void Start() { audio = GetComponent<AudioSource>(); ParentAudio = transform.parent.gameObject.GetComponent<AudioSource>(); if (audio.isPlaying) audio.Pause(); }
public override void Start() { base.Start(); _audio = this.GetComponent<AudioSource>(); _baseVolume = _audio.volume; _audio.Pause(); }
// Use this for initialization void Start () { InvokeRepeating("CreateMyInstance", 1.0f, 1.0f); // Checks the value of muteSound that is set on Home Screen page via the mute sound button. muteSoundValueCheck = PlayerPrefs.GetString("SoundValue") ; // Debug.Log(muteSoundValueCheck); // Fetches engine sound attached to Main Camera object soundObject = GameObject.Find("Camera"); audioSource = soundObject.GetComponent<AudioSource>(); // Fetches Car Dash sound attached to 'car-control-cube' object soundObject2 = GameObject.Find("car-control-cube"); audioSource2 = soundObject.GetComponent<AudioSource>(); if (muteSoundValueCheck == "mute") { audioSource.Pause(); audioSource2.Pause(); } }
void Start() { Player = GameObject.FindGameObjectWithTag ("Player"); GetComponent<MeshRenderer>().enabled = false; Scare = false; audiosource = this.GetComponent<AudioSource>(); audiosource.Pause (); }
IEnumerator PauseMusic(AudioSource toPause, AudioMixerSnapshot current, float time) { yield return new WaitForSeconds(time); if (this.current == current) { toPause.Pause(); } }
void Start() { float distance = father.transform.localScale.x; float radian = Mathf.Min (distance, father.transform.localScale.z); transform.localScale = new Vector3 (2.0f - radian / distance, transform.localScale.y, 1.0f); OnUpdateVariable (); frictionSound = father.GetComponent<AudioSource> (); frictionSound.Pause (); }
void Start () { Transform father = transform.parent; distance = father.localScale.x; float radian = Mathf.Min (distance, father.localScale.z); transform.localScale = new Vector3 (2f - radian / distance, transform.localScale.y, 1f); frictionSound = father.gameObject.GetComponent<AudioSource> (); frictionSound.Pause (); beltRenders = GetComponentsInChildren<Renderer> (); }
private void FadeOut(AudioSource audioSource) { if(audioSource.volume > 0f) { audioSource.volume -= .05f; //print ("offing" + audioSource.clip.name); } if (audioSource.volume == 0f) { audioSource.Pause (); } }
static public int Pause(IntPtr l) { try { UnityEngine.AudioSource self = (UnityEngine.AudioSource)checkSelf(l); self.Pause(); return(0); } catch (Exception e) { return(error(l, e)); } }
void Start() { music = GetComponent<AudioSource>(); if (PlayerPrefs.HasKey ("Music")) { int audio = PlayerPrefs.GetInt("Music"); if(audio == 0){ musicOn = false; music.Pause(); } } }
void Start() { audio = GetComponent<AudioSource>(); if(audio == null) { Debug.Log("Hello World"); } audio.Pause(); ammoCount = 15; }
static public int Pause(IntPtr l) { try{ UnityEngine.AudioSource self = (UnityEngine.AudioSource)checkSelf(l); self.Pause(); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
//public AudioClip Clip;// = null; // Use this for initialization void Start() { //initiate audio source _audioSource = GetComponent<AudioSource>(); float r = Random.Range(-PitchVariation, PitchVariation); _audioSource.pitch += r; //_audioSource.clip = Clip; //set random start _random = Random.Range(LowerRange/Frequency, Upperrange/Frequency); _random += PitchOffset; _audioSource.Pause(); _clipLength = _audioSource.clip.length; }
// Use this for initialization void Start() { // audioPause = GetComponent<AudioSource>(); // audioPause.Pause(); // audioLevelOne = GetComponent<AudioSource>(); // audioLevelOne.Play(); AudioSource[] audios = GetComponents<AudioSource>(); audioPause = audios[1]; audioLevelOne = audios[0]; audioPause.Pause(); }
static int Pause(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); UnityEngine.AudioSource obj = (UnityEngine.AudioSource)ToLua.CheckObject <UnityEngine.AudioSource>(L, 1); obj.Pause(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
// Use this for initialization void Start () { music_isplaying = PlayerPrefs.GetInt(Common_data.music_pref, 1); sound_isplaying = PlayerPrefs.GetInt(Common_data.sound_pref, 1); audio = this.gameObject.GetComponent<AudioSource>(); if (music_isplaying == 1) { audio.Play(); } else { audio.Pause(); } }
private void CheckBatInGame() { float outOfBoundsBy = 0; float xSide = 50 - halfBatLen; float zSide = 130 - halfBatThick; if ((transform.position.x > xSide || transform.position.x < -xSide || transform.position.z < -zSide)) { if (Math.Abs(transform.position.x) > xSide) { outOfBoundsBy = Math.Abs(transform.position.x) - xSide; } else if (transform.position.z < -zSide) { outOfBoundsBy = Math.Abs(transform.position.z) - zSide; } } if (outOfBoundsBy == 0 && wallCollideAudio.isPlaying) { wallCollideAudio.Pause(); JoyconController.RumbleJoycon(0, 0, 0); } else if (!wallCollideAudio.isPlaying && outOfBoundsBy != 0) { wallCollideAudio.Play(); } if (outOfBoundsBy != 0) { float rumbleAmp = 0; if (outOfBoundsBy < 10) { rumbleAmp = 0.4f; } else if (outOfBoundsBy < 30) { rumbleAmp = 0.7f; } else { rumbleAmp = 0.9f; } JoyconController.RumbleJoycon(90, 270, rumbleAmp); wallCollideAudio.volume = GameUtils.Scale(0, 45, 0.1f, 1, outOfBoundsBy); } }
// Use this for initialization void Start () { Time.timeScale = 1.0f; manager.loadAchievements(); isPaused = false; isOpen = false; PlayerProfile.profile.load (); pauseSource = GetComponent<AudioSource> (); pauseSource.ignoreListenerPause = true; pauseSource.Play (); pauseSource.Pause (); PanelControls.SetActive(false); MovementTip.SetActive(false); BasicCameraTip.SetActive(false); SeeControlsTip.SetActive(false); setPause (false); tutTimer = PlayerProfile.profile.timeElapsedInPark; }
public void PauseSound(AudioSource sound) { sound.Pause(); }
// ReSharper restore UnusedMember.Local // ReSharper disable UnusedMember.Local private static void PauseHandler(AudioSource source) { source.Pause(); }
IEnumerator WaitAndPlayStopSound(float time, AudioSource sound, bool play) { yield return new WaitForSeconds (time); if (play) { sound.Play(); } else { sound.Pause(); } }
/// <summary> /// Pausa un sonido /// </summary> /// <param name="source">AudioSource que se desea pausar</param> public static void Pause(AudioSource source) { if (source.isPlaying) { source.Pause(); } }
IEnumerator Fade( AudioSource toFade, AudioGroup group = null, int groupIndex = -1 ) { if ( !curFading.ContainsKey( toFade ) ) yield break; if ( !toFade.isPlaying && curFading[toFade] > 0 ) toFade.Play (); float startVolume = group != null ? group.curVolumes[groupIndex] : toFade.volume; float targVolume = curFading[toFade]; float fadeAmount = 0f; while ( fadeAmount < 1f ) { if ( !curFading.ContainsKey( toFade ) ) yield break; // if audio is refaded, restart the fade from current volume if ( targVolume != curFading[toFade] ) { StartCoroutine ( Fade ( toFade ) ); yield break; } float newVol = Mathf.Lerp ( startVolume, targVolume, fadeAmount ); if ( group != null ) { group.curVolumes[groupIndex] = newVol; newVol *= masterVol; } toFade.volume = newVol; fadeAmount += Time.deltaTime / fadeTime; yield return 0; } if ( group != null ) group.curVolumes[groupIndex] = curFading[toFade]; toFade.volume = curFading[toFade] * ( group != null ? masterVol : 1f ); if ( curFading[toFade] <= 0 ) toFade.Pause (); curFading.Remove ( toFade ); }
void Start () { sources = (AudioSource[])playlistObj.GetComponents(typeof(AudioSource)); source1 = sources[0]; source1.Pause(); source2 = sources[1]; }
// Use this for initialization void Start() { /* Since these are class variables, only do if not initialized yet. */ if (!pastMap) { pastMap = GameObject.Find("Past Map").GetComponent<tk2dTileMap>(); futureMap = GameObject.Find("Future Map").GetComponent<tk2dTileMap>(); /* Set the time period. */ if (LevelManager.IsPast()) { futureMap.gameObject.SetActive(false); } else { pastMap.gameObject.SetActive(false); } } vortexActiveParticles.transform.position = this.transform.position; vortexInactiveParticles.transform.position = this.transform.position; vortexActiveParticles.Play(); vortexActiveParticles.startSize = 0.0f; vortexInactiveParticles.Play(); sfxPlayer01 = this.transform.FindChild("SFX Player 01").GetComponent<AudioSource>(); sfxPlayer02 = this.transform.FindChild("SFX Player 02").GetComponent<AudioSource>(); sfxPlayer01.clip = whenNearbySound; sfxPlayer01.loop = true; sfxPlayer01.volume = 0.0f; sfxPlayer01.Play(); sfxPlayer02.clip = warpSound; sfxPlayer02.Pause(); glow = this.transform.FindChild("Point light").GetComponent<Light>(); pastMap.transform.position = Vector3.zero; futureMap.transform.position = Vector3.zero; animationCurtain = this.transform.FindChild("Curtain").GetComponent<MeshFilter>(); mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<tk2dCamera>(); animationCurtain.gameObject.SetActive(true); animationCurtain.renderer.material.color = new Color(0.0f, 0.0f, 0.0f, 0.0f); /* Since this is a class variable, only do if not initialized yet. */ if (!player) { player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>(); } /* Since this is a class variable, only do if not initialized yet. */ if (pickups == null) { /* Get all pickups from the scene and put variable pickups. */ GameObject [] pickupGameObjects = GameObject.FindGameObjectsWithTag("Pickup"); pickups = new List<Pickup>(); for (int i = 0; i < pickupGameObjects.Length; ++i) { pickups.Add( pickupGameObjects[i].GetComponent<Pickup>() ); } } currentlyWarping = false; }
public void pauseAudio(AudioSource audio, bool pause) { if (audio != null) { if (pause) { audio.Pause(); } else { audio.Pause(); } } }
public void playMusic(AudioClip musicClip, float volume) { if ( muteMusic ) { currentMusicAudioSource = musicAudioSourceA; currentMusicAudioSource.clip = musicClip; currentMusicAudioSource.volume = volume; currentMusicAudioSource.Play(); currentMusicAudioSource.Pause(); return; } //we have music playing already if( currentMusicAudioSource.isPlaying) { debugMusic("music is aleady playing, checking options"); //check if we are in the middle of fadingIn or Out if(musicFadeOutTweener.IsTweening(musicFadeOutTweener.target) || musicFadeInTweener.IsTweening(musicFadeInTweener.target)) { debugMusic("A Fade is happening..."); //at this point we only care if one of the musics that was fading is the one we want //and we want to play it at its current volume back up to 1, the other music we fade out //unless neither of them are the one we want, then do a crossfade AudioSource fadeOutTarget = null; AudioSource fadeInTarget = null; if(musicFadeInTweener.target != null && ((AudioSource)musicFadeInTweener.target).clip.name == musicClip.name) { fadeInTarget = (AudioSource)musicFadeInTweener.target; if(musicFadeOutTweener.target != null) { fadeOutTarget = (AudioSource)musicFadeOutTweener.target; } } if(fadeInTarget == null && musicFadeOutTweener.target != null && ((AudioSource)musicFadeOutTweener.target).clip.name == musicClip.name) { fadeInTarget = (AudioSource)musicFadeOutTweener.target; if(musicFadeInTweener.target != null) { fadeOutTarget = (AudioSource)musicFadeOutTweener.target; } } //clean up faders musicFadeInTweener.Kill(); musicFadeOutTweener.Kill(); if(fadeOutTarget != null) { debugMusic("Fading out:" + fadeOutTarget.clip.name); fadeOutMusic(fadeOutTarget); } if(fadeInTarget != null) { debugMusic("Fading in:" + fadeInTarget.clip.name); doMusicPlay(musicClip, fadeInTarget.volume, volume); } //make sure the audioSources match up if(fadeOutTarget == null) { if(fadeInTarget != null) { AudioSource otherSource = (fadeInTarget == musicAudioSourceA) ? musicAudioSourceB : musicAudioSourceA; if(otherSource.clip != null) { debugMusic("Stopping music :" + otherSource.clip.name); otherSource.Stop(); } } } //we want a new clip to play if neither of the fades where for this clip if(fadeInTarget == null) { doMusicCrossFade(musicClip, volume); } } //check if its the same clip that is already playing else if(currentMusicAudioSource.clip.name == musicClip.name) { debugMusic("The same music is playing already, so we will ignore play."); return; //this could be some other behavior like restarting it or something } //another music is playing, crossfade from one music to another else { debugMusic("Another music is playing, we will do a standard crossfade."); doMusicCrossFade(musicClip, volume); } } //nothing was playing fade in new music else if ( !muteMusic) { debugMusic("no music was playing, playing: " + musicClip.name); doMusicPlay(musicClip, volume); } }
public void StopPlaying(AudioSource audio) { audio.Pause(); }
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 static void PauseSound(AudioSource source, bool isPause) { if (isPause) source.Pause(); else source.Play(); }
//sound cross fade IEnumerator CrossFade( AudioSource a1, AudioSource a2, float duration){ float v0 = a1.volume; // keep the original volume a2.Play(); // make sure a2 is playing float t = 0; while (t < 1){ t = Mathf.Clamp01(t + Time.deltaTime / duration); a1.volume = (1 - t) * v0; a2.volume = t * v0; yield return new WaitForSeconds(0.01f); } a1.Pause(); }
void Start() { windSound = GetComponent<AudioSource> (); windSound.Pause (); }