// Use this for initialization void Start() { // Targets the player's position player = GameObject.FindWithTag("Player"); // Gets an instance of the MicControlC script from the target variable mic = player.GetComponent<MicControlC> (); }
// Use this for initialization private void Start() { _micControl = GetComponent <MicControlC>(); _analysisData = new float[SampleCount]; GetComponent <AudioSource>().mute = true; }
public override void OnInspectorGUI() { MicControlC micCon = (MicControlC)target; float micInputValue = micCon.loudness; VolumeReader(micInputValue / 100, "Loudness " + micInputValue); EditorUtility.SetDirty(target); DrawDefaultInspector(); }
public override void OnInspectorGUI() { if (!microphoneDeviceFound) { EditorGUILayout.HelpBox("No Microphone Device Was Found Connected To Your Computer.", MessageType.Warning); if (Microphone.devices.Length >= 1) { microphoneDeviceFound = true; } } MicControlC micCon = (MicControlC)target; if (microphoneDeviceFound) { float micInputValue = micCon.loudness; VolumeReader(micInputValue / 100, "Loudness " + micInputValue); micCon.virual3D = EditorGUILayout.Toggle(new GUIContent("Enable Virtual 3D", "Uses a falloff system to simulate virtual 3D"), micCon.virual3D); micCon.volumeFallOff = EditorGUILayout.FloatField(new GUIContent("Volume Falloff", "Set the rate at wich audio volume gets lowered. A lower value will have a slower falloff and thus hearable from a greater distance, while a higher value will make the audio degrate faster and dissapear from a shorter distance"), micCon.volumeFallOff); micCon.GuiSelectDevice = EditorGUILayout.Toggle(new GUIContent("Gui Selection", "Select the microphone ingame using a GUI menu"), micCon.GuiSelectDevice); EditorGUI.BeginChangeCheck(); micCon.ableToHearMic = EditorGUILayout.Toggle(new GUIContent("Audio Mute", "Select whether you can hear yourself talking or not"), micCon.ableToHearMic); if (EditorGUI.EndChangeCheck()) { micCon.GetComponent <AudioSource>().mute = micCon.ableToHearMic; } micCon.sensitivity = EditorGUILayout.FloatField(new GUIContent("Mic Sensitivity", "The sensitivity that the audio is recieved from the microphone"), micCon.sensitivity); //micCon.ramFlushSpeed = EditorGUILayout.FloatField(new GUIContent("Ram Flush Speed", "The interval time between when the microphone audioclip is reset"), micCon.ramFlushSpeed); micCon.sourceVolume = EditorGUILayout.FloatField(new GUIContent("Volume", "Volume of the audio that comes out of audiosouce, basically the volume of the microphone"), micCon.sourceVolume); micCon.micControl = (MicControlC.micActivation)EditorGUILayout.EnumPopup(new GUIContent("Mic Control Type", "Changes the type of method for using the microphone"), micCon.micControl); EditorUtility.SetDirty(target); } }
///////////////////////////////////////////////////////////////////////////////////////////////// public override void OnInspectorGUI() { ListenToMic = (MicControlC)target; float micInputValue = MicControlC.loudness; ProgressBar(micInputValue, "Loudness"); //show other variables //Redirect 3D toggle ListenToMic.ThreeD = GUILayout.Toggle(ListenToMic.ThreeD, new GUIContent("3D sound", "Should the streamed audio be a 3D sound? (Only enable this if you are using the controller to stream sound (VOIP) ")); //when 3D audio is enabled show the fall off settings if (ListenToMic.ThreeD) { ListenToMic.VolumeFallOff = EditorGUILayout.FloatField(new GUIContent("Volume falloff", "Set the rate at wich audio volume gets lowered. A lower value will have a slower falloff and thus hearable from a greater distance, while a higher value will make the audio degrate faster and dissapear from a shorter distance"), ListenToMic.VolumeFallOff); ListenToMic.PanThreshold = EditorGUILayout.FloatField(new GUIContent("PanThreshold", "Set the rate at wich audio PanThreshold gets switched between left or right ear. A lower value will have a faster transition and thus a faster switch, while a higher value will make the transition slower and smoothly switch between the ears. Don't go to smooth though as this will turn your audio to mono channel"), ListenToMic.PanThreshold); } //Redirect select ingame ListenToMic.SelectIngame = GUILayout.Toggle(ListenToMic.SelectIngame, new GUIContent("Select in game", "select the audio source through a GUI ingame")); //Redirect Mute ingame ListenToMic.Mute = GUILayout.Toggle(ListenToMic.Mute, new GUIContent("Mute", "when dissabled you can listen to a playback of the microphone")); //Redirect debug ingame ListenToMic.debug = GUILayout.Toggle(ListenToMic.debug, new GUIContent("Debug", "This will write the gathered Loudness value to the console during playmode. This is handy if you want if statements to listen at a specific value.")); //Redirect ShozDeviceName ingame ListenToMic.ShowDeviceName = GUILayout.Toggle(ListenToMic.ShowDeviceName, new GUIContent("Show Device name(s)", "When selected all detected devices will be written to the console during play mode")); EditorUtility.SetDirty(target); // Show default inspector property editor DrawDefaultInspector(); }
void Awake () { micControl = wind.GetComponent<MicControlC>(); windRenderer = wind.GetComponent<SpriteRenderer>(); }
void Start() { //micC.micControl = Co //micC = gameObject.GetComponent("MicControl") as GameObject; micC = MicController.GetComponent<MicControlC>() as MicControlC; }
// Use this for initialization void Start() { if (transform.localScale.x > bigSpiderRange){ bigSpider = true; } else{ bigSpider = false; } // Targets the player's position player = GameObject.FindWithTag("Player"); // Gets an instance of the MicControlC script from the target variable mic = player.GetComponent<MicControlC> (); control = player.GetComponent<PlayerControl> (); }
private float loudness; // holds loudness value from mic input // Use this for initialization void Start () { // Gets an instance of the MicControlC script from the target variable mic = GetComponent<MicControlC> (); }
void Start() { control = Camera.main.GetComponent<MicControlC>(); }
// Use this for initialization void Start() { uiManagerScript = uiManager.GetComponent <UIManager> (); // Initialize the current emotion // currentFacialEmotion = new EmotionStruct(); // currentWordSentimentEmotion = new EmotionStruct(); // currentVocalEmotion = new ToneAnalysis(); // Enable and disable emotion modality game objects based on the flags // if (useFacialEmotion) // { // facialEmotionAnalyzerObject.SetActive(false); // } // if (useWordSentimentEmotion) // { // wordSentimentEmotionAnalyzerObject.SetActive(false); // } // if (useVocalToneEmotion) // { // vocalEmotionAnalyzerObject.SetActive(false); // } // // Find the script for facial emotion analysis // try // { // facialAnalyzer = (FacialEmotionAnalyzer) facialEmotionAnalyzerObject.GetComponent(typeof(FacialEmotionAnalyzer)); // this seems to fail silently... // } // catch (System.Exception) // { // Debug.Log("Unable to find facial emotion analyzer. This functionality will be disabled."); // useFacialEmotion = false; // } // // Find the script for sentiment analysis of speech to text results // try // { // wordAnalyzer = (SentimentAnalyzer) wordSentimentEmotionAnalyzerObject.GetComponent(typeof(SentimentAnalyzer)); // } // catch (System.Exception) // { // Debug.Log("Unable to find the sentiment analyzer. This functionality will be disabled."); // useWordSentimentEmotion = false; // } // // Find the script for vocal analysis results // try // { // vocalAnalyzer = (MicControlC) vocalEmotionAnalyzerObject.GetComponent(typeof(MicControlC)); // } // catch (System.Exception) // { // Debug.Log("Unable to find the vocal analyzer. This functionality will be disabled."); // useVocalToneEmotion = false; // } if (!useFacialEmotion) { facialEmotionAnalyzerObject.SetActive(false); } else { facialAnalyzer = (FacialEmotionAnalyzer)facialEmotionAnalyzerObject.GetComponent(typeof(FacialEmotionAnalyzer)); facialAnalyzer2 = (FacialEmotionAnalyzer2)facialEmotionAnalyzer2Object.GetComponent(typeof(FacialEmotionAnalyzer2)); Debug.Log(facialAnalyzer2); } if (!useWordSentimentEmotion) { wordSentimentEmotionAnalyzerObject.SetActive(false); } else { wordAnalyzer = (SentimentAnalyzer)wordSentimentEmotionAnalyzerObject.GetComponent(typeof(SentimentAnalyzer)); } if (!useVocalToneEmotion) { vocalEmotionAnalyzerObject.SetActive(false); } else { vocalAnalyzer = (MicControlC)vocalEmotionAnalyzerObject.GetComponent(typeof(MicControlC)); StartCoroutine(passAudio()); } }