public getPlaybackState ( PLAYBACK_STATE &state ) : RESULT | ||
state | PLAYBACK_STATE | |
return | RESULT |
// Update is called once per frame void Update() { var feet3DPosition = FMODUnity.RuntimeUtils.To3DAttributes(gameObject.transform.position); Footsteps.set3DAttributes(feet3DPosition); if (Input.GetKeyDown("w") || Input.GetKeyDown("a") || Input.GetKeyDown("s") || Input.GetKeyDown("d")) { PlayerIsWalking = true; } if (Input.GetKeyUp("w") || Input.GetKeyUp("a") || Input.GetKeyUp("s") || Input.GetKeyUp("d")) { PlayerIsWalking = false; } Footsteps.getPlaybackState(out FootstepsPlaybackState); if (PlayerIsWalking && FootstepsPlaybackState != FMOD.Studio.PLAYBACK_STATE.PLAYING && FootstepsPlaybackState != FMOD.Studio.PLAYBACK_STATE.STARTING) { Footsteps.start(); } else if (!PlayerIsWalking) { Footsteps.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); } }
//Turns music on and off public void ToggleMusic(bool setMusic) { musicActive = setMusic; if (musicActive) { FMOD.Studio.PLAYBACK_STATE play_state; musicEvent.getPlaybackState(out play_state); if (play_state != FMOD.Studio.PLAYBACK_STATE.PLAYING) { musicEvent.start(); ConfigureAudio(); musicEvent.setTimelinePosition(timelinePosition); } } else { FMOD.Studio.PLAYBACK_STATE play_state; musicEvent.getPlaybackState(out play_state); if (play_state == FMOD.Studio.PLAYBACK_STATE.PLAYING) { musicEvent.getTimelinePosition(out timelinePosition); musicEvent.stop(FMOD.Studio.STOP_MODE.IMMEDIATE); } } }
public void PlayGameMusic() { gameMusic.getPlaybackState(out gameMusicPlaybackState); if (gameMusicPlaybackState != FMOD.Studio.PLAYBACK_STATE.PLAYING) { gameMusic.start(); } }
public void PlaygameMusic3() { gameMusic3.getPlaybackState(out gameMusic3PlaybackState); if (gameMusic3PlaybackState != FMOD.Studio.PLAYBACK_STATE.PLAYING) { Debug.Log("Play game music 3"); gameMusic3.start(); } }
public void PlayJoejoeMusic() { //Debug.Log ("Play game music"); joejoeMusic.getPlaybackState(out joejoeMusicPlaybackState); if (joejoeMusicPlaybackState != FMOD.Studio.PLAYBACK_STATE.PLAYING) { joejoeMusic.start(); } }
public void PlayFleakMusic() { //Debug.Log ("Play game music"); fleakMusic.getPlaybackState(out fleakMusicPlaybackState); if (fleakMusicPlaybackState != FMOD.Studio.PLAYBACK_STATE.PLAYING) { fleakMusic.start(); } }
public void PlayMorphyMusic() { //Debug.Log ("Play game music"); morphyMusic.getPlaybackState(out morphyMusicPlaybackState); if (morphyMusicPlaybackState != FMOD.Studio.PLAYBACK_STATE.PLAYING) { morphyMusic.start(); } }
public void PlayMenuMusic() { //Debug.Log ("Play menu music"); menuMusic.getPlaybackState(out menuMusicPlaybackState); if (menuMusicPlaybackState != FMOD.Studio.PLAYBACK_STATE.PLAYING) { menuMusic.start(); } }
public void StopMusic() { if (currentMusic.isValid()) { FMOD.Studio.PLAYBACK_STATE state; FMOD.RESULT res = currentMusic.getPlaybackState(out state); if (res == FMOD.RESULT.OK && state == FMOD.Studio.PLAYBACK_STATE.PLAYING) { currentMusic.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); } } }
void Update() { if (musicEvent.isValid()) { musicEvent.getPlaybackState(out play_state); } }
void Update() { if (shake != null) { if (!shake.IsPlaying()) { if (mainCam.transform.localPosition != camPos) { mainCam.transform.localPosition = camPos; } } } // Checks playing track to see if it is finished playing if (playingTrack.isValid()) { FMOD.Studio.PLAYBACK_STATE playbackState; playingTrack.getPlaybackState(out playbackState); if (playbackState == FMOD.Studio.PLAYBACK_STATE.STOPPED) { //Debug.Log("DEBUG: Releasing stopped track."); playingTrack.release(); playing = null; notifier.Stop(); } } else { IsStopping = false; } }
// Update is called once per frame void Update() { if (!GameManager.Instance.gameHasEnded()) { FMOD.Studio.PLAYBACK_STATE playbackState; soloEventInstance.getPlaybackState(out playbackState); // if (playbackState == FMOD.Studio.PLAYBACK_STATE.STOPPED && !GameManager.Instance.gameHasEnded()) // { // GameManager.Instance.endGame(); // } // if (Input.GetMouseButtonDown(0)) // { // playGuitar(); // time = 0; // } time += Time.deltaTime; if (time > fadeTime) { shouldPlay.setValue(0); time = 0; } } }
private void ClearFinishedSongs() { if (activeSongs.Count > 0) { ListPool <string, MusicManager> .PooledList pooledList = ListPool <string, MusicManager> .Allocate(); foreach (KeyValuePair <string, SongInfo> activeSong in activeSongs) { SongInfo value = activeSong.Value; FMOD.Studio.EventInstance ev = value.ev; ev.getPlaybackState(out value.musicPlaybackState); if (value.musicPlaybackState == PLAYBACK_STATE.STOPPED || value.musicPlaybackState == PLAYBACK_STATE.STOPPING) { pooledList.Add(activeSong.Key); foreach (string item in value.songsOnHold) { SetSongParameter(item, "interrupted_dimmed", 0f, true); } value.songsOnHold.Clear(); } } foreach (string item2 in pooledList) { activeSongs.Remove(item2); } pooledList.Recycle(); } }
public void releaseAllReverb() { FMOD.Studio.PLAYBACK_STATE state; lr.getPlaybackState(out state); if (state == FMOD.Studio.PLAYBACK_STATE.PLAYING) { lr.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); } mr.getPlaybackState(out state); if (state == FMOD.Studio.PLAYBACK_STATE.PLAYING) { mr.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); } hr.getPlaybackState(out state); if (state == FMOD.Studio.PLAYBACK_STATE.PLAYING) { hr.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); } }
public bool IsPlaying() { PLAYBACK_STATE state; _audio.getPlaybackState(out state); return(state == PLAYBACK_STATE.PLAYING); }
void Update() { //-------------------------------------------------------------------- // 8: This shows how to manually update the instance of a 3D event so // it has the position and velocity of it's game object. (5) Show // how this can be done automatically. //-------------------------------------------------------------------- playerState.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(gameObject, cachedRigidBody)); //-------------------------------------------------------------------- // 9: This shows how to update a parameter of an instance every frame //-------------------------------------------------------------------- playerState.setParameterByID(healthParameterId, (float)health); //-------------------------------------------------------------------- // 10: This shows how to query the playback state of an event instance. // This can be useful when playing a one shot to take action // when it finishes. Other playback states can be checked including // Sustaining and Fading-Out. //-------------------------------------------------------------------- if (playerIntro.isValid()) { FMOD.Studio.PLAYBACK_STATE playbackState; playerIntro.getPlaybackState(out playbackState); if (playbackState == FMOD.Studio.PLAYBACK_STATE.STOPPED) { playerIntro.release(); playerIntro.clearHandle(); SendMessage("PlayerIntroFinished"); } } }
private void OnTriggerEnter(Collider other) { //Minus health if hit by a bullet and calculate accuracy from the agent - Jak if (other.gameObject.tag == "Bullet" && Camera.main.GetComponent <GameManager>().isPaused == false) { //Get the gun accuracy from the bullet - I store the gameobject that spawns the bullet in AgentReference - which is attached to the instantiated bullet float acc = other.gameObject.GetComponent <AgentReference>().spawner.GetComponent <AgentController>().gunAccuracy; acc = acc / 100; //Convert to decimal based - easier for range Random.Range //If the range is LESS than the acc then shoot - so if the Accuracy is 5 percent(0.05), that means Random.Range has to return 0.05 or less for it to shoot if (Random.Range(0.0f, 1.0f) < acc) //Process if hit or not { GetEctoplasm--; if (m_Anim.GetBool("Damaged") == false) { m_Anim.SetBool("Damaged", true); } //Sound Effect ---------------------------------- FMOD.Studio.PLAYBACK_STATE stateDamaged; damageSound.getPlaybackState(out stateDamaged); //Poll the audio events to see if playback is happening //Check if any audio is still playing and stop it to prevent overlap - Then play the required clip if (stateDamaged == FMOD.Studio.PLAYBACK_STATE.STOPPED) { damageSound.start(); // Starts the event FMODUnity.RuntimeManager.AttachInstanceToGameObject(damageSound, GetComponent <Transform>(), GetComponent <Rigidbody>()); //Setup the 3D audio attributes } //End Sound Effect ---------------------------- } } }
void playsound() { stomping.getPlaybackState(out pbs); if (pbs == FMOD.Studio.PLAYBACK_STATE.STOPPED) { stomping.start(); } }
public bool IsEventInstancePlaying(FMOD.Studio.EventInstance eventInstance) { FMOD.Studio.PLAYBACK_STATE playbackState; eventInstance.getPlaybackState(out playbackState); bool isPlaying = playbackState != FMOD.Studio.PLAYBACK_STATE.STOPPED; return(isPlaying); }
// Update is called once per frame void Update() { CurrentScene = SceneManager.GetActiveScene(); if (ShouldFadeInTitleTrack && BackgroundMusicLayersFadeValue < 1) { BackgroundMusicLayersFadeValue += 0.005f; TitleScreenMusic.setParameterValue("BackgroundMusicLayerManageValue", BackgroundMusicLayersFadeValue); } if (ShouldFadeInSopranos && BackgroundMusicLayersFadeValue < 2) { BackgroundMusicLayersFadeValue += 0.005f; TitleScreenMusic.setParameterValue("BackgroundMusicLayerManageValue", BackgroundMusicLayersFadeValue); } if (ShouldFadeInGlock && BackgroundMusicLayersFadeValue < 3) { BackgroundMusicLayersFadeValue += 0.01f; TitleScreenMusic.setParameterValue("BackgroundMusicLayerManageValue", BackgroundMusicLayersFadeValue); } if (TriggerLayerChangeScript.ShouldTransitionToBassoonPart && BackgroundMusicLayersFadeValue < 4) { BackgroundMusicLayersFadeValue += 0.005f; TitleScreenMusic.setParameterValue("BackgroundMusicLayerManageValue", BackgroundMusicLayersFadeValue); } if (ShouldFadeInPostFirstLevelTrack && PostFirstPuzzleLayersFadeValue < 1) { PostFirstPuzzleMusic.getPlaybackState(out PostFirstPuzzleMusicPlaybackState); if (PostFirstPuzzleMusicPlaybackState != FMOD.Studio.PLAYBACK_STATE.PLAYING) { PostFirstPuzzleMusic.start(); } PostFirstPuzzleLayersFadeValue += 0.01f; PostFirstPuzzleMusic.setParameterValue("PostFirstPuzzleLayersFadeValue", PostFirstPuzzleLayersFadeValue); } if (ShouldFadeInPostFirstLevelTrack && BackgroundMusicLayersFadeValue < 5) { BackgroundMusicLayersFadeValue += 0.01f; TitleScreenMusic.setParameterValue("BackgroundMusicLayerManageValue", BackgroundMusicLayersFadeValue); } if (ShouldFadeInPostBathroomMusic) { PostBathroomMusic.getPlaybackState(out PostBathroomMusicPlaybackState); if (PostBathroomMusicPlaybackState != FMOD.Studio.PLAYBACK_STATE.PLAYING) { PostBathroomMusic.start(); } if (PostFirstPuzzleLayersFadeValue < 2) { PostFirstPuzzleLayersFadeValue += 0.01f; PostFirstPuzzleMusic.setParameterValue("PostFirstPuzzleLayersFadeValue", PostFirstPuzzleLayersFadeValue); } if (PostFirstPuzzleLayersFadeValue > 1.98f) { PostFirstPuzzleMusic.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); } } }
void Update() { if (GameManager.instance) { FMOD.Studio.PLAYBACK_STATE state; if (GameManager.instance.getPause()) { p.getPlaybackState(out state); if (state == FMOD.Studio.PLAYBACK_STATE.STOPPED) { p.start(); } } else { p.getPlaybackState(out state); if (state == FMOD.Studio.PLAYBACK_STATE.PLAYING) { p.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); } } if (GameManager.instance.getCurrentRoom() && type != GameManager.instance.getCurrentRoom().GetComponent <GamasutraRoom>().heigh *GameManager.instance.getCurrentRoom().GetComponent <GamasutraRoom>().width) { type = GameManager.instance.getCurrentRoom().GetComponent <GamasutraRoom>().heigh *GameManager.instance.getCurrentRoom().GetComponent <GamasutraRoom>().width; if (type == 1) { releaseAllReverb(); lr.start(); } else if (type == 2) { releaseAllReverb(); mr.start(); } else if (type == 4) { releaseAllReverb(); hr.start(); } } } }
public void Click() { FMOD.Studio.PLAYBACK_STATE pbState; click.getPlaybackState(out pbState); if (pbState != FMOD.Studio.PLAYBACK_STATE.PLAYING) { click.start(); } }
public void Hover() { FMOD.Studio.PLAYBACK_STATE pbState; hover.getPlaybackState(out pbState); if (pbState != FMOD.Studio.PLAYBACK_STATE.PLAYING) { hover.start(); } }
public void PlayAmbience() { FMOD.Studio.PLAYBACK_STATE _playingAmbience; ambienceInstance.getPlaybackState(out _playingAmbience); if (_playingAmbience != FMOD.Studio.PLAYBACK_STATE.PLAYING) { ambienceInstance.start(); } }
public void PlayMusic() { FMOD.Studio.PLAYBACK_STATE _playingMusic; musicInstance.getPlaybackState(out _playingMusic); if (_playingMusic != FMOD.Studio.PLAYBACK_STATE.PLAYING) { musicInstance.start(); } }
public void PlayJetPackEmpty() { FMOD.Studio.PLAYBACK_STATE state; jetpack_Empty.getPlaybackState(out state); if (state != FMOD.Studio.PLAYBACK_STATE.PLAYING) { jetpack_Empty.start(); } }
public void Play() { FMODEvent.getPlaybackState(out playbackState); if (playbackState != FMOD.Studio.PLAYBACK_STATE.STOPPED) { return; } FMODEvent.start(); }
protected void Playing() { FMOD.Studio.PLAYBACK_STATE buf; _sound.getPlaybackState(out buf); if (buf == FMOD.Studio.PLAYBACK_STATE.STOPPED) { Finish(); } }
public bool IsPlaying() { if (instance.isValid()) { FMOD.Studio.PLAYBACK_STATE playbackState; instance.getPlaybackState(out playbackState); return(playbackState != FMOD.Studio.PLAYBACK_STATE.STOPPED); } return(false); }
public void SFXTest() { FMOD.Studio.PLAYBACK_STATE state; FMOD.RESULT res = SFXVolumeTest.getPlaybackState(out state); if (res == FMOD.RESULT.OK && state == FMOD.Studio.PLAYBACK_STATE.PLAYING) { SFXVolumeTest.stop(FMOD.Studio.STOP_MODE.IMMEDIATE); } SFXVolumeTest.start(); }
protected bool IsSoundPlaying(EventInstance instance) { if (instance == null) { Debug.LogError ("Null event instance"); return false; } var playbackState = PLAYBACK_STATE.STOPPED; instance.getPlaybackState (out playbackState); return playbackState == PLAYBACK_STATE.PLAYING; }