public float GetSpeedForMeteor() { VisualizationData vd = new VisualizationData(); MediaPlayer.GetVisualizationData(vd); return(vd.Samples.Max() * 3); }
public void SendVisualization() { VisualizationData v = new VisualizationData(); Sensor s = GameObject.Find("SensorController").GetComponent <SensorController>().ActiveSensorObject; v.visualization = GameObject.Find("VisualizationSelection").GetComponentInChildren <Text>().text.ToLower(); v.values = s.ReadingsArray(); udp.SendString(JsonUtility.ToJson(v)); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); noArt = Content.Load <Texture2D>(@"Textures\NoArt"); font = Content.Load <SpriteFont>(@"Fonts\Arial"); visualizationData = new VisualizationData(); MediaPlayer.IsVisualizationEnabled = true; if (MediaPlayer.State == MediaState.Playing) { //the user is playing their own music - don't reset it //just retreive the current playing song and artist and art MediaPlayer_ActiveSongChanged(this, null); return; } ICollection <MediaSource> mediaSources = MediaSource.GetAvailableMediaSources(); MediaLibrary mediaLib = null; foreach (MediaSource ms in mediaSources) { mediaLib = new MediaLibrary(ms); } if (mediaLib != null) { for (int i = 0; i < mediaLib.Playlists.Count; i++) { if (mediaLib.Playlists[i].Name == "Zune Gems") { playlist = mediaLib.Playlists[i]; break; } } if (playlist == null) { playlist = mediaLib.Playlists[0]; // just grab first one } } //If can't find the playlist, just exit. if (playlist == null) { Exit(); } //Assumes at least one song is actually in the playlist MediaPlayer.Play(playlist.Songs); }
public int GetAverage(Point Between, VisualizationData visData) { int average = 0; for (int i = Between.X; i < Between.Y; i++) { average += Convert.ToInt32(visData.Frequencies[i]); } int diff = Between.Y - Between.X + 1; return(average / diff); }
public void GetVisualization_CorrectParameters_ReturnsCorrectVisualization(VisualizationData visualizationData) { // Arrange CellVisualizationManager instanceUnderTest = new(); // Act CellVisualization visualization = instanceUnderTest.GetVisualization(visualizationData.CellStatusType, visualizationData.AdjacentMineCount); // Assert visualization.Content.Should().Be(visualizationData.ExpectedContent); visualization.CssClass.Should().NotBeNull(); }
protected override void LoadContent() { this._visualizationData = new VisualizationData(); this._referencePosition = new Vector2Int((int)this._player.Position.X - this._visualizationData.Frequencies.Count / 2, (int)this._player.Position.Z); MediaPlayer.Volume = 1f; MediaPlayer.IsVisualizationEnabled = true; new Thread(VisualizationReader) { IsBackground = true }.Start(); this._song = Game.Content.Load <Song>("Mozart"); MediaPlayer.Play(this._song); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here player = new Player(); plLives = new PlayerLives(); minimap = new Sprite(); bgTL = new Sprite(); bgTR = new Sprite(); bgBL = new Sprite(); bgBR = new Sprite(); pipeT1 = new PipeT1[5]; pipeT2 = new PipeT2[5]; pipeT3 = new PipeT3[5]; pipeT4 = new PipeT4[5]; cogs = new Cog[12]; viz = new VisualizationData(); MediaPlayer.IsVisualizationEnabled = true; MediaPlayer.IsRepeating = true; int i = 0; for (i = 0; i < pipeT1.Length; i++) { pipeT1[i] = new PipeT1(); } for (i = 0; i < pipeT2.Length; i++) { pipeT2[i] = new PipeT2(); } for (i = 0; i < pipeT3.Length; i++) { pipeT3[i] = new PipeT3(); } for (i = 0; i < pipeT4.Length; i++) { pipeT4[i] = new PipeT4(); } for (i = 0; i < cogs.Length; i++) { cogs[i] = new Cog(); } base.Initialize(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { graphics.PreferredBackBufferWidth = 800; //1920; graphics.PreferredBackBufferHeight = 600; //1080; graphics.ApplyChanges(); frameCounter = 0; currentFrameRate = 0; frameTime = 0; InitializeEffect(); InitializeLists(); visualizationData = new VisualizationData(); songs = new Song[2]; Player1 = new PlayerInput(PlayerIndex.One); base.Initialize(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); visData = new VisualizationData(); songs = new Song[5]; songs[0] = Content.Load <Song>(@"BG"); songs[1] = Content.Load <Song>(@"Bass"); songs[2] = Content.Load <Song>(@"Lead"); songs[3] = Content.Load <Song>(@"Other"); songs[4] = Content.Load <Song>(@"Vox"); songIndex = 0; tw = new StreamWriter(songs[songIndex] + ".txt"); MediaPlayer.IsVisualizationEnabled = true; //MediaPlayer.Volume = 0.0f; MediaPlayer.Stop(); soundData = ""; soundBuffer = ""; prevMin = 0; splitvalue = 16; }
public void Update(Microsoft.Xna.Framework.GameTime gametime) { VisualizationData vd = new VisualizationData(); MediaPlayer.GetVisualizationData(vd); TextureLoader.Std.Parameters[0].SetValue(((vd.Samples.Average() < 0) ? 0 : vd.Samples.Average()) + vd.Samples.Max()); /*for (int i = 0; i < 256; i++) * { * (MainController.Instance.GetByName("ParticleController") as ParticleController).Beat(new Vector2(5 * i, 100), vd.Samples[i]); * (MainController.Instance.GetByName("ParticleController") as ParticleController).Beat(new Vector2(5 * i, 300), vd.Frequencies[i]); * }*/ for (int a = 52; a < 180; a++) { if (vd.Frequencies[a] > BEAT_REACTION && accomulator[a - 52] > ACCOMULATOR_REACTION) { var meteor = ObjectContainer.Instance.TryGet(typeof(Meteor)) as Meteor; if (meteor == null) { ObjectContainer.Instance.Add(new Meteor()); } else { meteor.Reuse(); } accomulator[a - 52] -= BEAT_COST; // убавляем аккумулятор } } for (int a = 52; a < 180; a++) { if (accomulator[a - 52] < 1.0f) { accomulator[a - 52] += ACCUMULATE_SPEED; } } }
public static VisualizationDataWithBrokers FromVisualizationData(VisualizationData data) { return(new VisualizationDataWithBrokers(new VisualizationDataWithBroker(data, "default"), new[] { new VisualizationBrokerInfo("default", "Default", 0), })); }
public VisualizationDataWithBroker(VisualizationData data, string brokerId) { BrokerId = brokerId; Data = data; }
public void SetupGameplay() { ClearGameObjects(); m_UIStack.Clear(); m_UIGameplay = new UI.UIGameplay(m_Game.Content); m_UIStack.Push(m_UIGameplay); m_bPaused = false; GraphicsManager.Get().ResetProjection(); m_Timer.RemoveAll(); //Reset all gameplay variables Multiplier = 1; Combo = 0; Score = 0; HitNotes = 0; MultMult = 1; Shield = 0; // Set grid dimensions and player movement limit GraphicsManager.Get().SetGridDimensions(m_GridWidth, m_GridHeight); if (!DanceMode) { m_Player = new Objects.Player(m_Game); SpawnGameObject(m_Player); m_Camera.FollowObject = m_Player; m_Player.setPlayerMovementLimitations(m_GridWidth / 3.0f, m_GridHeight / 3.0f); } ParseFile(m_SongFile); foreach (Objects.BeatPlane b in m_BeatPlanes.Values) { RemoveBeatPlane(b); } m_BeatPlanes.Clear(); m_CurrentSong = m_Songs[0]; Health = m_iHealthMax / 2; TotalNotes = 0; SetState(eGameState.Gameplay); createTestBeatPlanes(); MediaPlayer.Stop(); MediaPlayer.IsVisualizationEnabled = true; m_CurrentSongAudio = m_Game.Content.Load <Song>(m_SongFile.Replace(".txt", "")); m_VisualData = new VisualizationData(); MediaPlayer.Play(m_CurrentSongAudio); m_CurrentBeat = 0.0f; // Get the beatplane at the beat Objects.BeatPlane beatplaneAtCurrentBeat = (Objects.BeatPlane)m_BeatPlanes[m_CurrentBeat]; if (beatplaneAtCurrentBeat != null) { // Set it active beatplaneAtCurrentBeat.SetActive(m_CurrentSong, Objects.BeatPlane.TunnelDirection.straight); } }
private void DrawSpectrogram(VisualizationData data, CanvasDrawingSession ds, bool bDrawLeftChannel, bool bDrawRightChannel, Vector2 barSize, Vector2 offset) { int bars = 50; // Draw grid float verticalSpacing = 50; float width = bars * barSize.X; Vector2 vLeftOffset = offset; Vector2 vRightOffset = offset + (bDrawLeftChannel ? new Vector2(0, verticalSpacing + barSize.Y) : Vector2.Zero); if (bDrawLeftChannel) { ds.DrawRectangle(vLeftOffset.X, vLeftOffset.Y, width, barSize.Y, Colors.Gray); } if (bDrawRightChannel) { ds.DrawRectangle(vRightOffset.X, vRightOffset.Y, width, barSize.Y, Colors.Gray); } for (float x = 0; x < width; x += barSize.X) { if (bDrawLeftChannel) { ds.DrawLine(x + vLeftOffset.X, vLeftOffset.Y, x + vLeftOffset.X, vLeftOffset.Y + barSize.Y, Colors.LightGray); } if (bDrawRightChannel) { ds.DrawLine(x + vRightOffset.X, vRightOffset.Y, x + vRightOffset.X, vRightOffset.Y + barSize.Y, Colors.LightGray); } } for (float y = 0; y < barSize.Y; y += (barSize.Y / 10)) { if (bDrawLeftChannel) { ds.DrawLine(vLeftOffset.X, vLeftOffset.Y + y, vLeftOffset.X + width, vLeftOffset.Y + y, Colors.LightGray); } if (bDrawRightChannel) { ds.DrawLine(vRightOffset.X, vRightOffset.Y + y, vRightOffset.X + width, vRightOffset.Y + y, Colors.LightGray); } } if (data == null) { return; } if (data.Length != 112) { return; } float scaleFactor = barSize.Y / 100; // Draw 50 bars for (uint index = 0; index < 50; index++) { float xPos = index * barSize.X; if (bDrawLeftChannel) { float leftHeight = scaleFactor * data[data.GetChannelOffset(0) + index] + barSize.Y; ds.FillRectangle(xPos + vLeftOffset.X, vLeftOffset.Y + barSize.Y - leftHeight, barSize.X, leftHeight, Colors.Orange); } if (bDrawRightChannel) { float rightHeight = scaleFactor * data[data.GetChannelOffset(1) + index] + barSize.Y; ds.FillRectangle(xPos + vRightOffset.X, vRightOffset.Y, barSize.X, rightHeight, Colors.LimeGreen); } } }