Object representing a snapshot in the mixer.

상속: Object
예제 #1
0
 void Start()
 {
     // Start the music with the title screen one.
     currentSnapshot = TitleScreen;
     // Make it last through all scenes.
     DontDestroyOnLoad(this);
 }
 static public int TransitionTo(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.Audio.AudioMixerSnapshot self = (UnityEngine.Audio.AudioMixerSnapshot)checkSelf(l);
         System.Single a1;
         checkType(l, 2, out a1);
         self.TransitionTo(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
예제 #3
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 private void UnPause()
 {
     Time.timeScale = 1;
     current = levelMusic;
     LevelMusicSource.UnPause();
     current.TransitionTo(TransitionSeconds);
     StartCoroutine(PauseMusic(PauseMusicSource, current, TransitionSeconds * TimeWarpingFactor));
 }
예제 #4
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		private void TransitionToSnapshot(AudioMixerSnapshot snapshot, float timeToReach)
		{
			if (snapshot == null || snapshot.audioMixer != this)
			{
				return;
			}
			snapshot.TransitionTo(timeToReach);
		}
	void OnTriggerEnter( Collider col )
	{
		AudioMixerSnapshot[] ams = new AudioMixerSnapshot[1]{snapshot};
		if(audioMixer != null)
		{
			audioMixer.TransitionToSnapshots( ams, new float[1]{1.0f}, 1.0f );
		}
	}
예제 #6
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 private void TransitionToSnapshot(AudioMixerSnapshot snapshot, float timeToReach)
 {
   if ((UnityEngine.Object) snapshot == (UnityEngine.Object) null)
     throw new ArgumentException("null Snapshot passed to AudioMixer.TransitionToSnapshot of AudioMixer '" + this.name + "'");
   if ((UnityEngine.Object) snapshot.audioMixer != (UnityEngine.Object) this)
     throw new ArgumentException("Snapshot '" + snapshot.name + "' passed to AudioMixer.TransitionToSnapshot is not a snapshot from AudioMixer '" + this.name + "'");
   snapshot.TransitionTo(timeToReach);
 }
예제 #7
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 private void Pause()
 {
     Time.timeScale = TimeWarpingFactor;
     current = pauseMusic;
     PauseMusicSource.UnPause();
     current.TransitionTo(TransitionSeconds * TimeWarpingFactor);
     StartCoroutine(RepauseLater(TransitionSeconds * TimeWarpingFactor));
     StartCoroutine(PauseMusic(LevelMusicSource, current, TransitionSeconds * TimeWarpingFactor));
 }
예제 #8
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    IEnumerator PauseMusic(AudioSource toPause, AudioMixerSnapshot current, float time)
    {
        yield return new WaitForSeconds(time);

        if (this.current == current)
        {
            toPause.Pause();
        }
    }
예제 #9
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    void Start()
    {
        sound_manager = GameObject.FindGameObjectWithTag("Sound_Manager").GetComponent<Sound_Manager>().GetInstance();
        if (sound_manager.GetInstance() != null)
        {
        snapshot_normal = sound_manager.GetInstance().master_mixer.FindSnapshot("Snapshot");
        snapshot_attack = sound_manager.GetInstance().master_mixer.FindSnapshot("Snapshot_Attack");

        }
    }
예제 #10
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    // Use this for initialization
    void Start()
    {
        daySnapshot = myAudioMixer.FindSnapshot("Day");
        nightSnapshot = myAudioMixer.FindSnapshot("Night");

        if (transform.position.y > 0)
            day = true;
        else
            day = false;
    }
예제 #11
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 private void TransitionToSnapshot(AudioMixerSnapshot snapshot, float timeToReach)
 {
     if ((UnityEngine.Object)snapshot == (UnityEngine.Object)null)
     {
         throw new ArgumentException("null Snapshot passed to AudioMixer.TransitionToSnapshot of AudioMixer '" + this.name + "'");
     }
     if ((UnityEngine.Object)snapshot.audioMixer != (UnityEngine.Object) this)
     {
         throw new ArgumentException("Snapshot '" + snapshot.name + "' passed to AudioMixer.TransitionToSnapshot is not a snapshot from AudioMixer '" + this.name + "'");
     }
     snapshot.TransitionTo(timeToReach);
 }
 static public int get_audioMixer(IntPtr l)
 {
     try {
         UnityEngine.Audio.AudioMixerSnapshot self = (UnityEngine.Audio.AudioMixerSnapshot)checkSelf(l);
         pushValue(l, self.audioMixer);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static public int get_audioMixer(IntPtr l)
 {
     try {
         UnityEngine.Audio.AudioMixerSnapshot self = (UnityEngine.Audio.AudioMixerSnapshot)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.audioMixer);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #14
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 private void TransitionToSnapshot(AudioMixerSnapshot snapshot, float timeToReach)
 {
     if (snapshot == null)
     {
         throw new ArgumentException("null Snapshot passed to AudioMixer.TransitionToSnapshot of AudioMixer '" + base.name + "'");
     }
     if (snapshot.audioMixer != this)
     {
         throw new ArgumentException("Snapshot '" + snapshot.name + "' passed to AudioMixer.TransitionToSnapshot is not a snapshot from AudioMixer '" + base.name + "'");
     }
     snapshot.TransitionTo(timeToReach);
 }
예제 #15
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파일: rewind.cs 프로젝트: htw6174/LaborJam
    // Use this for initialization
    void Start()
    {
        myAudioMixer.SetFloat("sfxVol",0.75f);
        myAudioMixer.SetFloat("musicVol",0.75f);

        mainCam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
        myRewindSound = this.gameObject.GetComponent<AudioSource>();
        RewindSnap = myAudioMixer.FindSnapshot("Rewind");
        NormalSnap = myAudioMixer.FindSnapshot("Normal");
        NormalSnap.TransitionTo(.5f);
        StartCoroutine("record");
    }
예제 #16
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 private void TransitionToSnapshot(AudioMixerSnapshot snapshot, float timeToReach)
 {
     if (snapshot == null)
     {
         throw new ArgumentException("null Snapshot passed to AudioMixer.TransitionToSnapshot of AudioMixer '" + base.name + "'");
     }
     if (snapshot.audioMixer != this)
     {
         string[] textArray1 = new string[] { "Snapshot '", snapshot.name, "' passed to AudioMixer.TransitionToSnapshot is not a snapshot from AudioMixer '", base.name, "'" };
         throw new ArgumentException(string.Concat(textArray1));
     }
     snapshot.TransitionTo(timeToReach);
 }
예제 #17
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 private void TransitionToSnapshot(AudioMixerSnapshot snapshot, float timeToReach)
 {
     if (snapshot == null)
     {
         throw new ArgumentException("null Snapshot passed to AudioMixer.TransitionToSnapshot of AudioMixer '" + base.name + "'");
     }
     if (snapshot.audioMixer != this)
     {
         string[] textArray1 = new string[] { "Snapshot '", snapshot.name, "' passed to AudioMixer.TransitionToSnapshot is not a snapshot from AudioMixer '", base.name, "'" };
         throw new ArgumentException(string.Concat(textArray1));
     }
     snapshot.TransitionTo(timeToReach);
 }
 static public int TransitionTo(IntPtr l)
 {
     try {
         UnityEngine.Audio.AudioMixerSnapshot self = (UnityEngine.Audio.AudioMixerSnapshot)checkSelf(l);
         System.Single a1;
         checkType(l, 2, out a1);
         self.TransitionTo(a1);
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static public int TransitionTo(IntPtr l)
 {
     try {
         UnityEngine.Audio.AudioMixerSnapshot self = (UnityEngine.Audio.AudioMixerSnapshot)checkSelf(l);
         System.Single a1;
         checkType(l, 2, out a1);
         self.TransitionTo(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static int FindSnapshot(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.Audio.AudioMixer obj = (UnityEngine.Audio.AudioMixer)ToLua.CheckObject <UnityEngine.Audio.AudioMixer>(L, 1);
         string arg0 = ToLua.CheckString(L, 2);
         UnityEngine.Audio.AudioMixerSnapshot o = obj.FindSnapshot(arg0);
         ToLua.Push(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
예제 #21
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 void Awake()
 {
     if (this.CompareTag("AddKick"))
       {
      enterSnapShot = kickSnapShot;
      exitSnapShot = kickSnapShot;
      pitch = 1;
       }
       else if (this.CompareTag("AddSnare"))
       {
      enterSnapShot = addSnareSnapShot;
      exitSnapShot = kickSnapShot;
      pitch = 1.1f;
       }
       else if (this.CompareTag("AddBass"))
       {
      enterSnapShot = addBassSnapShot;
      exitSnapShot = kickSnapShot;
      pitch = 1.2f;
       }
       else if (this.CompareTag("AddArp1"))
       {
      enterSnapShot = addArp1SnapShot;
      exitSnapShot = kickSnapShot;
      pitch = 1.3f;
       }
       else if (this.CompareTag("AddArp2"))
       {
      enterSnapShot = addArp2SnapShot;
      exitSnapShot = kickSnapShot;
      pitch = 1.4f;
       }
       else if (this.CompareTag("AddLead1"))
       {
      enterSnapShot = addLead1SnapShot;
      exitSnapShot = kickSnapShot;
      pitch = 1.5f;
       }
       else if (this.CompareTag("AddLead2"))
       {
      enterSnapShot = addLead2SnapShot;
      exitSnapShot = kickSnapShot;
      pitch = 1.6f;
       }
 }
예제 #22
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파일: UiPanelGame.cs 프로젝트: spotco/ld-33
    public override void OnEnter(Uzu.PanelEnterContext context)
    {
        _bgm_handle = Main.AudioController.PlayBgm(AudioClipIds.BGM_MAIN_LOOP);

        _bgm_handle._handle_audio_source.outputAudioMixerGroup = _bgm_mixer_group;

        _audio_normal_snapshot = _bgm_mixer_group.audioMixer.FindSnapshot("Normal");
        _audio_paused_snapshot = _bgm_mixer_group.audioMixer.FindSnapshot("Paused");

        this.bgm_audio_set_paused_mode(false);

        gameObject.SetActive(true);
        _home_score.set_string("0");
        _home_score.set_string("0");
        _time_text.set_string("0:00:00");
        set_pause_icon_alpha(0);
        _tar_pause_icon_alpha = 0;
        _quarter_text.set_string(Main.LevelController._quarter_display);
        //Main.LevelController.StartLevel();
        _fadein.set_alpha(1.0f);
        _fadein.set_target_alpha(0.0f);
    }
예제 #23
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    public void TransitTo(bool roar)
    {
        // If player begins the game.
        if (currentSnapshot == EndScreen)
        {
            currentSnapshot = TitleScreen;
        }

        // If player ends the first level.
        if (currentSnapshot == Level1)
        {
            currentSnapshot = EndScreen;
        }

        // If player restarts the game.
        if (currentSnapshot == TitleScreen)
        {
            currentSnapshot = Level1;
        }
        // Make the transition with the desired speed.
        currentSnapshot.TransitionTo(transitionSpeed);
    }
예제 #24
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        internal void TransitionToSnapshot(AudioMixerSnapshot snapshot, float timeToReach)
        {
            bool flag = snapshot == null;

            if (flag)
            {
                throw new ArgumentException("null Snapshot passed to AudioMixer.TransitionToSnapshot of AudioMixer '" + base.name + "'");
            }
            bool flag2 = snapshot.audioMixer != this;

            if (flag2)
            {
                throw new ArgumentException(string.Concat(new string[]
                {
                    "Snapshot '",
                    snapshot.name,
                    "' passed to AudioMixer.TransitionToSnapshot is not a snapshot from AudioMixer '",
                    base.name,
                    "'"
                }));
            }
            this.TransitionToSnapshotInternal(snapshot, timeToReach);
        }
    public void Transition(int music)
    {
        if (music == 1)
        {
            snapshot = snapshotTitle;
            snapshot.TransitionTo (1.5f);
        }

        else if (music == 2)
        {
            snapshot = snapshotCastle;
            snapshot.TransitionTo (1.5f);
        }
        else if (music == 3)
        {
            snapshot = snapshotWin;
            snapshot.TransitionTo (1.5f);
        }
        else if (music == 4)
        {
            snapshot = snapshotDeath;
            snapshot.TransitionTo (1.5f);
        }
    }
예제 #26
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 public void transitionTo(int snapshot)
 {
     switch (snapshot) {
     case(1):
         introSource.Play ();
         intro.TransitionTo (timeTransition);
         currentSnap = intro;
         break;
     case(2):
         inGameSource.Play ();
         inGame.TransitionTo (timeTransition);
         currentSnap = inGame;
         break;
     case(3):
         paused.TransitionTo (timeTransition);
         currentSnap = paused;
         break;
     case(4):
         outroSource.Play ();
         outro.TransitionTo (timeTransition);
         currentSnap = outro;
         break;
     }
 }
	void Awake()
	{
        if( m_mixingType == MixingType.PlayOneShot )
        {
            if( m_audioSource == null )
                Debug.LogError( gameObject.name + " AudioSource is not assigned" ); 
        }

        if( m_mixingType == MixingType.FadeInOutParameter )
        {
		    if( m_audioMixer == null )
			    Debug.LogError( gameObject.name + " AudioMixer is not assigned" );
            if( m_audioSource == null )
                Debug.LogError( gameObject.name + " AudioSource is not assigned" ); 
        }

        if( m_mixingType == MixingType.FadeToSnapshot )
        {
            if( !string.IsNullOrEmpty(m_snapshotName) )
                m_snapshot = m_audioMixer.FindSnapshot(m_snapshotName);
            else
                Debug.LogError( gameObject.name + " Snapshot name isn't assigned" );
        }
	}
예제 #28
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 public MA_SnapshotInfo(AudioMixerSnapshot snap, float wt)
 {
     snapshot = snap;
     weight = wt;
 }
		public void Set(Automation.TargetParam param, float value)
		{
			if (m_ignoreParam.Contains(param))					// 무시 목록에 없을 때만 실행한다.
				return;

			var info	= s_infoDict[param];
			if (info.mixerParamName != null)					// ExposedParam을 조절하는 케이스
			{
				m_mixer.SetFloat(info.mixerParamName, info.ToMixerParamValue(value));
			}
			else
			{													// Snapshot을 조절하는 케이스
				AudioMixerSnapshot [] snapshots;
				if (!m_snapshotDict.TryGetValue(param, out snapshots))	// 해당 파라미터에 맞는 스냅샷 목록을 아직 레퍼런스로 소유하고 있지 않다면, 찾아서 등록
				{
					int namecount	= info.snapshotNames.Length;
					snapshots		= new AudioMixerSnapshot[namecount];
					for (int i = 0; i < namecount; i++)
					{
						snapshots[i]	= m_mixer.FindSnapshot(info.snapshotNames[i]);
					}
					m_snapshotDict[param]	= snapshots;
				}

				var calcvalue				= info.ToMixerParamValue(value);
				_temp_snapshot_weight[0]	= 1 - calcvalue;
				_temp_snapshot_weight[1]	= calcvalue;
				m_mixer.TransitionToSnapshots(snapshots, _temp_snapshot_weight, 0.1f);
			}
		}
예제 #30
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 public extern void TransitionToSnapshots(AudioMixerSnapshot[] snapshots, float[] weights, float timeToReach);
예제 #31
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 // Start is called before the first frame update
 void Start()
 {
     battleSnapshot = mainMixer.FindSnapshot("Battle");
     normalSnapshot = mainMixer.FindSnapshot("Normal");
 }
예제 #32
0
 public MixerSnapshotType(AudioMixerSnapshot snapshot)
 {
     Snapshot = snapshot;
 }
예제 #33
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 /**---------------------------------------------------------------------------------
  * Initiates audioholder, snapshots, sounds and mixers.
  * Is used when first audio is called.
  */
 private void initAudio()
 {
     GameObject audioHolder = Instantiate(Resources.Load("AudioHolder", typeof(GameObject))) as GameObject;
     DontDestroyOnLoad(audioHolder);
     AudioSource[] audioSources = audioHolder.GetComponents<AudioSource>();
     loopSound = audioSources[0];
     jumpSound = audioSources[1];
     slideSound = audioSources[2];
     collisionSound = audioSources[3];
     fallingSound = audioSources[4];
     winSound = audioSources[5];
     MasterMixer = Resources.Load<AudioMixer>("Audio/MasterMixer");
     paused = MasterMixer.FindSnapshot("Paused");
     unPaused = MasterMixer.FindSnapshot("Unpaused");
 }
예제 #34
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 // Use this for initialization
 void Start()
 {
     current = levelMusic;
 }
예제 #35
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 //Created this function to use to transition to various snapshots
 public void ToSnapshot(AudioMixerSnapshot snapshot, float time)
 {
     snapshot.TransitionTo (time);
 }
예제 #36
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 private extern void TransitionToSnapshotInternal(AudioMixerSnapshot snapshot, float timeToReach);
 /// <summary>Finds matching snapshot in snapshots[] and performs multi-snapshot transition</summary>
 public void SetSnapshot (AudioMixerSnapshot snapshot, float weight, float transitionTime)
 {
     for (int i = 0; i < snapshots.Length; i++)
     {
         if (snapshot == snapshots[i])
         {
             weights[i] = weight;
             MusicMixer.TransitionToSnapshots(snapshots, weights, transitionTime);
             return;
         }
     }
     Debug.LogError("Snapshot Doesn't match anything in Snapshots[]!");
 }
예제 #38
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 public void FadeMusic(AudioMixerSnapshot snap, float duration)
 {
     if (snap != null)
     {
         snap.TransitionTo(duration);
     }
 }
예제 #39
0
 public void FadeMusic(AudioMixerSnapshot snap)
 {
     if (snap != null)
     {
         FadeMusic(snap, m_standardTransitionTime);
     }
 }
예제 #40
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        public override void ShowGUI()
        {
            #if UNITY_5
            numSnapshots = EditorGUILayout.IntSlider ("Number of snapshots:", numSnapshots, 1, 10);
            if (numSnapshots == 1)
            {
                snapshot = (AudioMixerSnapshot) EditorGUILayout.ObjectField ("Snapshot:", snapshot, typeof (AudioMixerSnapshot), false);
            }
            else
            {
                audioMixer = (AudioMixer) EditorGUILayout.ObjectField ("Audio mixer:", audioMixer, typeof (AudioMixer), false);

                if (numSnapshots < snapshotMixes.Count)
                {
                    snapshotMixes.RemoveRange (numSnapshots, snapshotMixes.Count - numSnapshots);
                }
                else if (numSnapshots > snapshotMixes.Count)
                {
                    if (numSnapshots > snapshotMixes.Capacity)
                    {
                        snapshotMixes.Capacity = numSnapshots;
                    }
                    for (int i=snapshotMixes.Count; i<numSnapshots; i++)
                    {
                        snapshotMixes.Add (new SnapshotMix ());
                    }
                }

                for (int i=0; i<snapshotMixes.Count; i++)
                {
                    snapshotMixes[i].snapshot = (AudioMixerSnapshot) EditorGUILayout.ObjectField ("Snapshot " + (i+1).ToString () + ":", snapshotMixes[i].snapshot, typeof (AudioMixerSnapshot), false);
                    snapshotMixes[i].weight = EditorGUILayout.FloatField ("Weight " + (i+1).ToString () + ":", snapshotMixes[i].weight);
                }
            }

            changeTime = EditorGUILayout.Slider ("Transition time (s):", changeTime, 0f, 10f);
            if (changeTime > 0f)
            {
                willWait = EditorGUILayout.Toggle ("Wait until finish?", willWait);
            }
            #else
            EditorGUILayout.HelpBox ("This Action is only available for Unity 5", MessageType.Info);
            #endif

            AfterRunningOption ();
        }