static void Bootup() // Creation of a default Poolable & Pool to allow automatization of the pooling process { // Poolable creation var prefabObject = new GameObject("PoolableAudio") { hideFlags = HideFlags.HideInHierarchy }; Object.DontDestroyOnLoad(prefabObject); var audioSource = prefabObject.AddComponent <AudioSource>(); audioSource.playOnAwake = false; prefab = prefabObject.AddComponent <PoolableAudio>(); ((IInjectable <AudioSource>)prefab).Inject(audioSource); // Pool creation var poolObject = new GameObject("AudioPool") { hideFlags = HideFlags.HideInHierarchy }; Object.DontDestroyOnLoad(poolObject); pool = poolObject.AddComponent <AudioPool>(); // Provider creation var provider = new AudioProvider(prefab); pool.AddProvider(provider); }
private void Awake() { if (!instance) { instance = this; } }
public void Kill() { dead = true; GetComponent <Animator>().SetTrigger("Kill"); Destroy(gameObject, .5f); AudioPool.PlaySound(transform.position, DeathSound); }
private void OnGUI() { GUILayout.BeginHorizontal(); if (GUILayout.Button("Play 2D Sound")) { AudioPool.Play2D(ClipCollection.GetClip(), pitchVariance: PitchVariance); } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (GUILayout.Button("Play 3D Sound")) { AudioPool.Play3D(ClipCollection.GetClip(), transform.position, pitchVariance: PitchVariance); } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.BeginVertical("Box"); GUILayout.Label("Pitch Variance: " + PitchVariance); PitchVariance = GUILayout.HorizontalSlider(PitchVariance, 0f, 1f); GUILayout.EndVertical(); GUILayout.EndVertical(); }
public AudioSystem(SystemConfig inConfig) : base(inConfig) { if (_instance == null) { _instance = this; } if (inConfig != null) { _config = inConfig as AudioConfig; } var sourcesHolder = new GameObject("AudioSources Holder"); sourcesHolder.transform.SetParent(GameState.GameHolder); sourcesHolder.transform.SetPositionAndRotation(Vector3.zero, Quaternion.identity); //- fill the audio pool for (var i = 0; i < _config.bufferSize; i++) { var src = sourcesHolder.AddComponent <AudioSource>(); AudioPool.AddToPool(src); } //- assign audio map _audioMap = new Dictionary <AudioLabel, AudioData>(); _config.audios.ForEach(audio => _audioMap.Add(audio.label, audio)); }
// Update is called once per frame void FixedUpdate() { lostHeight += SinkSpeed * Time.fixedDeltaTime; Speed = 0f; foreach (var part in ShipParts) { if (part.IsAlive) { lostHeight -= part.HealthProps.FloatContribution * Time.fixedDeltaTime; Speed += part.HealthProps.SpeedContribution * (part.Cooled ? 1.5f : 1f); } } lostHeight = Mathf.Clamp(lostHeight, 0, 10f); if (lostHeight >= 5f) { lostHeight += .01f; } if (lostHeight >= 7f) { Destroy(gameObject); AudioPool.PlaySound(transform.position, ExplodeSound); FindObjectOfType <StageAdvancer>().ReplayWithDelay(2f); } HealthBar.SetValueWithoutNotify(1f - lostHeight / 5f); ShipRoot.position = new Vector3(0f, Mathf.Sin(Time.timeSinceLevelLoad) * .1f - (lostHeight * lostHeight * .25f)); }
private void OnTriggerEnter2D(Collider2D collision) { // FindObjectOfType<Win>().NeedCoin--; AudioPool.PlaySound(transform.position, GetSound); MySceneManager.Instance.WinStage(); // Destroy(gameObject); }
public AudioSource Play(string key, float pitch) { AudioClipEntry c = clips[key]; float volume = c.baseVolume + (c.volumeOffset > 0 ? (((Random.value - 0.5F) * 2.0F) * c.volumeOffset) : 0.0F); return(AudioPool.PlayAudioClip(c.clips[Random.Range(0, c.clips.Length)], pitch, volume, c.loop)); }
/** * Create the prefabs for the pool */ GameObject SpawnForPool(AudioPool audioPool, List <AudioSource> pool) { GameObject instance = new GameObject(audioPool.audioClip.name); //disable this at the moment instance.SetActive(false); //add the ParticleClip so it can accessed by this ParticleManager AudioSource audioSource = instance.AddComponent <AudioSource>(); audioSource.clip = audioPool.audioClip; AudioManagerClip amClip = instance.AddComponent <AudioManagerClip>(); amClip.audioType = audioPool.audioType; pool.Add(audioSource); //set the parent to this (ParticleManager's) game object //so our hierarchy looks clean instance.transform.parent = this.gameObject.transform; //we don't want our pool instance destroyed when we change the scene // DontDestroyOnLoad(instance); return(instance); }
public void PlayAudio() { if (audioClip) { AudioPool.PlaySound(transform.position, audioClip); } }
// Use this for initialization void Awake() { if(_instance == null) { _instance = this; pool = new PoolingSystem<AudioPlayer>(audioObjectPrefab, poolSize); } }
private void OnTriggerEnter2D(Collider2D collision) { if (fatty && fatty.Fat >= 4) { AudioPool.PlaySound(transform.position, BreakSound); Destroy(gameObject); } }
// Use this for initialization void Awake() { if (_instance == null) { _instance = this; pool = new PoolingSystem <AudioPlayer>(audioObjectPrefab, poolSize); } }
public override void UseTool(Player player, InteractionObject target, GameObject toolObject) { if (target.objectType == ObjectType.ShippingBin && itemInfo is FoodInfo foodInfo) { ShipItem(player, foodInfo); AudioPool.PlaySound(target.transform.position, target.audioClip, target.audioVolume); } }
public AudioSource Play(string key, int index) { AudioClipEntry c = clips[key]; float pitch = c.basePitch + (c.pitchOffset > 0 ? (((Random.value - 0.5F) * 2.0F) * c.pitchOffset) : 0.0F); float volume = c.baseVolume + (c.volumeOffset > 0 ? (((Random.value - 0.5F) * 2.0F) * c.volumeOffset) : 0.0F); return(AudioPool.PlayAudioClip(c.clips[index], pitch, volume, c.loop)); }
public void OnChangeSFXVolume(float value) { float vol = value / 10f; Volume.Effects = vol; Volume.Steps = vol; AudioPool.PlaySound(Player.Instance.transform.position, TestSound); }
private void InitPoolOfAudioType(eAudioSourceType audioType, int audioCount) { if (!this.m_audioPoolDict.ContainsKey(audioType)) { AudioPool audioPool = new AudioPool(); audioPool.Init(this.m_audioPrefabDict[audioType], this.m_audioRoot, audioCount); this.m_audioPoolDict.Add(audioType, audioPool); } }
IEnumerator WinRoutine() { AudioPool.PlaySound(transform.position, WinJingle); FindObjectOfType <MyInput>().enabled = false; FindObjectOfType <DJ>().PutASockInIt(.9f); yield return(new WaitForSeconds(1.2f)); NextStage(); }
public void WalkSound() { if (Character.Grounded) { var speed = Mathf.Abs(Character.Speed) * .025f; speed = speed < .07f ? speed : .07f; AudioPool.PlaySound(transform.position, walkSound, volume: Random.value * speed + speed, pitch: .8f + Random.value * .4f); } }
public override void TStart() { GameObject go = Resources.Load("Audio/TownThemes") as GameObject; AudioPool audioTown = go.GetComponent <AudioPool>(); Game.game.playSound(audioTown.audioPool[Game.game.currentTown], true); base.TStart(); }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(this); } }
private AudioSource GetSource() { if (!singleSource) { return(AudioPool.GetSource()); } if (_sources == null || _sources.Count == 0) { return(AudioPool.GetSource()); } return(_sources.First().Source); }
public AudioPool GetAudioPoolByType(eAudioSourceType audioType) { if (this.m_audioPoolDict.ContainsKey(audioType)) { return(this.m_audioPoolDict[audioType]); } AudioPool audioPool = new AudioPool(); audioPool.Init(this.m_audioPrefabDict[audioType], this.m_audioRoot, 1); this.m_audioPoolDict.Add(audioType, audioPool); return(audioPool); }
// Use this for initialization void Start() { audioPool = GetComponent <AudioPool>(); fastMusicGameTime = fastGameTimer; WinCondition.ConditionReached = EndGame; playMusic(false); gameFinished = false; StartGame(); }
public override void TStart() { Game.game.DummyFunction(); base.TStart(); attachWeapons(); Game.game.registerPlayableCharacter(this); Game.game.renderQueue.Add(this); changeAnimation("idle"); go = Resources.Load("Audio/HudAudio") as GameObject; audioHud = go.GetComponent <AudioPool>(); }
// Use this for initialization void Start() { var globalObject = GameObject.Find("Global"); global = globalObject.GetComponent <Global>(); audioPool = globalObject.GetComponent <AudioPool>(); baseMaterial = GetComponent <Renderer>().materials[0]; noteMaterial = GetComponent <Renderer>().materials[1]; UpdateNoteDisplay(); }
private void OnTriggerEnter2D(Collider2D collision) { if (NeedCoin <= 0 && collision.GetComponent <SugaMoni>()) { Heart.SetActive(true); collision.GetComponent <SugaMoni>().Disable = true; FindObjectOfType <SceneTransitionManager>().NextStage(); AudioPool.PlaySound(transform.position, WinAudio); } else { AudioPool.PlaySound(transform.position, NeedMoreAudio); } }
public override void TStart() { // Create audio BuyString = Resources.Load("Translations/Common/Buy", typeof(TranslatedText)) as TranslatedText; SellString = Resources.Load("Translations/Common/Sell", typeof(TranslatedText)) as TranslatedText; go = Resources.Load("Audio/HudAudio") as GameObject; audioHud = go.GetComponent <AudioPool>(); base.TStart(); itemsForSelling = new Dictionary <Item, int>(); inizializeItems(); }
private void playMusic(bool isFast) { audioPool = GetComponent <AudioPool>(); if (isFast) { audioPool.PlayMusic(fastMusic, 0.6f); fastMusicStarted = true; } else { audioPool.PlayMusic(slowMusic, 0.6f); } }
private void PlatformingCharacterSounds_OnLand() { if (Fat == 3) { AudioPool.PlaySound(transform.position, Land, .75f, 1f); } if (Fat == 4) { AudioPool.PlaySound(transform.position, Land, 1f, .85f); } if (Fat == 5) { AudioPool.PlaySound(transform.position, Land, 1f, .7f); } }
private void Update() { if (NeedCoin > 0) { Coin.SetActive(true); Text.text = $"x{NeedCoin}"; } else if (!playedThing) { Coin.SetActive(false); Text.gameObject.SetActive(false); AudioPool.PlaySound(Camera.main.transform.position, EnoughMoneyAudio); playedThing = true; } }
// Use this for initialization void Awake() { Assert.IsNull(Instance, "More than 1 instance of AudioPool detected. ONLY HAVE 1 IN THE SCENE PLZ"); Instance = this; DefaultSettings = new AudioClipSettings(); // Set up the object pool of audio sources m_AudioSources = new GameObjectPool(1, m_emptyPrefab, this.gameObject); }