// Begin playing the current Level public void StartNewLevel() { currentStage = GameStage.LevelPlaying; if (BackgroundMenuMusic.isPlaying) { StartCoroutine(AudioFader.FadeOut(BackgroundMenuMusic, 0.5f)); } backgroundMusicManager.StartBackgroundMusic(); if (LevelStartEvent != null) LevelStartEvent(); LevelSetupUI.SetActive(false); HUD.SetActive(true); LevelEndUI.SetActive(false); if (levelEnd != null) { Destroy(levelEnd); } Player.transform.position = Vector3.zero; GameEndSound.Stop(); }
void OnDestroy() { if (_instance == this) { _instance = null; } }
private IEnumerator LoadScene() { LevelSelectController.Instance.PreLoadLevel(); // Load the new scene asynchronously and wait until it completes. AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(data.SceneName); asyncOperation.allowSceneActivation = false; while (asyncOperation.progress < 0.9f) { yield return(null); } AudioFader fader = FadeMusic(); if (fader != null) { while (fader.IsFading) { yield return(null); } } asyncOperation.allowSceneActivation = true; yield return(asyncOperation); Camera levelSelectCamera = LevelSelectController.Instance.LevelSelectCamera; ScreenFade screenFade = levelSelectCamera.GetComponent <ScreenFade>(); screenFade.FadeToClear(); // Force garbage collection to happen before we fade // the new scene in to prevent frame drops and make sure the // fade in animation is smooth. screenFade.AllowFade = false; yield return(null); GC.Collect(); yield return(null); screenFade.AllowFade = true; LevelSelectController.Instance.PostLoadLevel(); bool wasEnabled = levelSelectCamera.enabled; levelSelectCamera.enabled = true; CreateLevelSelectResponder(); while (screenFade.Color.a > 0.0f) { yield return(null); } levelSelectCamera.enabled = wasEnabled; LevelSelectController.Instance.PostFadeToLevel(); }
protected virtual void Start() { fader = gameObject.AddComponent <AudioFader>() as AudioFader; if (audioClips.Length == 0 || fader == null) { Debug.Log("no audio clips or fader found"); } // Saves the original fade time. originalFadeTime = fadeTime; // Clamps the volume between 0 and 1, in case it was wrongly input. // Can be taken out later. stemVolume = Mathf.Clamp(stemVolume, 0.0f, 1.0f); originalStemVolume = stemVolume; // The volume control of this stem's mixer group. mixerControl = GetComponent <MixerGroupVolumeControl>(); // Creates new audio sources and assigns audio clips to them. audioPlayers = new AudioSource[audioClips.Length]; for (int i = 0; i < audioPlayers.Length; i++) { audioPlayers[i] = gameObject.AddComponent <AudioSource>() as AudioSource; audioPlayers[i].clip = audioClips[i]; } // Load the default values ResetValues(); // Stem player is ready to be used stemPlayerReady = true; }
private IEnumerator CrossFadeAudio(int nextLevel) { yield return(StartCoroutine(AudioFader.FadeOut(BackgroundAudioSource, 0.5f))); currentLevel = nextLevel; BackgroundAudioSource.clip = collection[selectedCollection].BackgroundMusic[currentLevel]; yield return(StartCoroutine(AudioFader.FadeIn(BackgroundAudioSource, 0.5f))); }
IEnumerator LoadScene(string sceneName) { StartCoroutine(AudioFader.FadeOut(GameObject.Find("Main Camera").GetComponent <AudioSource>(), transitionTime)); transitionAnim.SetTrigger(triggerName); yield return(new WaitForSeconds(transitionTime)); SceneManager.LoadScene(sceneName, LoadSceneMode.Single); }
// Initializes the MusicController. void Start() { // Creates a fader. fader = gameObject.AddComponent <AudioFader>() as AudioFader; isFading = false; // This coroutine will be sure all players are initialized before making the MusicController ready. StartCoroutine(InitializePlayers_()); }
void Awake() { if (!instance) { instance = this; } FadeIn(); }
void Awake() { sound = GetComponent <GvrAudioSource>(); if (sound != null) { initialVolume = sound.volume; } audioFader = GetComponent <AudioFader>(); }
void StartPlaying() { int timeSamples = PlayerPrefs.GetInt(Constants.musicTimeKey, 0); print("time samples (write): " + timeSamples); audioSource.Play(); audioSource.timeSamples = timeSamples; audioSource.volume = 0; StartCoroutine(AudioFader.FadeIn(audioSource, 5, 0.7f)); }
// Called at the start private void Start() { LoadPlayerPrefs(); LevelSetupUI.SetActive(true); HUD.SetActive(false); LevelEndUI.SetActive(false); GameEndUI.SetActive(false); StartCoroutine(AudioFader.FadeIn(BackgroundMenuMusic, 5f)); }
// Begin playing the current Level public void StartNewLevel() { if (firstRun) { //If there is no date retrieved, this is the first time. var result = FizzyoFramework.Instance.Achievements.CheckAndUnlockAchievement(Achievements[0].AchievementName); if (result == FizzyoRequestReturnType.SUCCESS) { achievementAnimation.UnlockAchievmentUI(Achievements[0].AchievementName, Achievements[0].AchievementTag); } firstRun = false; } else { //Check if the user has been playing long enough for some achievements for (int i = 0; i < Achievements.Length; i++) { if (Achievements[i].DayRequirement > 0 && daysPlayed > Achievements[i].DayRequirement) { var result = FizzyoFramework.Instance.Achievements.CheckAndUnlockAchievement(Achievements[i].AchievementName); if (result == FizzyoRequestReturnType.SUCCESS) { achievementAnimation.UnlockAchievmentUI(Achievements[i].AchievementName, Achievements[i].AchievementTag); } } } } currentStage = GameStage.LevelPlaying; GameStarted = true; if (BackgroundMenuMusic.isPlaying) { StartCoroutine(AudioFader.FadeOut(BackgroundMenuMusic, 0.5f)); } backgroundMusicManager.StartBackgroundMusic(); if (LevelStartEvent != null) { LevelStartEvent(); } LevelSetupUI.SetActive(false); HUD.SetActive(true); LevelEndUI.SetActive(false); if (levelEnd != null) { Destroy(levelEnd); } Player.transform.position = Vector3.zero; GameEndSound.Stop(); }
public void StartBackgroundMusic() { selectedCollection = Random.Range(0, collection.Length); if (BackgroundAudioSource.isPlaying) { BackgroundAudioSource.Stop(); } currentLevel = 0; BackgroundAudioSource.clip = collection[selectedCollection].BackgroundMusic[currentLevel]; StartCoroutine(AudioFader.FadeIn(BackgroundAudioSource, 0.5f)); }
// Use this for initialization void Start () { obj = GetComponent<DragableObject>(); fader = GetComponent<AudioFader>(); obj.OnDragStart += OnDragStart; obj.OnDragStop += OnDragStop; glowObj = new GameObject ("glow"); glowObj.transform.parent = this.transform; glow = glowObj.AddComponent<SpriteRenderer> (); glow.sprite = GetComponent<SpriteRenderer> ().sprite; glow.GetComponent<Renderer>().enabled = false; }
void Awake() { if (_instance != null) { Debug.LogError("More than two instances of SceneAudioManager exist. Destroying this one"); Destroy(this.transform.root.gameObject); return; } else { //Restore selection _instance = this; } }
public void OnTriggerExit(Collider other) { Debug.Log("exit trigger" + this.gameObject.name); if (audioTrigger != null) { //use this to pause with no fade //audioTrigger.Pause(); //use this to fade out //StopAllCoroutines(); Debug.Log("EXIT trigger " + this.gameObject.name); StartCoroutine(AudioFader.FadeOut(audioTrigger, 2f)); } }
IEnumerator SwapChannel(int channel) { if (channel < channels.Length) { StartCoroutine(AudioFader.FadeClip(aSource, fadeTime, false)); yield return(new WaitForSeconds(fadeTime)); aSource.clip = channels[channel]; radioChannelText.text = "Radio: 0" + (channel + 1); StartCoroutine(AudioFader.FadeClip(aSource, fadeTime, true)); } else { StartCoroutine(AudioFader.FadeClip(aSource, fadeTime, false)); radioChannelText.text = "Radio: Off"; } }
// Use this for initialization void Awake() { if (S == null) { S = this; } else if (S != this) { Destroy(this.gameObject); return; } DontDestroyOnLoad(this.gameObject); audioSource = GetComponent <AudioSource>(); audioFader = GetComponent <AudioFader>(); }
private void OnLevelChange(Level level, Level previous) { var crossfadeDuration = CrossfadeDuration; if (previous == null || level.info.act != previous.info.act) { crossfadeDuration = 0; } AudioSource song; if (previous != null) { song = songs.GetValueOrDefault(previous.info); if (song != null) { AudioFader.Fade(song, previous.info.soundEnv.song.volume, 0, crossfadeDuration); } } song = songs.GetValueOrDefault(level.info); if (song == null) { song = Play(level.info.soundEnv.song); song.volume = 0; songs[level.info] = song; } AudioFader.Fade(song, 0, level.info.soundEnv.song.volume, crossfadeDuration); if (ambient == null) { ambient = Create("Ambient sound"); } Play(level.info.soundEnv.dayAmbience, ambient); if (eventsCoroutine != null) { StopCoroutine(eventsCoroutine); } if (level != null) { eventsCoroutine = StartCoroutine(PlayEnvEvents()); } else { eventsCoroutine = null; } }
// Called at the start private void Start() { FizzyoFramework.Instance.Session.SessionPaused += Session_SessionPaused; FizzyoFramework.Instance.Session.SessionResumed += Session_SessionResumed; LoadPlayerHighScore(); LevelSetupUI.SetActive(true); HUD.SetActive(false); LevelEndUI.SetActive(false); GameEndUI.SetActive(false); PauseUI.SetActive(false); playerBehaviour = Player.GetComponent <PlayerBehaviour>(); StartCoroutine(AudioFader.FadeIn(BackgroundMenuMusic, 5f)); CheckStartupAchievements(); }
public static void Initialize() { if (bInitialized) { return; } bInitialized = true; vSounds = new List <AudioSrc>(); vMusics = new List <AudioSrc>(); pAudioContainer = new GameObject("AudioContainer"); UnityEngine.Object.DontDestroyOnLoad(pAudioContainer); pAudioFader = pAudioContainer.AddComponent <AudioFader>(); }
private IEnumerator FadeOutProgram() { StartCoroutine(AudioFader.FadeOut(_rainAudio, FadeTime)); var duration = 0f; var rain = MaxRain; while (duration < FadeTime) { rain -= MaxRain / (FadeTime * FadeSteps); _rainEmission.rateOverTime = rain; yield return(new WaitForSeconds(1f / FadeSteps)); duration += 1f / FadeSteps; } _rainVision.Stop(); _callback(); }
public void OnTriggerEnter(Collider other) { Debug.Log("entered trigger " + this.gameObject.name); Debug.Log("OTHER TAG " + other.tag); Debug.Log("AUDIOOO " + audioTrigger); if (audioTrigger != null && other.tag == "Player") { //use this to start with no fade //audioTrigger.Play(); //use this to fade in StartCoroutine(AudioFader.FadeIn(audioTrigger, 2f)); } else { Debug.Log("You have not assigned an audio source in the inspector!"); } }
/// <summary> /// Initializes this instance. /// </summary> protected override void Awake() { base.Awake(); if (_primaryFader == null) { _primaryFader = new AudioFader(); } else { _primaryFader.Set0(); } if (_secondaryFader == null) { _secondaryFader = new AudioFader(); } else { _secondaryFader.Set0(); } if (_audioSource1 == null) { _audioSource1 = audio; } else { if (_audioSource2 && _audioSource1 != audio) // make sure that by default the primary audio source is _audioSource1 { SwitchAudioSources(); } } _Set0(); _audioController = AudioController.Instance; //Debug.Log( "AudioObject.Awake" ); #if OUYA_PAUSE_SYSTEM OuyaSDK.registerPauseListener(this); OuyaSDK.registerResumeListener(this); #endif }
private AudioFader FadeMusic() { GameObject music = GameObject.FindWithTag(MUSIC_TAG); if (music == null) { return(null); } AudioFader fader = music.GetComponent <AudioFader>(); if (fader == null) { return(null); } fader.targetVolume = 0.0f; return(fader); }
public IEnumerator fadeTimer(float fadeTime) { StartCoroutine(AudioFader.FadeOutAudio(musicSrc, 7)); render.color = new Color(render.color.r, render.color.g, render.color.b, 0); float fadeDurationInSeconds = 5 - 0.7f; float timeout = 0.01f; float fadeAmount = 1 / (fadeDurationInSeconds / timeout); for (float f = 0; f <= 1; f += fadeAmount) { Color c = render.color; c.a = f; render.color = c; yield return(new WaitForSeconds(timeout)); } render.color = new Color(render.color.r, render.color.g, render.color.b, 255); scene1.SetActive(false); scene2.SetActive(true); yield return(new WaitForSeconds(delayBeforeScene2Audio)); AudioFader.FadeInAudio(interiorSrc, 3, 0.456f); AudioFader.FadeOutAudio(windSrc, 2); yield return(new WaitForSeconds(delayBeforeScene2)); fadeDurationInSeconds = fadeOutTime - 0.7f; fadeAmount = 1 / (fadeDurationInSeconds / timeout); for (float f = 1; f > 0; f -= fadeAmount) { Color c = render.color; c.a = f; render.color = c; yield return(new WaitForSeconds(timeout)); } }
// Use this for initialization void Awake() { if (S == null) { S = this; } else if (S != this) { Destroy(this.gameObject); return; } DontDestroyOnLoad(this.gameObject); // Various objects will need to respond to these PlayerWon = new UnityEvent(); GameBegin = new UnityEvent(); GameOver = new UnityEvent(); victorySequence = VictorySequence; deathSequence = DeathSequence; resetGameState = ResetGameState; fadeIntoGameScene = FadeIntoGameScene; screenFader = GameObject.FindObjectOfType <ScreenFader>(); musicPlayer = GameObject.Find("MusicPlayer").GetComponent <AudioSource>(); musicFader = musicPlayer.GetComponent <AudioFader>(); if (SceneManager.GetActiveScene().name == "game") { GetGameSceneComponents(); } //resultText.text = ""; UnityAction <Scene, LoadSceneMode> onSceneLoaded = OnSceneLoaded; SceneManager.sceneLoaded += onSceneLoaded; }
private IEnumerator FadeInProgram() { StartCoroutine(AudioFader.FadeIn(_rainAudio, FadeTime, 0.2f)); var rain = 0.1f; var duration = 0f; while (duration < FadeTime) { rain += MaxRain / (FadeTime * FadeSteps); _rainEmission.rateOverTime = rain; yield return(new WaitForSeconds(1f / FadeSteps)); duration += 1f / FadeSteps; } if (!_rainVision.enabled) { _rainVision.enabled = true; } else { _rainVision.Play(); } StartCoroutine(ThunderProgram()); }
void FixedUpdate() { // Check against all layers except Player int layerMask = ~LayerMask.GetMask("Player"); // check a short capsule below the player to see if we're grounded isGrounded = Physics.CheckCapsule(playerCollider.bounds.center, new Vector3(playerCollider.bounds.center.x, playerCollider.bounds.min.y - 0.01f, playerCollider.bounds.center.z), 0.18f, layerMask); animator.SetBool("isGrounded", isGrounded); // Debug.Log("isGrounded: " + isGrounded.ToString()); moveVector = new Vector3(Input.GetAxisRaw("Horizontal"), 0.0f, Input.GetAxisRaw("Vertical")); moveVector = Quaternion.Euler(0, Camera.main.transform.rotation.eulerAngles.y, 0) * moveVector; if (isGrounded) { rb.velocity += moveVector * acceleration * Time.deltaTime; } else { // Don't accelerate at full speed in the air rb.velocity += moveVector * acceleration * Time.deltaTime / 4.0f; } Vector3 translationalVelocity = new Vector3(rb.velocity.x, 0.0f, rb.velocity.z); if (translationalVelocity.sqrMagnitude > MoveSpeed * MoveSpeed) { // evil hardcoded drag constant translationalVelocity *= 0.75f; } // Debug.Log(translationalVelocity.magnitude); rb.velocity = new Vector3(translationalVelocity.x, rb.velocity.y, translationalVelocity.z); if ( moveVector.sqrMagnitude < 0.5f && isGrounded || translationalVelocity.sqrMagnitude > MoveSpeed * MoveSpeed ) { rb.drag = stoppingDrag; } else { rb.drag = originalDrag; } // If we're falling, apply stronger gravity to mitigate the floaty feel if (rb.velocity.y < 0.0f) { // * Note: Physics.gravity is taken to be negative, so we add it rb.velocity += Physics.gravity * fallMultiplier * Time.fixedDeltaTime; } if (isGrounded && rb.velocity.magnitude > 2f) { StepSounds(); } else { StartCoroutine(AudioFader.FadeOut(FootstepSrc, 2.0f)); } stepTimer += Time.deltaTime; }
void GetSceneComponents() { screenFader = GameObject.FindObjectOfType <ScreenFader>(); musicPlayer = GameObject.Find("MusicPlayer").GetComponent <AudioSource>(); musicFader = musicPlayer.GetComponent <AudioFader>(); }
void Start() { StartCoroutine(AudioFader.FadeIn(GetComponent <AudioSource>(), fadeInTime)); }
// Fades out using the AudioFader object in deltaTime seconds. If no values is specified, it will use the // lowest mixer volume value. public void FadeOut(AudioFader fader, float deltaTime, float volume = minMixerVolume) { fadeFunction = fader.FadeOut(mixer, mixerParameter, deltaTime, volume); }