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 (Input.GetKeyDown(KeyCode.Joystick1Button6) || Input.GetKeyDown(KeyCode.Joystick2Button6)) { icecubeDestroy.release(); } }
void Update() { if (title) { transform.Translate(3 * Time.deltaTime, 0, 0); return; } transform.position = player.position + offset; targetZoom = Mathf.Lerp(zoomRange.x, zoomRange.y, Mathf.Clamp(player.GetComponent <Rigidbody2D>().velocity.magnitude / maxSpeed, 0, 1)); GetComponent <Camera>().orthographicSize = Mathf.Lerp(GetComponent <Camera>().orthographicSize, targetZoom, Time.deltaTime); if (portalCom.isActive) { musicInstance.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); musicInstance.release(); } if (playerMovement.isDed) { delay += Time.deltaTime; if (delay >= 5) { SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); } musicInstance.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); musicInstance.release(); } }
public void FMODMusicChange(string path) { FMODmusic.release(); FMODmusic = FMODUnity.RuntimeManager.CreateInstance(path); FMODmusic.setUserData(GCHandle.ToIntPtr(timelineHandle)); FMODmusic.setCallback(beatCallback, FMOD.Studio.EVENT_CALLBACK_TYPE.TIMELINE_BEAT | FMOD.Studio.EVENT_CALLBACK_TYPE.TIMELINE_MARKER); }
void OnDestroy() { if (chainEventInstance != null) { chainEventInstance.stop(FMOD.Studio.STOP_MODE.IMMEDIATE); chainEventInstance.release(); chainEventInstance = null; } }
public void OnBlock() { m_Animator.SetBool(m_blockAnimBool, false); // Ends block animation. // Plays the sound for when the player successfully blocks an attack. FMODUnity.RuntimeManager.PlayOneShot(blockSFX, transform.position); blockingSFX_Instance.stop(FMOD.Studio.STOP_MODE.IMMEDIATE); // Stops blocking sound blockingSFX_Instance.release(); }
private void OnDestroy() { StopAllEvents(); //-------------------------------------------------------------------- // 6: This shows how to release resources when the unity object is // disabled. //-------------------------------------------------------------------- windChimeState.release(); }
public void OnRestartButton() { endMusic.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); SetEndCanvas(false); PauseGame(false); Managers.Player.Respawn(); endMusic.release(); SceneManager.LoadScene(SceneManager.GetActiveScene().name); }
void on_return_button_click() { if (m_player_state.isValid()) { m_player_state.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); m_player_state.release(); m_player_state.clearHandle(); } m_scene_switcher.m_scene_name = "StartScene"; StartCoroutine(m_scene_switcher.LoadYourAsyncScene()); }
private void EndScreen() { Highscores.SaveHighscores(score, "HighscoresZimZim"); endScore.text = "score: " + score.ToString(); endTitle.text = "Success!"; endPanel.GetComponent <Image>().tintColor = new Color(0.16f, 0.65f, 0.89f); endPanel.SetActive(true); Time.timeScale = 0; maintheme.release(); maintheme.clearHandle(); }
void waitState() { passosAranhaEv.release(); passosAranhaEv.stop(FMOD.Studio.STOP_MODE.IMMEDIATE); anim.SetBool("New Bool", false); rb.velocity = new Vector2(0, 0); if (!vivo) { GetComponent <Collider2D> ().enabled = false; rb.gravityScale = 0; } }
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(); }
public void PlaySwim() { FMOD.Studio.PLAYBACK_STATE playingState; swimmingInstance.getPlaybackState(out playingState); if (playingState == FMOD.Studio.PLAYBACK_STATE.STOPPED) { swimmingInstance.release(); swimmingInstance = FMODUnity.RuntimeManager.CreateInstance(swimEvent); FMODUnity.RuntimeManager.AttachInstanceToGameObject(swimmingInstance, transform, rb); swimmingInstance.start(); } }
public void OnExit() { if (isPlayheadInside) { if (eventInstance.isValid()) { if (stopType != STOP_MODE.None) { eventInstance.stop(stopType == STOP_MODE.Immediate ? FMOD.Studio.STOP_MODE.IMMEDIATE : FMOD.Studio.STOP_MODE.ALLOWFADEOUT); } eventInstance.release(); } isPlayheadInside = false; } }
private void OnDestroy() { musicInstance.setUserData(IntPtr.Zero); musicInstance.stop(FMOD.Studio.STOP_MODE.IMMEDIATE); musicInstance.release(); timelineHandle.Free(); }
/// <summary> /// Stops the instance from playing any more sound, and releases the instance from the timelineHandle. /// </summary> public void StopAndClear(FMOD.Studio.EventInstance instance) { instance.setUserData(IntPtr.Zero); instance.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); instance.release(); timelineHandle.Free(); }
virtual public void Damage(Enemy enemy) { if (enemy.gameObject.activeInHierarchy) { if (attackKill) { // TODO: FreeParallax use the enemy object reference. // Needs review this implementation // Destroy(enemy.gameObject); //Plays sound enemySound.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(enemy.gameObject)); enemySound.start(); enemySound.release(); enemy.gameObject.SetActive(false); if (OnKillEnemy != null) { OnKillEnemy(1); } rewardsAmount += 1; } else { Debug.LogError("Only one attack kill is not implemented yet. Please, mark attackKill inspector property"); } } }
void PlayRanged(string path) { //Debug.Log("play charged"); FMOD.Studio.EventInstance PlayRanged = FMODUnity.RuntimeManager.CreateInstance(path); PlayRanged.start(); PlayRanged.release(); }
// function called directly from animation events when // player animation steps(must be set up in each animation used) private void PlayStep() { if (SceneManagerFTTE.fmodEnable) { float velocity = GetComponent <Rigidbody>().velocity.magnitude; Footstep = FMODUnity.RuntimeManager.CreateInstance(FootstepEvent); Footstep.setParameterByName("Velocity", velocity); Footstep.setParameterByName("CharacterType", characterType); Footstep.setParameterByName("Material", material); Footstep.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(gameObject)); Footstep.start(); Footstep.release(); } // pick & play a random footstep sound from the array, // excluding sound at index 0 //int n = Random.Range(1, TPC.m_FootstepSounds.Length); //TPC.m_AudioSource.clip = TPC.m_FootstepSounds[n]; //TPC.m_AudioSource.PlayOneShot(TPC.m_AudioSource.clip); //// move picked sound to index 0 so it's not picked next time //TPC.m_FootstepSounds[n] = TPC.m_FootstepSounds[0]; //TPC.m_FootstepSounds[0] = TPC.m_AudioSource.clip; }
// Use this for initialization private void Start() { m_fSoundRadius = GetComponent <FMODUnity.StudioEventEmitter>().OverrideMaxDistance; //Use the FMOD events distance m_fmSoundEventInstance = FMODUnity.RuntimeManager.CreateInstance(m_sSoundToPlay); //Create a sound instance that we can control m_fmSoundEventInstance.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(transform)); //Make the sound here m_fmSoundEventInstance.start(); //Start the sound m_fmSoundEventInstance.release(); Collider[] cTargetsInViewRadius = Physics.OverlapSphere(transform.position, m_fSoundRadius, m_GuardAlertMask);//Get all guards in radius foreach (Collider cCurrentTarget in cTargetsInViewRadius) { CS_GuardHearing cGuardRef = cCurrentTarget.GetComponent <CS_GuardHearing>(); if (cGuardRef != null) { if (a_bRadio) { cGuardRef.AlertHearRadio(transform); } else { cGuardRef.AlertHearOtherSound(transform); } } } }
void OnDestroy() { if (isShuttingDown) { return; } FMOD.Studio.UnityUtil.Log("Destroy called"); if (evt != null && evt.isValid()) { if (getPlaybackState() != FMOD.Studio.PLAYBACK_STATE.STOPPED) { FMOD.Studio.UnityUtil.Log("Release evt: " + path); ERRCHECK(evt.stop(FMOD.Studio.STOP_MODE.IMMEDIATE)); } ERRCHECK(evt.release()); evt = null; } }
void BushSound(bool isMoving) { if (isMoving && !isHardPlaying) { hardNoise = FMODUnity.RuntimeManager.CreateInstance("event:/Outside/BushNoiseHard"); hardNoise.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(gameObject)); hardNoise.start(); hardNoise.release(); isHardPlaying = true; } else if (!isMoving) { hardNoise.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); isHardPlaying = false; } if (MouseMovment() && !isSoftPlaying) { softNoise = FMODUnity.RuntimeManager.CreateInstance("event:/Outside/BushNoiseSoft"); softNoise.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(gameObject)); softNoise.start(); softNoise.release(); isSoftPlaying = true; } else if (!MouseMovment()) { softNoise.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); isSoftPlaying = false; } }
void PlayDeath(string path) { FMOD.Studio.EventInstance Death = FMODUnity.RuntimeManager.CreateInstance(path); Death.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(gameObject)); Death.start(); Death.release(); }
private void OnEnterTitleScreen(EnterTitleScreenEvent e) { StopCoroutine(HoldUpPhotoAtStart()); introVoiceOverInstance.stop(FMOD.Studio.STOP_MODE.IMMEDIATE); introVoiceOverInstance.release(); playerCanRaisePhoto = false; }
void StopMoving() { walkingState.stop(FMOD.Studio.STOP_MODE.IMMEDIATE); walkingState.release(); walkingSoundPlaying = false; animator.SetBool("isMoving", false); }
void OnCollisionEnter(Collision col) { float impact = col.relativeVelocity.magnitude; if (impact > 10) { if (col.gameObject.transform.tag == "Player") { impact *= 0.75f; int damage = Mathf.RoundToInt(impact); Player player = col.gameObject.GetComponent <Player>(); player.Damage(damage, col.transform.position); } } if (col.gameObject.name == "Ground") { groundImpactSFX.setParameterValue("force", impact); groundImpactSFX.start(); FMODUnity.RuntimeManager.AttachInstanceToGameObject(groundImpactSFX, GetComponent <Transform>(), GetComponent <Rigidbody>()); groundImpactSFX.release(); } if (col.gameObject.name == "Wall" || col.gameObject.name == "Wall (1)" || col.gameObject.name == "Wall (2)" || col.gameObject.name == "Wall (3)") { wallImpactSFX.setParameterValue("force", impact); wallImpactSFX.start(); FMODUnity.RuntimeManager.AttachInstanceToGameObject(wallImpactSFX, GetComponent <Transform>(), GetComponent <Rigidbody>()); wallImpactSFX.release(); } }
void PlayFootsteps(string path) { FMOD.Studio.EventInstance Footsteps = FMODUnity.RuntimeManager.CreateInstance(path); Footsteps.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(gameObject)); Footsteps.start(); Footsteps.release(); }
private void OnDestroy() { if (SceneManagerFTTE.fmodEnable) { ArmourSound.release(); } }
/// <summary> /// Stops playback of the current song and starts playback of the song pointed to by 'songEvent'. /// </summary> public void PlaySong() { songEventInstance.stop(FMOD.Studio.STOP_MODE.IMMEDIATE); songEventInstance.release(); songEventInstance = FMODUnity.RuntimeManager.CreateInstance(songEvent); songEventInstance.start(); }
void PlaySound() { //Defaults m_Water = 0.0f; m_Dirt = 0.0f; m_Sand = 0.0f; m_Wood = 0.0f; if (m_EventPath != null) { FMOD.Studio.EventInstance e = FMODUnity.RuntimeManager.CreateInstance(m_EventPath); e.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(transform.position)); SetParameter(e, "Wood", m_Wood); SetParameter(e, "Dirt", m_Dirt); SetParameter(e, "Sand", m_Sand); SetParameter(e, "Water", m_Water); e.start(); e.release(); //Release each event instance immediately, there are fire and forget, one-shot instances. } }
public static void StopEvent(EventInstance evt) { if (evt != null && evt.isValid()) { UnityUtil.ERRCHECK(evt.stop(STOP_MODE.ALLOWFADEOUT)); UnityUtil.ERRCHECK(evt.release()); } }