTime); }
// Update is called once per frame void Update() { getMeterValues(); float lowVal = mapValues.remapValues(lowMeter, -48.0f, -6.0f, 0.0f, 1.0f); float hiMidVal = mapValues.remapValues(hiMidMeter, -48.0f, 0.0f, 100.0f, 200.0f); float hiVal = mapValues.remapValues(hiMeter, -48.0f, 0.0f, 1.0f, 10.0f); float hiValColor = mapValues.remapValues(hiMeter, -48.0f, 0.0f, 0.2f, 0.8f); float lowMidVal = mapValues.remapValues(lowMidMeter, -48.0f, 0.0f, 1.0f, 50.0f); var main = ps.main; main.startColor = new Color(lowVal, hiValColor, 0.5f, 1.0f); main.startSize = hiMidVal; main.simulationSpeed = lowMidVal; main.gravityModifier = hiVal; }
void Update() { // Gets Wwise Master Bus level real-time float meterVal = HighsMeterRTPC.meterValue; /** * Takes meterVal from Wwise and remaps values between 1.0f and 0.0f * uses scaledMeterVal to update the R and G arguments for the RGBA color * Sets material color to new color values */ float scaleRedVal = mapValues.remapValues(meterVal, -80.0f, 10.0f, 1.0f, 1.0f); float scaleGreenVal = mapValues.remapValues(meterVal, -80.0f, 10.0f, 1.0f, 0.0f); float scaleBlueVal = mapValues.remapValues(meterVal, -80.0f, 10.0f, 1.0f, 0.0f); var colorRender = gameObject.GetComponent <Renderer>(); newColor = new Color(scaleRedVal, scaleGreenVal, scaleBlueVal, 1.0f); colorRender.material.SetColor("_Color", newColor); }
void Update() { // Gets position values from Player posX = player.transform.position.x; posY = player.transform.position.y; posZ = player.transform.position.z; // Gets rotation value from Player rotX = player2.transform.localEulerAngles.x; rotY = player.transform.localEulerAngles.y; float rVal = mapValues.remapValues(rotX, 0.0f, 360.0f, 0.0f, 1.0f); float gVal = mapValues.remapValues(rotY, 0.0f, 360.0f, 0.0f, 1.0f); float bVal = mapValues.remapValues(Mathf.Abs(posZ) % 30.0f, 0.0f, 30.0f, 0.0f, 1.0f); var main = ps.main; main.startColor = new Color(rVal, gVal, bVal, 1.0f); }
void Update() { getMeterValues(); // Gets position values from Player posX = player.transform.position.x; posY = player.transform.position.y; posZ = player.transform.position.z; // Gets rotation value from Player rotX = player2.transform.localEulerAngles.x; rotY = player.transform.localEulerAngles.y; float rVal = mapValues.remapValues(rotY, 0.0f, 360.0f, 0.0f, 1.0f); float gVal = mapValues.remapValues(rotX, 0.0f, 360.0f, 0.0f, 1.0f); float bVal = mapValues.remapValues(Mathf.Abs(posY) % 101.0f, 0.0f, 101.0f, 0.0f, 1.0f); var main = ps.main; main.startColor = new Color(rVal, gVal, bVal, 1.0f); float trailWidth = mapValues.remapValues(lowMeter, -48.0f, 0.0f, 3.0f, 10.0f); float lifeColor1 = mapValues.remapValues(hiMidMeter, -48.0f, 0.0f, 0.0f, 1.0f); float lifeColor2 = mapValues.remapValues(lowMeter, -48.0f, 0.0f, 0.76f, 0.12f); var trails = ps.trails; trails.inheritParticleColor = true; trails.widthOverTrail = trailWidth; trails.colorOverLifetime = new Color(0.2f, lifeColor1, lifeColor2, 1.0f); trails.colorOverTrail = new Color(0.2f, lifeColor2, lifeColor1, 1.0f); }
/** * Gets meter value from ElevatorSubsRTPC script, creates a value floor at -80dB, * remaps values to useable range, and updates the position of the object * in the Y axis. */ private void FixedUpdate() { float meterVal = ElevatorSubsRTPC.meterValue; if (meterVal <= -80.0f) { meterVal = -80.0f; } float scaleMeterVal = mapValues.remapValues(meterVal, -80.0f, 10.0f, 0.12f, scaleVal); transform.position = new Vector3(posX, scaleMeterVal, posZ); }
/** * Gets meter value from SubsMeterRtpc script, creates a value floor at -80dB, * remaps values to useable range, and updates the scale (height) of the object * in the Y axis. */ private void FixedUpdate() { float meterVal = LowsMeterRTPC.meterValue; if (meterVal <= -80.0f) { meterVal = -80.0f; } float scaleMeterVal = mapValues.remapValues(meterVal, -80.0f, 10.0f, 0.12f, scaleVal); transform.localScale = new Vector3(scaleX, scaleMeterVal, scaleZ); cylinderHeight = scaleMeterVal; }
void Update() { // Gets ball coords var ballPosX = transform.position.x; var ballPosY = transform.position.y; var ballPosZ = transform.position.z; //Remaps position to RTPC values float param1 = mapValues.remapValues(ballPosX, -26.0f, 147.0f, 0.0f, 100.0f); float param2 = mapValues.remapValues(ballPosZ, -99.0f, 99.0f, 0.0f, 100.0f); float height = mapValues.remapValues(ballPosY, 1.5f, 40.0f, 0.0f, 100.0f); // Set RTPC values AkSoundEngine.SetRTPCValue(tremF, height); AkSoundEngine.SetRTPCValue(tremD, param1); AkSoundEngine.SetRTPCValue(ptchFrq, param1); AkSoundEngine.SetRTPCValue(ptchD, param2); AkSoundEngine.SetRTPCValue(delFB, param1 + height); // Gets RGB values from position rVal = mapValues.remapValues(param1, 0.0f, 100.0f, 0.0f, 1.0f); gVal = mapValues.remapValues(param2, 0.0f, 100.0f, 0.0f, 1.0f); bVal = mapValues.remapValues(height, 0.0f, 100.0f, 0.0f, 1.0f); // Changes color var renderer = GetComponent <Renderer>(); renderer.material.SetColor("_Color", new Color(rVal, gVal, bVal, 1.0f)); var ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out var hit)) { if (hit.collider.gameObject == gameObject) { // Make it stop bouncing or rolling if (Input.GetKeyDown(KeyCode.X)) { var rb = GetComponent <Rigidbody>(); rb.velocity = new Vector3(0.0f, 0.0f, 0.0f); } } } }
/** * Maps the X and Z coords from the trigger cubes to the area above the * bass platform */ private void spawnPositionFinder() { spawnX = mapValues.remapValues(cubeSequencerPos, 0.0f, 15.0f, 100.0f, 111.0f); spawnZ = mapValues.remapValues(cubeNote, 0.0f, 24.0f, -25.0f, -15.0f); }
void Update() { var ray = Camera.main.ScreenPointToRay(Input.mousePosition); // Toggles bypasses true and false if (Physics.Raycast(ray, out var hit)) { if (hit.collider.gameObject == gameObject) { if (Input.GetKeyDown(KeyCode.B)) { chrsToggle = !chrsToggle; } if (Input.GetKeyDown(KeyCode.N)) { distToggle = !distToggle; } if (Input.GetKeyDown(KeyCode.H)) { tremToggle = !tremToggle; } // Make it stop bouncing or rolling if (Input.GetKeyDown(KeyCode.X)) { var rb = GetComponent <Rigidbody>(); rb.velocity = new Vector3(0.0f, 0.0f, 0.0f); } } } /* * Uses toggle state to bypass or activate the FX unit * and set color values */ if (chrsToggle == true) { AkSoundEngine.SetRTPCValue(bpChrs, bypassed); rVal = inactiveColor; } else if (chrsToggle == false) { AkSoundEngine.SetRTPCValue(bpChrs, activeFX); rVal = activeColor; } if (distToggle == true) { AkSoundEngine.SetRTPCValue(bpDist, bypassed); gVal = inactiveColor; } else if (distToggle == false) { AkSoundEngine.SetRTPCValue(bpDist, activeFX); gVal = activeColor; } if (tremToggle == true) { AkSoundEngine.SetRTPCValue(bpTrem, bypassed); bVal = inactiveColor; } else if (tremToggle == false) { AkSoundEngine.SetRTPCValue(bpTrem, activeFX); bVal = activeColor; } /* * If any of the other FX units are active, the delay is 50/50 dry/wet * If they're all inactive, the delay is full wet */ if (chrsToggle == false || distToggle == false || tremToggle == false) { AkSoundEngine.SetRTPCValue(delDW, fiftyFiftyDryWet); } else if (chrsToggle == true && distToggle == true && tremToggle == true) { AkSoundEngine.SetRTPCValue(delDW, activeFX); } // Changes color based on bypass activity var renderer = GetComponent <Renderer>(); color = new Color(rVal, gVal, bVal, 1.0f); renderer.material.SetColor("_Color", color); // Gets ball coords var ballPosX = transform.position.x; var ballPosY = transform.position.y; var ballPosZ = transform.position.z; // Remaps ball coords to RTPC useable vals float param1 = mapValues.remapValues(ballPosX, -26.0f, 147.0f, 0.0f, 100.0f); float param2 = mapValues.remapValues(ballPosZ, -99.0f, 99.0f, 0.0f, 100.0f); float height = mapValues.remapValues(ballPosY, 1.5f, 40.0f, 0.0f, 100.0f); // Sets RTPC Vals AkSoundEngine.SetRTPCValue("BassChorus", param1); AkSoundEngine.SetRTPCValue("BassChorus2", param2); AkSoundEngine.SetRTPCValue("BassDistDrive", param1); AkSoundEngine.SetRTPCValue("BassDistRect", param2); AkSoundEngine.SetRTPCValue("BassTremDepth", param1); AkSoundEngine.SetRTPCValue("BassTremFreq", param2); AkSoundEngine.SetRTPCValue("BassDelayFeedback", height); }