public void SetExpression(Pig.Expressions exp) { if (this.m_currentExpression != exp) { switch (exp) { case Pig.Expressions.Normal: this.m_faceAnimation.Play("Normal"); break; case Pig.Expressions.Laugh: this.m_faceAnimation.Play("Laugh"); break; case Pig.Expressions.Grin: this.m_faceAnimation.Play("Grin"); break; case Pig.Expressions.Fear: this.m_faceAnimation.Play("Fear_1"); break; case Pig.Expressions.Fear2: this.m_faceAnimation.Play("Fear_2"); break; case Pig.Expressions.Hit: this.m_faceAnimation.Play("Hit"); break; case Pig.Expressions.Blink: this.m_faceAnimation.Play("Blink"); break; case Pig.Expressions.FearfulGrin: this.m_faceAnimation.Play("FearfulGrin"); break; } if (Singleton <GameManager> .Instance.IsInGame() && WPFMonoBehaviour.levelManager != null && WPFMonoBehaviour.levelManager.gameState != LevelManager.GameState.Building) { AudioSource[] sound = this.m_expressions[(int)exp].sound; if (sound != null && sound.Length > 0) { for (int i = 0; i < sound.Length; i++) { sound[i].pitch = this.m_pitch; } if (this.m_currentSound) { this.m_currentSound.Stop(); } this.m_currentSound = ((!this.m_isSilent) ? Singleton <AudioManager> .Instance.SpawnOneShotEffect(sound, base.transform) : null); if (this.m_chorusFilter) { AudioChorusFilter audioChorusFilter = this.m_currentSound.gameObject.AddComponent <AudioChorusFilter>(); audioChorusFilter.dryMix = this.m_chorusFilter.dryMix; audioChorusFilter.wetMix1 = this.m_chorusFilter.wetMix1; audioChorusFilter.wetMix2 = this.m_chorusFilter.wetMix2; audioChorusFilter.wetMix3 = this.m_chorusFilter.wetMix3; audioChorusFilter.delay = this.m_chorusFilter.delay; audioChorusFilter.rate = this.m_chorusFilter.rate; audioChorusFilter.depth = this.m_chorusFilter.depth; } if (this.m_distortionFilter) { AudioDistortionFilter audioDistortionFilter = this.m_currentSound.gameObject.AddComponent <AudioDistortionFilter>(); audioDistortionFilter.distortionLevel = this.m_distortionFilter.distortionLevel; } if (this.m_echoFilter) { AudioEchoFilter audioEchoFilter = this.m_currentSound.gameObject.AddComponent <AudioEchoFilter>(); audioEchoFilter.delay = this.m_echoFilter.delay; audioEchoFilter.decayRatio = this.m_echoFilter.decayRatio; audioEchoFilter.wetMix = this.m_echoFilter.wetMix; audioEchoFilter.dryMix = this.m_echoFilter.dryMix; } if (this.m_hpFilter) { AudioHighPassFilter audioHighPassFilter = this.m_currentSound.gameObject.AddComponent <AudioHighPassFilter>(); audioHighPassFilter.cutoffFrequency = this.m_hpFilter.cutoffFrequency; audioHighPassFilter.highpassResonanceQ = this.m_hpFilter.highpassResonanceQ; } if (this.m_lpFilter) { AudioLowPassFilter audioLowPassFilter = this.m_currentSound.gameObject.AddComponent <AudioLowPassFilter>(); audioLowPassFilter.cutoffFrequency = this.m_lpFilter.cutoffFrequency; audioLowPassFilter.lowpassResonanceQ = this.m_lpFilter.lowpassResonanceQ; } if (this.m_reverbFilter) { AudioReverbFilter audioReverbFilter = this.m_currentSound.gameObject.AddComponent <AudioReverbFilter>(); if (this.m_reverbFilter.reverbPreset == AudioReverbPreset.User) { audioReverbFilter.dryLevel = this.m_reverbFilter.dryLevel; audioReverbFilter.room = this.m_reverbFilter.room; audioReverbFilter.roomHF = this.m_reverbFilter.roomHF; audioReverbFilter.roomLF = this.m_reverbFilter.roomLF; audioReverbFilter.decayTime = this.m_reverbFilter.decayTime; audioReverbFilter.decayHFRatio = this.m_reverbFilter.decayHFRatio; audioReverbFilter.reflectionsLevel = this.m_reverbFilter.reflectionsLevel; audioReverbFilter.reflectionsDelay = this.m_reverbFilter.reflectionsDelay; audioReverbFilter.hfReference = this.m_reverbFilter.hfReference; audioReverbFilter.lfReference = this.m_reverbFilter.lfReference; audioReverbFilter.diffusion = this.m_reverbFilter.diffusion; audioReverbFilter.density = this.m_reverbFilter.density; } else { audioReverbFilter.reverbPreset = this.m_reverbFilter.reverbPreset; } } } } this.m_expressionSetTime = Time.time; this.m_currentExpression = exp; } }
public void ApplyEffects() { if (audioFile.chorusFilter.enabled) { if (!chorusFilter) { chorusFilter = gameObject.AddComponent <AudioChorusFilter>(); } chorusFilter.enabled = true; chorusFilter.dryMix = audioFile.chorusFilter.dryMix; chorusFilter.wetMix1 = audioFile.chorusFilter.wetMix1; chorusFilter.wetMix2 = audioFile.chorusFilter.wetMix2; chorusFilter.wetMix3 = audioFile.chorusFilter.wetMix3; chorusFilter.delay = audioFile.chorusFilter.delay; chorusFilter.rate = audioFile.chorusFilter.rate; chorusFilter.depth = audioFile.chorusFilter.depth; } else if (!audioFile.chorusFilter.enabled && chorusFilter) { chorusFilter.enabled = false; } if (audioFile.distortionFilter.enabled) { if (!distortionFilter) { distortionFilter = gameObject.AddComponent <AudioDistortionFilter>(); } distortionFilter.enabled = true; distortionFilter.distortionLevel = audioFile.distortionFilter.distortionLevel; } else if (!audioFile.distortionFilter.enabled && distortionFilter) { distortionFilter.enabled = false; } if (audioFile.echoFilter.enabled) { if (!echoFilter) { echoFilter = gameObject.AddComponent <AudioEchoFilter>(); } echoFilter.enabled = true; echoFilter.delay = audioFile.echoFilter.delay; echoFilter.decayRatio = audioFile.echoFilter.decayRatio; echoFilter.wetMix = audioFile.echoFilter.wetMix; echoFilter.dryMix = audioFile.echoFilter.dryMix; } else if (!audioFile.echoFilter.enabled && echoFilter) { echoFilter.enabled = false; } if (audioFile.highPassFilter.enabled) { if (!highPassFilter) { highPassFilter = gameObject.AddComponent <AudioHighPassFilter>(); } highPassFilter.enabled = true; highPassFilter.cutoffFrequency = audioFile.highPassFilter.cutoffFrequency; highPassFilter.highpassResonanceQ = audioFile.highPassFilter.highpassResonanceQ; } else if (!audioFile.highPassFilter.enabled && highPassFilter) { highPassFilter.enabled = false; } if (audioFile.lowPassFilter.enabled) { if (!lowPassFilter) { lowPassFilter = gameObject.AddComponent <AudioLowPassFilter>(); } lowPassFilter.enabled = true; lowPassFilter.cutoffFrequency = audioFile.lowPassFilter.cutoffFrequency; lowPassFilter.lowpassResonanceQ = audioFile.lowPassFilter.lowpassResonanceQ; } else if (!audioFile.lowPassFilter.enabled && lowPassFilter) { lowPassFilter.enabled = false; } if (audioFile.reverbFilter.enabled) { if (!reverbFilter) { reverbFilter = gameObject.AddComponent <AudioReverbFilter>(); } reverbFilter.enabled = true; reverbFilter.reverbPreset = audioFile.reverbFilter.reverbPreset; reverbFilter.dryLevel = audioFile.reverbFilter.dryLevel; reverbFilter.room = audioFile.reverbFilter.room; reverbFilter.roomHF = audioFile.reverbFilter.roomHF; reverbFilter.roomLF = audioFile.reverbFilter.roomLF; reverbFilter.decayTime = audioFile.reverbFilter.decayTime; reverbFilter.decayHFRatio = audioFile.reverbFilter.decayHFRatio; reverbFilter.reflectionsLevel = audioFile.reverbFilter.reflectionsLevel; reverbFilter.reflectionsDelay = audioFile.reverbFilter.reflectionsDelay; reverbFilter.reverbLevel = audioFile.reverbFilter.reverbLevel; reverbFilter.reverbDelay = audioFile.reverbFilter.reverbDelay; reverbFilter.hfReference = audioFile.reverbFilter.hFReference; reverbFilter.lfReference = audioFile.reverbFilter.lFReference; reverbFilter.diffusion = audioFile.reverbFilter.diffusion; reverbFilter.density = audioFile.reverbFilter.density; } else if (!audioFile.reverbFilter.enabled && reverbFilter) { reverbFilter.enabled = false; } }
public override void OnEnable() => Component = gameObject.GetComponent <AudioEchoFilter>();
public WXAudioEchoFilter(AudioEchoFilter audioEchoFilter, GameObject gameObject) { this.gameObject = gameObject; this.audioEchoFilter = audioEchoFilter; }
void Awake() { _echo = GetComponent <AudioEchoFilter> (); _rev = GetComponent <AudioReverbFilter> (); }
void Start() { audioData = GetComponent <AudioSource>(); echofilter = GetComponent <AudioEchoFilter>(); }
public static Tween TweenDelay(this AudioEchoFilter filter, float to, float duration) => Tweening.To(getter: () => filter.delay, setter: delay => filter.delay = delay, to, duration).SetTarget(filter);
/// <summary> /// On init we initialize our values /// </summary> protected override void Initialization() { base.Initialization(); _targetAudioEchoFilter = this.gameObject.GetComponent <AudioEchoFilter>(); }
public static Tween TweenWetMix(this AudioEchoFilter filter, float to, float duration) => Tweening.To(getter: () => filter.wetMix, setter: wetMix => filter.wetMix = wetMix, to, duration).SetTarget(filter);
public static Tween TweenDecayRatio(this AudioEchoFilter filter, float to, float duration) => Tweening.To(getter: () => filter.decayRatio, setter: decayRatio => filter.decayRatio = decayRatio, to, duration).SetTarget(filter);
void Start() { temporalContainer = GameObject.Find("TemporalLobe").GetComponent <WorkerContainer>(); distortFilter = gameObject.GetComponent <AudioDistortionFilter>(); echoFilter = gameObject.GetComponent <AudioEchoFilter>(); }
/// <summary> /// Coroutine to load instruments. /// </summary> IEnumerator LoadInstruments() { List <string> loadMessages = new List <string>() { "Renting instruments...", "Grabbing instruments...", "Unpacking instruments..." }; // Update loading message LoadingScreen.Instance.SetLoadingMessage(loadMessages.Random()); // Mark start time float startTime = Time.realtimeSinceStartup; int numLoaded = 0; // Init audio source dict _instrumentAudioSources = new Dictionary <Instrument, AudioSource>(); // Foreach instrument for (int i = 0; i < Instrument.AllInstruments.Count; i++) { // Load instrument data Instrument.AllInstruments[i].Load(); // Create instrument AudioSource GameObject GameObject obj = new GameObject(Instrument.AllInstruments[i].Name); AudioSource source = obj.AddComponent <AudioSource>(); // Group instrument under MusicManager obj.transform.parent = transform.parent; // Connect AudioSource to mixer source.outputAudioMixerGroup = _mixer.FindMatchingGroups(obj.name)[0]; // Connect instrument to AudioSource _instrumentAudioSources.Add(Instrument.AllInstruments[i], source); // Add distortion filter AudioDistortionFilter distortion = obj.AddComponent <AudioDistortionFilter>(); distortion.enabled = false; // Add tremolo filter AudioTremoloFilter tremolo = obj.AddComponent <AudioTremoloFilter>(); tremolo.enabled = false; // Add chorus filter AudioChorusFilter chorus = obj.AddComponent <AudioChorusFilter>(); chorus.enabled = false; // Add flanger filter AudioFlangerFilter flanger = obj.AddComponent <AudioFlangerFilter>(); flanger.enabled = false; // Add echo filter AudioEchoFilter echo = obj.AddComponent <AudioEchoFilter>(); echo.enabled = false; // Add reverb filter based on MusicManager's reverb filter AudioReverbFilter reverb = obj.AddComponent <AudioReverbFilter>(); AudioReverbFilter masterReverb = GetComponent <AudioReverbFilter>(); reverb.dryLevel = masterReverb.dryLevel; reverb.room = masterReverb.room; reverb.roomHF = masterReverb.roomHF; reverb.roomLF = masterReverb.roomLF; reverb.decayTime = masterReverb.decayTime; reverb.decayHFRatio = masterReverb.decayHFRatio; reverb.reflectionsLevel = masterReverb.reflectionsLevel; reverb.reflectionsDelay = masterReverb.reflectionsDelay; reverb.reverbLevel = masterReverb.reverbLevel; reverb.hfReference = masterReverb.hfReference; reverb.lfReference = masterReverb.lfReference; reverb.diffusion = masterReverb.diffusion; reverb.density = masterReverb.density; reverb.enabled = false; numLoaded++; // If over time if (Time.realtimeSinceStartup - startTime > GameManager.LoadingTargetDeltaTime) { yield return(null); startTime = Time.realtimeSinceStartup; GameManager.Instance.ReportLoaded(numLoaded); numLoaded = 0; } } // When done, start building scales if (_instrumentAudioSources.Count == Instrument.AllInstruments.Count) { KeyManager.Instance.DoBuildScales(); } yield return(null); }
void OnTriggerEnter(Collider collider) { Debug.Log("trigger enter"); AudioSource source = collider.gameObject.GetComponent <AudioSource>(); if (source) { if (fx.Contains("distortion")) { //Apply Filter AudioDistortionFilter f = collider.gameObject.GetComponent <AudioDistortionFilter> (); if (f == null) { f = collider.gameObject.AddComponent <AudioDistortionFilter> (); } f.enabled = true; f.distortionLevel = 0.8f; filters.Add(f); } if (fx.Contains("echo")) { //Apply Filter AudioEchoFilter f = collider.gameObject.GetComponent <AudioEchoFilter> (); if (f == null) { f = collider.gameObject.AddComponent <AudioEchoFilter> (); } f.enabled = true; f.delay = 100f; f.decayRatio = 0.9f; filters.Add(f); } if (fx.Contains("chorus")) { //Apply Filter AudioChorusFilter f = collider.gameObject.GetComponent <AudioChorusFilter> (); if (f == null) { f = collider.gameObject.AddComponent <AudioChorusFilter> (); } //f.depth = 0.99f; f.enabled = true; filters.Add(f); } if (fx.Contains("highpass")) { //Apply Filter AudioHighPassFilter f = collider.gameObject.GetComponent <AudioHighPassFilter> (); if (f == null) { f = collider.gameObject.AddComponent <AudioHighPassFilter> (); } f.enabled = true; filters.Add(f); } if (fx.Contains("lowpass")) { //Apply Filter AudioLowPassFilter f = collider.gameObject.GetComponent <AudioLowPassFilter> (); if (f == null) { f = collider.gameObject.AddComponent <AudioLowPassFilter> (); } f.lowpassResonanceQ = 2; f.cutoffFrequency = 1000; f.enabled = true; filters.Add(f); } } }