// Use this for initialization void Start() { //connect FMOD events and instances to variables example = FMOD_StudioSystem.instance.GetEvent ("event:/Pickup"); example.getParameter ("Type", out examplePara); example.getParameter ("Volume", out examplePara2); }
void Awake() { OST = FMODUnity.RuntimeManager.CreateInstance("event:/Music All"); OST.getParameter("fullspanning", out fullspanning); OST.getParameter("fullvolume", out fullvolume); OST.getParameter("currentscene", out currentscene); }
// Use this for initialization void Awake() { dragonGlide = RuntimeManager.CreateInstance("event:/Adventure_Music"); dragonGlide.getParameter("LEVEL 2", out level2); dragonGlide.getParameter("LEVEL 3", out level3); dragonGlide.getParameter("END", out end); }
private IEnumerator WarTransition(bool newState) { FMOD.Studio.ParameterInstance warParameter; musicPlayer_.getParameter("war", out warParameter); float warValue; warParameter.getValue(warValue); while ((newState && warValue < 1) || (!newState && warValue > 0)) { if (newState) { warValue += Time.deltaTime / splashFadeTime_; } else { warValue -= Time.deltaTime / splashFadeTime_; } warParameter.setValue(warValue); yield return(null); } }
private void Awake() { music = FMODUnity.RuntimeManager.CreateInstance(eventRefMusic); music.getParameter("Fury", out furySound); music.getParameter("Volume", out volumeMusic); music.getParameter("Loop", out loopSound); }
//[SerializeField] //private bool touchControlled; void Awake() { music = FMODUnity.RuntimeManager.CreateInstance("event:/Music"); music.start(); music.getParameter("Clue", out Clues); music.getParameter("Loyalty", out Loyalty); Loyalty.setValue(10); yarnVarRef = yarnVarRefObj.GetComponent <ExampleVariableStorage>(); // Populate the Singleton with the followint if and else if statements if (S == null) { S = this; } else if (S != null) { Destroy(this); } //Make sure that the GameObject this is attached to is not deleted on load DontDestroyOnLoad(gameObject); }
void Start() { rg = GetComponent <CharacterController>(); Cursor.lockState = CursorLockMode.Locked; FootSound = FMODUnity.RuntimeManager.CreateInstance(Patch); FMODUnity.RuntimeManager.AttachInstanceToGameObject(FootSound, GetComponent <Transform>(), GetComponent <Rigidbody>()); FootSound.getParameter("Gravel", out GravelParameter); FootSound.getParameter("Forest", out ForestParameter); FootSound.getParameter("Sand", out SandParameter); FootSound.getParameter("Wood", out WoodParameter); FootSound.getParameter("Stone", out StoneParameter); WoodValue = 0f; ForestValue = 1f; SandValue = 0f; GravelValue = 0f; StoneValue = 0f; isMoving = false; isJumping = false; isInBush = false; oldRotation = this.transform.rotation.eulerAngles; }
// Use this for initialization void Start() { musicEvent = FMOD_StudioSystem.instance.GetEvent(musicAsset); musicEvent.start(); musicEvent.getParameter("Ready", out readyParam); musicEvent.getParameter("Steady", out steadyParam); musicEvent.getParameter("Go", out goParam); }
// Use this for initialization void Start() { Menu = FMOD_StudioSystem.instance.GetEvent ("event:/Menu"); Menu.start (); Menu.getParameter ("OptionsMuch", out OptionsMuch); Menu.getParameter ("StartGame", out StartGame); Time.timeScale = 1.0f; }
void Start() { musicEV = FMODUnity.RuntimeManager.CreateInstance(music); musicEV.getParameter("Happiness", out happiness); musicEV.getParameter("win", out win); musicEV.getParameter("lose", out lose); musicEV.start(); Progress(); }
void Start() { AUDIOEVENT = FMODUnity.RuntimeManager.CreateInstance(NAMEEVENT); AUDIOEVENT.getParameter("area", out PARAMETEREVENT); AUDIOEVENT.getParameter("color", out parameterColor); AUDIOEVENT.start(); }
void Start() { musicEvent = FMODUnity.RuntimeManager.CreateInstance(music); musicEvent.getParameter("Intensity", out intensity); intensity.getValue(out intensityValue); musicEvent.getParameter("Panner", out panner); intensity.getValue(out pannerValue); }
void Start() { RadioFMOD = FMODUnity.RuntimeManager.CreateInstance("event:/Radio"); RadioFMOD.start(); RadioFMOD.getParameter("Frequency", out RadioParameterFMOD); RadioFMOD.getParameter("Inside", out InsideParameterFMOD); }
bool engineInit = false; // A bool that tell us when the parameters are loaded. Because before OnTiriggerEnter would happend before Start could finish assigning the Parameters. void Start() { musicEvent = FMOD_StudioSystem.instance.GetEvent("event:/Tetris_Remix"); // Get an instance of the event musicEvent.getParameter("Tetris_Flanger", out flangerRateParameter); // Use the instance of the event to access the parameter on that even musicEvent.getParameter("Bool_Delay", out delayParameter); // Use the instance of the event to access the parameter on that even. This will act like a bool, it will enable and disable the delay // when the player is going behind the object. musicEvent.start(); engineInit = true; }
void Start() { voz = FMODUnity.RuntimeManager.CreateInstance("event:/Vozhumana"); voz.getParameter("Reverb", out Reverb); voz.getParameter("Calle", out Calle); voz.getParameter("Muro", out Muro); voz.getParameter("Library", out Library); voz.getParameter("Lluvia", out Lluvia); }
// Use this for initialization void Start() { musicEvent = FMODUnity.RuntimeManager.CreateInstance(musicTrackName); musicEvent.getParameter("Pause menu", out pauseMenu); musicEvent.getParameter("Points", out points); musicEvent.getParameter("In/Out Of Game", out inGame); musicEvent.getParameter("Theme Vs", out themeDecision); ResetMusicValues(); musicEvent.start(); }
void Start() { obj = GameObject.FindGameObjectWithTag("Elevator"); obj2 = GameObject.FindGameObjectWithTag("GameModeManager"); OST_Intro = FMODUnity.RuntimeManager.CreateInstance("event:/OST/OST_Intro"); OST_Intro.getParameter("MainGame", out MainGame); OST_Intro.getParameter("IV", out IV); MainGame.setValue(0); IV.setValue(0.9f); OST_Intro.start(); OST_2 = FMODUnity.RuntimeManager.CreateInstance("event:/OST/OST_2"); OST_2.getParameter("MainGame2", out MainGame2); OST_2.getParameter("OV", out OV); OST_2.getParameter("EndGame", out EndGame); OST_2.getParameter("GameOver", out GameOver); MainGame2.setValue(0); EndGame.setValue(0); GameOver.setValue(0); OV.setValue(0.9f); FluxEffect = FMODUnity.RuntimeManager.CreateInstance("event:/SD/FluxCarrier"); FluxEffect.getParameter("FV", out FV); FV.setValue(0.8f); Checkpoint = FMODUnity.RuntimeManager.CreateInstance("event:/SD/Hexagon"); Checkpoint.getParameter("HV", out HV); Checkpoint.getParameter("HP", out HP); HV.setValue(0.95f); HP.setValue(0); Jump = FMODUnity.RuntimeManager.CreateInstance("event:/SD/Jump"); Jump.getParameter("JV", out JV); JV.setValue(0.8f); Headroll = FMODUnity.RuntimeManager.CreateInstance("event:/SD/Headroll"); Headroll.getParameter("HRV", out HRV); HRV.setValue(0.75f); JumpPad = FMODUnity.RuntimeManager.CreateInstance("event:/SD/JumpPad"); JumpPad.getParameter("JPV", out JPV); JPV.setValue(0.74f); Atmosphere = FMODUnity.RuntimeManager.CreateInstance("event:/SD/Atmosphere"); Atmosphere.getParameter("AV", out AV); AV.setValue(0.7f); Atmosphere.start(); Stinger = FMODUnity.RuntimeManager.CreateInstance("event:/SD/Stinger"); Stinger.getParameter("STV", out STV); STV.setValue(0.8f); }
// Use this for initialization void Start () { ambience = FMOD_StudioSystem.instance.GetEvent("event:/Forest"); ambience.start(); ambience.getParameter("Birds", out ambienceBirds); ambience.getParameter("Wind", out ambienceWind); ambience.getParameter("Rain", out ambienceRain); ambienceBirds.setValue(0f); ambienceWind.setValue(0f); ambienceRain.setValue(0f); }
private void Awake() { GetComponent <ArticyDebugFlowPlayer>().FlowIsUpdated += ConfigureAudio; //globalVars = ArticyGlobalVariables.Default; //Set up an event for the music musicEvent = FMODUnity.RuntimeManager.CreateInstance("event:/BGM"); //Grab the necessary parameters musicEvent.getParameter("Ramp", out musicRamp); musicEvent.getParameter("Win/Lose", out musicWinLose); }
void Start() { ambience = FMOD_StudioSystem.instance.GetEvent("event:/sfx/environment/ambience"); ambience.getParameter("windSpeed", out windSpeedParam); ambience.getParameter("windIntensity", out windIntensityParam); windSpeedParam.setValue(0); windIntensityParam.setValue(0); ambience.start(); StartCoroutine(VaryWindParam(windSpeedParam)); StartCoroutine(VaryWindParam(windIntensityParam)); }
private void InitializeTitleScreenAmbience() { cityMusicInstance.stop(FMOD.Studio.STOP_MODE.IMMEDIATE); cityMusicInstance.release(); homeMusicInstance.stop(FMOD.Studio.STOP_MODE.IMMEDIATE); thunderAmbianceInstance.setTimelinePosition(0); FMOD.Studio.ParameterInstance param; thunderAmbianceInstance.getParameter("Location", out param); param.setValue(0); thunderAmbianceInstance.start(); }
void Start() { atmoEv = FMODUnity.RuntimeManager.CreateInstance(atmoAll); atmoEv.getParameter("location", out atmoLoc); atmoEv.getParameter("rain", out atmoRain); musicEv = FMODUnity.RuntimeManager.CreateInstance(music); musicEv.getParameter("music_style", out musicType); musicEv.getVolume(out volume); musicType.setValue(1); rainlvl = 0; }
public new void Start() { base.Start(); FMOD.Studio.EventDescription eventDesc; FMODUnity.RuntimeManager.StudioSystem.getEvent(emmiter.Event, out eventDesc); FMOD.Studio.EventInstance[] tabEv; eventDesc.getInstanceList(out tabEv); evInst = tabEv[0]; evInst.getParameter("pad", out padParam); evInst.getParameter("sweep", out sweepParam); evInst.getParameter("bass", out bassParam); evInst.getParameter("perc", out percParam); etab[0] = 0.5f; etab[1] = 0.5f; etab[2] = 0.5f; etab[3] = 0.5f; temptab[0] = 0.0f; temptab[1] = 0.0f; temptab[2] = 0.0f; temptab[3] = 0.0f; }
void Awake() { OST = FMODUnity.RuntimeManager.CreateInstance("event:/Music All"); OST.getParameter("fullspanning", out fullspanning); OST.getParameter("fullvolume", out fullvolume); OST.getParameter("currentscene", out currentscene); currentscene.setValue(1); scene = SceneManager.GetActiveScene(); print(scene.name); FMODUnity.RuntimeManager.AttachInstanceToGameObject(OST, GetComponent <Transform>(), GetComponent <Rigidbody>()); OST.start(); }
// Use this for initialization void Start() { _rigidbody = GetComponent<Rigidbody>(); _musique = FMOD_StudioSystem.instance.GetEvent ("event:/MusicFinal"); _musique.getParameter ("Change", out _Change); _musique.getParameter ("Air", out _IAirZic); _musique.start(); _event = FMOD_StudioSystem.instance.GetEvent (Asset); _event.getParameter ("InAir", out _InAir); _event.getParameter ("Vitesse", out _Vitesse); _event.getParameter ("Braquage", out _Braquage); _event.start(); }
FMOD.Studio.ParameterInstance pitchParameter; // for more information Watch https://www.youtube.com/watch?v=p14Hx_jLGEA // Use this for initialization void Start() { playerScript = gameObject.GetComponent <PlayerMovement> (); //getting the script reference playerScript.PlayerMoved += PlaySFX; //Assigning the PlayerMoved event to PlaySFX() Funciton. So every time PlayerMoved event is fired PlaySFX() Function is fired too sFXEvent = FMOD_StudioSystem.instance.GetEvent("event:/Spike_Explode"); // Get an instance of the event sFXEvent.getParameter("PitchMod", out pitchParameter); // Use the instance of the event to access the parameter on that even }
public void SetAmbienceParameter(FMOD.Studio.EventInstance ambienceInstance, string name, int value) { FMOD.Studio.ParameterInstance ambienceParameter; ambienceInstance.getParameter(name, out ambienceParameter); ambienceParameter.setValue(value); }
public void SoundPlay(Transform Target, int SoundType) { bgmSound = FMODUnity.RuntimeManager.CreateInstance(MyEvent1[SoundType]); bgmSound.getParameter("Parameter 1", out bgmVolume); FMODUnity.RuntimeManager.AttachInstanceToGameObject(bgmSound, Target, GetComponent <Rigidbody>()); bgmSound.start(); }
// -------------------------- // Use this for initialization void Start() { //FMOD hoverSound = FMOD_StudioSystem.instance.GetEvent("event:/Hoverboard/Ny motor"); hoverSound.start(); soundPlaying = true; if (hoverSound == null) Debug.Log("Laddar inte in eventet!!!"); hoverSound.getParameter("Speed", out speedPitch); if (speedPitch == null) Debug.Log("Hittar inte variabeln!!!"); windSound = FMOD_StudioSystem.instance.GetEvent("event:/Vind/Vind"); windSound.start(); if (windSound == null) Debug.Log("Laddar inte in wind-eventet!!!"); windSound.getParameter("Speed", out speedVolume); if (speedVolume == null) Debug.Log("Hittar inte wind-variabeln!!!"); impactSound = FMOD_StudioSystem.instance.GetEvent("event:/Impact/Impact1"); if (impactSound == null) Debug.Log("Laddar inte in impact-eventet!!!"); //----------------------------- }
private void Start() { PlayerAttackState.OnAttack += HappensOnAttack; musicSnap = FMODUnity.RuntimeManager.CreateInstance("snapshot:/TakeDamageSnap"); musicSnap.getParameter("MusicSnapIn", out Intense); musicSnap.start(); }
private IEnumerator FadeMeh(bool newState) { FMOD.Studio.ParameterInstance BackParameter; musicPlayer_.getParameter("game start", out BackParameter); FMOD.Studio.ParameterInstance splashParameter; splashMusicPlayer_.getParameter("game start", out splashParameter); float gamestart; splashParameter.getValue(out gamestart); while ((newState && gamestart < 1) || (!newState && gamestart > 0)) { if (newState) { gamestart += Time.deltaTime / splashFadeTime_; } else { gamestart -= Time.deltaTime / splashFadeTime_; } BackParameter.setValue(gamestart); splashParameter.setValue(gamestart); yield return(null); } }
void Awake() { radioEvent = FMODUnity.RuntimeManager.CreateInstance(radioMusic); FMODUnity.RuntimeManager.AttachInstanceToGameObject(radioEvent, transform, GetComponent <Rigidbody>()); radioEvent.start(); radioEvent.getParameter("Placed", out placedParameter); }
void Start() { forestSound = FMODUnity.RuntimeManager.CreateInstance("event:/Outside/Forest"); forestSound.getParameter("Occlusion", out Occluded); FMODUnity.RuntimeManager.AttachInstanceToGameObject(forestSound, GetComponent <Transform>(), GetComponent <Rigidbody>()); forestSound.start(); }
public void SetMusicParameter(FMOD.Studio.EventInstance musicInstance, string name, int value) { FMOD.Studio.ParameterInstance parameter; musicInstance.getParameter(name, out parameter); parameter.setValue(value); }
public override void Initialize(object owner) { base.Initialize(owner); ultSnap = FMODUnity.RuntimeManager.CreateInstance("snapshot:/UltSnap"); ultSnap.getParameter("UltSnapParam", out ultSnapParam); ultSnap.start(); }
// Use this for initialization void Start () { musicSound = FMODUnity.RuntimeManager.CreateInstance(MusicEvent); musicSound.getParameter("Light-Dark", out musicParam); //musicSound.setParameterValue("Light-Dark", startAmbient); musicSound.start(); }
public FMOD.Studio.ParameterInstance getParameter(string name) { FMOD.Studio.ParameterInstance param = null; ERRCHECK(evt.getParameter(name, out param)); return(param); }
public void SetParameterFloat(FMOD.Studio.EventInstance instance, string parameter, float value) { FMOD.Studio.ParameterInstance _parameter; instance.getParameter(parameter, out _parameter); _parameter.setValue(value); }
protected void Start() { raidersEv = FMODUnity.RuntimeManager.CreateInstance(raiders); raidersEv.getParameter("Attack", out raidersAttackParam); StartCoroutine(PregameMockup()); }
void OnTriggerEnter() { reverb = FMODUnity.RuntimeManager.CreateInstance("event:/snapshot/" + gameObject.name); reverb.start(); reverb.getParameter("reverbDistance", out reverbDistance); reverbDistance.setValue(0f); print( gameObject.name + " triggered" ); }
// Use this for initialization void Start () { musicEv = FMODUnity.RuntimeManager.CreateInstance (Catalogue.getMusic()); musicEv.getParameter (enemyCount, out enemyCountPa); musicEv.getParameter (speed, out speedPa); musicEv.getParameter (state, out statePa); previousFrameTime = Time.time; lastReportedPlayPosition = 0; musicEv.start (); enemyCountChange (3); statePa.setValue (1); speedPa.setValue (3); beatExecutor = GetComponent<BeatExecutor> (); cb = new FMOD.Studio.EVENT_CALLBACK(onBeatWrapper); musicEv.setCallback (cb, FMOD.Studio.EVENT_CALLBACK_TYPE.TIMELINE_BEAT | FMOD.Studio.EVENT_CALLBACK_TYPE.TIMELINE_MARKER); }
void Start () { sfxController = gameObject.GetComponent<SFXController>(); hum = FMOD_StudioSystem.instance.GetEvent("event:/alpaca_hum"); hum.getParameter("occlusion", out occlusion); hum.getParameter("distanceFromSmallRm", out distanceFromSmallRm); hum.getParameter("distanceFromLargeRm", out distanceFromLargeRm); distanceFromLargeRm.setValue(distLargeRm); distanceFromSmallRm.setValue(distSmallRm); // set up snap shot for displaced sound var system = FMOD_StudioSystem.instance.System; FMOD.Studio.EventDescription description; system.getEvent("snapshot:/displacedSound", out description); description.createInstance(out displacedSound); }
void Start() { // engine = FMOD_StudioSystem.instance.getEvent("/Background/Orchestral Music"); // engine.start(); // engine.getParameter("RPM", out engineRPM); fmodSound = FMOD_StudioSystem.instance.GetEvent (gameObject.GetComponent<FMOD_StudioEventEmitter>().path); fmodSound.getParameter ("State", out fmodState); fmodState.setValue (state); }
// Use this for initialization void Start() { animator = GetComponent<Animator>(); //Initialize FMOD events with parameters stepsEv = FMODUnity.RuntimeManager.CreateInstance(playerSteps); stepsEv.getParameter("moving", out stepsParam); stepsEv.start(); stepsParam.setValue(0); }
// Use this for initialization void Start () { _actions = new List<TimelineAction>(); _audio = GetComponent<AudioSource>(); _actionSpawnInterval = 60f/beatsPerMinute; musicEv = FMODUnity.RuntimeManager.CreateInstance(music); musicEv.getParameter("End", out musicEndParam); //StartBeats(); }
void Start() { current_character = Old_Character; Old_initial_y = Old_Character.transform.position.y; stepsEv = FMODUnity.RuntimeManager.CreateInstance(playerSteps); stepsEv.getParameter("moving", out stepsParam); stepsEv.start(); wormMoveEv = FMODUnity.RuntimeManager.CreateInstance(wormMove); wormMoveEv.getParameter("moving", out wormMoveParam); }
void Start() { m_PlayerChar = GetComponent<PlayerChar>(); m_Loaded = true; m_IsLoading = false; m_CrossbowShotEvent = FMODUnity.RuntimeManager.CreateInstance(m_CrossbowShotAudio); m_CrossbowShotEvent.start(); m_CrossbowShotEvent.getCue("KeyOff", out m_CrossbowCue); m_CrossbowShotEvent.getParameter("Reload", out m_CrossbowReload); ReadyRotation = Crossbow.transform.localRotation; ReloadRotation = ReadyRotation * Quaternion.AngleAxis(-20f, Vector3.right); }
// Use this for initialization void Start () { entry = FMOD_StudioSystem.instance.GetEvent ("event:/Music/entry"); entry.start (); entry.getParameter("entranceDist", out entranceDist); }
private void SetupSFX() { sfxController = gameObject.GetComponent<SFXController>(); gunshotAudio = FMOD_StudioSystem.instance.GetEvent("event:/flute"); gunshotAudio.getParameter("distanceFromLargeRm", out distanceFromLargeRm); gunshotAudio.getParameter("distanceFromSmallRm", out distanceFromSmallRm); GameObject s = GameObject.Find("Building Small/Audio Zone"); GameObject l = GameObject.Find("Building Large/Audio Zone"); smallRoom = s.GetComponent<Transform>(); largeRoom = l.GetComponent<Transform>(); InvokeRepeating("FindNearestAudioOpenings", 0, 1); }