void Start() { menuState = RuntimeManager.CreateInstance(fmodMenuEvent); menuState.start(); // FMOD Layer ID Caches #region FMOD.Studio.EventDescription mainEventDescription; menuState.getDescription(out mainEventDescription); FMOD.Studio.PARAMETER_DESCRIPTION mainParameterDescription; mainEventDescription.getParameterDescriptionByName("Main Menu Layer On", out mainParameterDescription); mainLayerID = mainParameterDescription.id; FMOD.Studio.EventDescription optionsEventDescription; menuState.getDescription(out optionsEventDescription); FMOD.Studio.PARAMETER_DESCRIPTION optionsParameterDescription; optionsEventDescription.getParameterDescriptionByName("Options Layer On", out optionsParameterDescription); optionsLayerID = optionsParameterDescription.id; FMOD.Studio.EventDescription creditsEventDescription; menuState.getDescription(out creditsEventDescription); FMOD.Studio.PARAMETER_DESCRIPTION creditsParameterDescription; creditsEventDescription.getParameterDescriptionByName("Credits Layer On", out creditsParameterDescription); creditsLayerID = creditsParameterDescription.id; #endregion // End of FMOD Layer ID Caches menuState.setParameterByID(optionsLayerID, 1f); menuState.setParameterByID(mainLayerID, 1f); menuState.setParameterByID(creditsLayerID, 1f); }
/// <summary> /// Checks if the passed eventInstance is 3D or 2D event and sets Bool eventDimension /// </summary> /// <param name="eventInstance"></param> private void is3DEvent(FMOD.Studio.EventInstance eventInstance) { FMOD.Studio.EventDescription description; eventInstance.getDescription(out description); description.is3D(out is3Dimensional); //Debug.Log("Chosen event is:" + eventDimension); }
// Start is called before the first frame update void Start() { checkVals = false; oppositeMode = false; notesArray = new string[4] { "Play_A3", "Play_C4", "Play_E4", "Play_G4" }; //Array of notes to play //Expected array pattern expArray = new int[4] { 0, 1, 2, 3 }; //Intially set actual array out of number bounds so inccorrect no matter what the expected is actArray = new int[4] { 5, 5, 5, 5 }; lastInput = 5; //intilising the keypad sound event keyPadSound = FMODUnity.RuntimeManager.CreateInstance(keyPadEvent); //Intialising the keypad sound parameter FMOD.Studio.EventDescription keyPadNoteDescription; keyPadSound.getDescription(out keyPadNoteDescription); FMOD.Studio.PARAMETER_DESCRIPTION keyPadNoteParameterDescription; keyPadNoteDescription.getParameterDescriptionByName("Parameter 1", out keyPadNoteParameterDescription); noteTypeParam = keyPadNoteParameterDescription.id; }
/// <summary> /// returns lenght of sound in milliseconds /// </summary> public static int GetLength(FMOD.Studio.EventInstance event_) { int lengthms = 0; FMOD.Studio.EventDescription ed = null; event_.getDescription(out ed); ed.getLength(out lengthms); return(lengthms); }
private void Start() { footstepsEv = FMODUnity.RuntimeManager.CreateInstance(footsteps); FMODUnity.RuntimeManager.StudioSystem.getParameterDescriptionByName("Material", out MaterialDescription); Material_ID = MaterialDescription.id; landEv = FMODUnity.RuntimeManager.CreateInstance(land); landEv.getDescription(out LandDescription); LandDescription.getParameterDescriptionByName("Impact", out ImpactDescription); Impact_ID = ImpactDescription.id; }
void Start() { musicLevel0000 = FMODUnity.RuntimeManager.CreateInstance(fmodEvent); FMOD.Studio.EventDescription segmentCodeEventDescription; musicLevel0000.getDescription(out segmentCodeEventDescription); FMOD.Studio.PARAMETER_DESCRIPTION segmentCodeParameterDescription; segmentCodeEventDescription.getParameterDescriptionByName("segmentCode", out segmentCodeParameterDescription); segmentCodeParameterID = segmentCodeParameterDescription.id; musicLevel0000.start(); }
// Start is called before the first frame update void Start() { RandomSong = true; Repeat = false; StartRandom(); MusicState = FMODUnity.RuntimeManager.CreateInstance(Songs); FMOD.Studio.EventDescription SongEventDescription; MusicState.getDescription(out SongEventDescription); FMOD.Studio.PARAMETER_DESCRIPTION SongParameterDescription; SongEventDescription.getParameterDescriptionByName("Song", out SongParameterDescription); SongParameterId = SongParameterDescription.id; FMOD.Studio.EventDescription RepeatEventDescription; MusicState.getDescription(out RepeatEventDescription); FMOD.Studio.PARAMETER_DESCRIPTION RepeatParameterDescription; RepeatEventDescription.getParameterDescriptionByName("Repeat", out RepeatParameterDescription); RepeatParameterId = RepeatParameterDescription.id; MusicState.start(); }
// Start is called before the first frame update void Start() { fmod_hum = FMODUnity.RuntimeManager.CreateInstance(fmodHum); FMODUnity.RuntimeManager.AttachInstanceToGameObject(fmod_hum, GetComponent <Transform>(), GetComponent <Rigidbody>()); // Attach the State between FMOD and this script FMOD.Studio.EventDescription state_description; fmod_hum.getDescription(out state_description); FMOD.Studio.PARAMETER_DESCRIPTION state_parameter_description; state_description.getParameterDescriptionByName("State", out state_parameter_description); fmod_state_identifier = state_parameter_description.id; fmod_hum.start(); }
public FMODAudio3D(SoundHolder3D main, FMOD.Studio.EventInstance sound) : base(main, sound) { FMOD.Studio.EventDescription description; sound.getDescription(out description); FMOD.Studio.PARAMETER_DESCRIPTION volume_d, LPF_d; description.getParameterDescriptionByName("Volume", out volume_d); description.getParameterDescriptionByName("LPF", out LPF_d); _volume = volume_d.id; _LPF = LPF_d.id; main.OcclusionUpdate += SetOcclusion; }
private void CreateEventInstance() { //-------------------------------------------------------------------- // 4: This shows how to create an instance of an Event and manually // start it. //-------------------------------------------------------------------- windChimeState = FMODUnity.RuntimeManager.CreateInstance(WindChimeEvtName); //-------------------------------------------------------------------- // Cache a handle to the "crazy" parameter for usage in Update() // as shown in (9). Using the handle is much better for performance // than trying to set the parameter by name every update. //-------------------------------------------------------------------- FMOD.Studio.EventDescription WindChimeEvtNameDescription; windChimeState.getDescription(out WindChimeEvtNameDescription); FMOD.Studio.PARAMETER_DESCRIPTION relVelParameterDescription; WindChimeEvtNameDescription.getParameterDescriptionByName(relativeVelParam, out relVelParameterDescription); relVelId = relVelParameterDescription.id; }
void Start() { cachedRigidBody = GetComponent <Rigidbody>(); health = StartingHealth; //-------------------------------------------------------------------- // 4: This shows how to create an instance of an Event and manually // start it. //-------------------------------------------------------------------- playerState = FMODUnity.RuntimeManager.CreateInstance(PlayerStateEvent); playerState.start(); playerIntro = FMODUnity.RuntimeManager.CreateInstance(PlayerIntroEvent); playerIntro.start(); //-------------------------------------------------------------------- // 5: The RuntimeManager can track Event Instances and update their // positions to match a given Game Object every frame. This is // an easier alternative to manually doing this for every Instance // such as shown in (8). //-------------------------------------------------------------------- FMODUnity.RuntimeManager.AttachInstanceToGameObject(playerIntro, GetComponent <Transform>(), GetComponent <Rigidbody>()); //-------------------------------------------------------------------- // Cache a handle to the "health" parameter for usage in Update() // as shown in (9). Using the handle is much better for performance // than trying to set the parameter by name every update. //-------------------------------------------------------------------- FMOD.Studio.EventDescription healthEventDescription; playerState.getDescription(out healthEventDescription); FMOD.Studio.PARAMETER_DESCRIPTION healthParameterDescription; healthEventDescription.getParameterDescriptionByName("health", out healthParameterDescription); healthParameterId = healthParameterDescription.id; //-------------------------------------------------------------------- // Cache a handle to the "FullHeal" parameter for usage in // ReceiveHealth() as shown in (13). Even though the event instance // is recreated each time it is played, the parameter handle will // always remain the same. //-------------------------------------------------------------------- FMOD.Studio.EventDescription fullHealEventDescription = FMODUnity.RuntimeManager.GetEventDescription(HealEvent); FMOD.Studio.PARAMETER_DESCRIPTION fullHealParameterDescription; fullHealEventDescription.getParameterDescriptionByName("FullHeal", out fullHealParameterDescription); fullHealthParameterId = fullHealParameterDescription.id; }
public AudioEventSTInstance(FMOD.Studio.EventInstance instance) { this.instance = instance; instance.getDescription(out description); int count; description.getLength(out length); description.getParameterDescriptionCount(out count); for (int i = 0; i < count; i++) { FMOD.Studio.PARAMETER_DESCRIPTION paramDescription; description.getParameterDescriptionByIndex(i, out paramDescription); parameters.Add(paramDescription.name, paramDescription.id); Debug.Log(paramDescription.name); } }
//THE SINGLETON HAS APPEARED: This allows for everything to access this SINGLE INSTANCE of the script and access its variables //The drawback is that if this script ever gets destroyed, it's gonna mean everything that relies on the information provided //by this script is gonna break. //public static FMODVibeTracker vt; /* * void Awake() * { * vt = this; * } */ // Start is called before the first frame update void Start() { timelineInfo = new TimelineInfo(); //Explicitly create the delegate object and assign it to a member so it doesn't get freed //by the garbage collected while it's being used beatCallback = new FMOD.Studio.EVENT_CALLBACK(BeatEventCallback); musicInstance = FMODUnity.RuntimeManager.CreateInstance(music); //Pin the class that will store the data modified during the callback timelineHandle = GCHandle.Alloc(timelineInfo, GCHandleType.Pinned); //Pass the object through the userdata of the instance musicInstance.setUserData(GCHandle.ToIntPtr(timelineHandle)); musicInstance.setCallback(beatCallback, FMOD.Studio.EVENT_CALLBACK_TYPE.TIMELINE_BEAT | FMOD.Studio.EVENT_CALLBACK_TYPE.TIMELINE_MARKER); musicInstance.start(); musicInstance.getDescription(out descriptionCallback); descriptionCallback.getLength(out int length); timelineInfo.songLength = length; }
public FMODObject(string eventName) { _audio = FMODUnity.RuntimeManager.CreateInstance(eventName); _audio.getDescription(out _info); _info.loadSampleData(); }