public static AudioSource FadeInMusic(AudioSource pAudioSource, float FadeTime = 4.0f) { pAudioSource.loop = true; pAudioFader.FadeIn(pAudioSource, FadeTime); return(pAudioSource); }
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))); }
void ConstructStateMachine() { // States. _fsm.AddState(States.Playing, new State() { enter = () => { Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; _ambiance.FadeIn(_fadeTime); Time.timeScale = 1f; }, exit = () => { Cursor.visible = true; Cursor.lockState = CursorLockMode.None; } }); _fsm.AddState(States.Paused, new State() { enter = () => { Time.timeScale = 0f; _gameUI.ShowPause(); _ambiance.FadeTo(0.4f, _fadeTime); }, exit = () => { _gameUI.HidePause(); _ambiance.FadeIn(_fadeTime); }, }); _fsm.AddState(States.End, new State() { enter = () => { _gameUI.DropInWinScren(); _ambiance.FadeTo(0.7f, _fadeTime); }, }); _fsm.AddTransition(States.Playing, States.Paused, Triggers.PausePressed); _fsm.AddTransition(States.Playing, States.End, Triggers.EndHappened); _fsm.AddTransition(States.Paused, States.Playing, Triggers.PausePressed); _fsm.AddTransition(States.Paused, States.End, Triggers.EndHappened); }
// The actual implementation of the play private IEnumerator Play_(int stemNr, float fadeT) { // Locks the player. waitLock = true; // Starts all stems. foreach (AudioSource audio in audioPlayers) { audio.Play(); } // Fades in the selected stem and wait for its fade time. fader.FadeIn(audioPlayers[stemNr], fadeT, stemVolume); yield return(new WaitForSeconds(fadeT)); stemsPlaying = 1; // Stems are initialized. allStemsInitialized = true; waitLock = false; }
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)); }
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)); }
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!"); } }
// 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(); }
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 Start() { StartCoroutine(AudioFader.FadeIn(GetComponent <AudioSource>(), fadeInTime)); }
// Fades in using the AudioFader object in deltaTime seconds. If no volume is specified, it's assumed // it will fade to 0 dB; public void FadeIn(AudioFader fader, float deltaTime, float volume = 0.0f) { fadeFunction = fader.FadeIn(mixer, mixerParameter, deltaTime, volume); }
public void FadeIn(float fadeTime) { StartCoroutine(_audioFader.FadeIn(fadeTime, _audioSource)); }