A container for audio data.
public void SetSound(AudioClip s) { this.oggSound = s; this.audio.clip = s; this.audio.loop = this.isLooping; this.audio.Play(); }
AudioSource AddAudio(AudioClip audioClip) { AudioSource audioSource = this.gameObject.AddComponent<AudioSource>(); audioSource.playOnAwake = false; audioSource.clip = audioClip; return audioSource; }
public void PlayMusic(AudioClip clip, float fadeDuration = 1) { activeMusicSourceIndex = 1 - activeMusicSourceIndex; musicSources[activeMusicSourceIndex].clip = clip; musicSources[activeMusicSourceIndex].Play(); StartCoroutine(AnimateMusicCrossfade(fadeDuration)); }
static public int constructor(IntPtr l) { UnityEngine.AudioClip o; o = new UnityEngine.AudioClip(); pushObject(l, o); return(1); }
public static AudioSource CreateOneShot(AudioClip clip, Vector3 position, Transform parent, float volume, float pitch, float minDistance, float maxDistance, bool localSpace) { // Create source AudioSource source = CreateSource(); source.clip = clip; source.volume = volume; source.pitch = pitch; source.maxDistance = maxDistance; source.minDistance = minDistance; source.gameObject.name = clip.name; source.spatialBlend = 1.0f; source.transform.parent = parent; if (localSpace) source.transform.localPosition = position; else source.transform.position = position; source.Play(); // Register it AudioSettings.RegisterOneShot(source); return source; }
protected void DoPlaySound(string soundName) { //加载声音 UnityEngine.AudioClip clip = FactoryManager.assetFactory.LoadAudioClip(soundName); mAudioSource.clip = clip; mAudioSource.Play(); }
static void AudioClip_loadState(JSVCall vc) { UnityEngine.AudioClip _this = (UnityEngine.AudioClip)vc.csObj; var result = _this.loadState; JSApi.setEnum((int)JSApi.SetType.Rval, (int)result); }
static void AudioClip_loadInBackground(JSVCall vc) { UnityEngine.AudioClip _this = (UnityEngine.AudioClip)vc.csObj; var result = _this.loadInBackground; JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result)); }
void OnShoot() { gunshot = Resources.Load<AudioClip>("Sounds/gunfire"); source = GetComponent<AudioSource>(); source.PlayOneShot(gunshot); }
static void AudioClip_preloadAudioData(JSVCall vc) { UnityEngine.AudioClip _this = (UnityEngine.AudioClip)vc.csObj; var result = _this.preloadAudioData; JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result)); }
void PlayOneShot(AudioClip sound) { if(_state == State.Play) { SoundPlayer.PlayOneShot(sound); } }
public void PlaySound(AudioClip clip) { // We need an audio source to play a sound AudioSource audioSource = new AudioSource(); bool didFindAudioSource = false; // Loops through all audio sources we've created so far foreach (AudioSource source in audioSources) { // If an existing audio source is not playing any sound, select that one if (!source.isPlaying) { audioSource = source; didFindAudioSource = true; break; } } // If we didn't find a usable audiosource in the scene, create a new one if (!didFindAudioSource) { // Create audio source audioSource = new GameObject("AudioSource").AddComponent<AudioSource>(); // Add new audio source to our list audioSources.Add(audioSource); } // Assign the clip to the selected audio source audioSource.clip = clip; // Play the clip with the selected audio source audioSource.Play(); }
/** * Plays game music using an audio clip. * One music clip may be played at a time. * @param musicClip The music clip to play * @param atTime Time in the music clip to start at */ public void PlayMusic(AudioClip musicClip, bool loop, float fadeDuration, float atTime) { AudioSource audioSource = GetComponent<AudioSource>(); if (audioSource == null || audioSource.clip == musicClip) { return; } if (fadeDuration == 0f) { audioSource.clip = musicClip; audioSource.loop = loop; audioSource.time = atTime; // May be inaccurate if the audio source is compressed http://docs.unity3d.com/ScriptReference/AudioSource-time.html BK audioSource.Play(); } else { float startVolume = audioSource.volume; LeanTween.value(gameObject, startVolume, 0f, fadeDuration) .setOnUpdate( (v) => { // Fade out current music audioSource.volume = v; }).setOnComplete( () => { // Play new music audioSource.volume = startVolume; audioSource.clip = musicClip; audioSource.loop = loop; audioSource.time = atTime; // May be inaccurate if the audio source is compressed http://docs.unity3d.com/ScriptReference/AudioSource-time.html BK audioSource.Play(); }); } }
public void Start(){ audio = GetComponent<AudioSource> (); if (GetComponent<PhotonView> ().isMine) { c = Microphone.Start (null, true, 100, freq); while(Microphone.GetPosition(null) < 0) {} } }
public static void PlaySounds(GameObject obj, AudioClip[] clips) { if(clips == null || clips.Length == 0) return; obj.GetComponent<AudioSource>().clip = clips[Random.Range(0, clips.Length)]; obj.GetComponent<AudioSource>().Play(); }
//This is called by the Line Reader to parse a string and begin speaking public void ParseTextAndSpeak(string inputText, AudioClip inputAudio) { mouthQueue.Clear(); textTime.Clear(); currentSyllable = 0; //split the string up into string[] splitString = inputText.Split(';'); for (int i = 0; i < splitString.Length; i++) { for (int m = 0; m < mouths.Length; m++) { for (int s = 0; s < mouths[m].syllable.Length; s++) { if (splitString[i].StartsWith(mouths[m].syllable[s])) { mouthQueue.Add(m); textTime.Add(splitString[i].Length * timePerInputCharacter); //break; } } } } //reset the coroutine CancelInvoke("SetNextMouth"); SetNextMouth(); myAudio.clip = inputAudio; myAudio.Play(); }
void PlayStepSound(UnityEngine.AudioClip stepsound) { if (m_AudioSource != null) { m_AudioSource.PlayOneShot(stepsound); } }
void Start() { _audioSource = gameObject.AddComponent <AudioSource>(); _godzillaDamageAudioclip = _doLoadAudioClipByName (MainConstants.AUDIO_GODZILLA_DAMAGE); _mazingerDamageudioclip = _doLoadAudioClipByName (MainConstants.AUDIO_MAZINGER_DAMAGE); }
public static AudioClip Concat(this AudioClip audioClip, AudioClip otherClip) { int length = audioClip.samples >= otherClip.samples ? audioClip.samples : otherClip.samples; AudioClip clipSum = AudioClip.Create(audioClip.name + " + " + otherClip.name, length, audioClip.channels, audioClip.frequency, false); float[] dataSum; float[] otherData; if (audioClip.samples >= otherClip.samples) { dataSum = new float[audioClip.samples]; audioClip.GetData(dataSum, 0); otherData = new float[otherClip.samples]; otherClip.GetData(otherData, 0); } else { dataSum = new float[otherClip.samples]; otherClip.GetData(dataSum, 0); otherData = new float[audioClip.samples]; audioClip.GetData(otherData, 0); } for (int i = 0; i < otherData.Length; i++) dataSum[i] += otherData[i]; clipSum.SetData(dataSum, 0); return clipSum; }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.AudioClip audioClip = (UnityEngine.AudioClip)value; foreach (string property in reader.Properties) { switch (property) { case "data": audioClip.SetData(reader.ReadProperty <float[]>(), 0); break; case "channels": reader.ReadProperty <System.Int32>(); break; case "frequency": reader.ReadProperty <System.Int32>(); break; case "name": audioClip.name = reader.ReadProperty <System.String>(); break; case "hideFlags": audioClip.hideFlags = reader.ReadProperty <UnityEngine.HideFlags>(); break; } } }
static void AudioClip_frequency(JSVCall vc) { UnityEngine.AudioClip _this = (UnityEngine.AudioClip)vc.csObj; var result = _this.frequency; JSApi.setInt32((int)JSApi.SetType.Rval, (System.Int32)(result)); }
// This is for users who want to programatically play a sound then load a scene public void PlaySoundThenLoadSceneAdvanced(AudioClip soundToPlayBefore, string sceneToLoadAfter) { if(soundToPlayBefore != null && sceneToLoadAfter != "") { _soundToPlay = soundToPlayBefore ; _sceneToLoad = sceneToLoadAfter ; if(GetComponent<AudioSource>() == null) { gameObject.AddComponent<AudioSource>() ; } if(GetComponent<AudioSource>().isPlaying == false) { StartCoroutine("PlayAudioThenChangeScene") ; } else { Debug.LogWarning("Already playing sound and loading level") ; } } else { Debug.LogError("There was no sound to play, or couldn't determine scene to load") ; } }
static void AudioClip_isReadyToPlay(JSVCall vc) { UnityEngine.AudioClip _this = (UnityEngine.AudioClip)vc.csObj; var result = _this.isReadyToPlay; JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result)); }
/// <summary> /// plays an Audioclip if it was not played in PROGRESS_UNTIL_NEXT_PLAY of duration /// </summary> /// <param name="clip"></param> public void PlayOnce(AudioClip clip, float volume = 1.0f) { if (clip == null) return; string type = clip.name; if (!_playedList.ContainsKey(type)) { _playedList[type] = new Timer(clip.length * PROGRESS_UNTIL_NEXT_PLAY); } else { if (_playedList[type].hasEnded) { _playedList[type].Reset(); } else { return; } } PlayWithVariation(clip, volume); }
public AudioSource PlaySoundAt(AudioClip clip, Transform soundParent, string tag = "Untagged") { AudioSource source = PlaySoundAt(clip, soundParent.position, tag); source.transform.SetParent(soundParent, false); source.transform.localPosition = new Vector3(0, 0, 0); return source; }
//Method that other scripts can use to pass new sprites into this object public void setCard(Sprite image, int inputId, string t, AudioClip c) { clip = c; id = inputId; type = t; GetComponent<SpriteRenderer>().sprite = image; }
private void initAudioSource(AudioClip clip) { var child = Instantiate(player); child.transform.parent = gameObject.transform; audioSource = child.GetComponent<AudioSource>(); audioSource.clip = clip; }
//Start reording from the set microphone public static void Start() { if (Microphone.IsRecording (_device)) throw new UnityException ("Microphone already recording somewhere else!"); _micClip = Microphone.Start (_device, true, 1, _sampleRateMin); _samples = new float[_micClip.samples * _micClip.channels]; }
public void Play(AudioClip sound) { GameObject temp; if (soundObjects.TryGetValue(sound, out temp)) { if (!temp.GetComponent<AudioSource>().isPlaying) temp.GetComponent<AudioSource>().Play(); } }
public void Stop(AudioClip sound) { GameObject temp; if (soundObjects.TryGetValue(sound, out temp)) { temp.GetComponent<AudioSource>().Stop (); } }
public void playSoundRandom(Vector3 soundPos, AudioClip []arrayOfSounds, int sizeOfArray, int []availableSounds, int lenghtOfAvailableSounds) { bool numIsUsable = false; int ranNum = 0; for (int a = 0; a < 20; a++) { ranNum = Mathf.RoundToInt(Random.Range(0, sizeOfArray)); for (int b = 0; b < lenghtOfAvailableSounds; b++) { if (ranNum == availableSounds[b]) { numIsUsable = true; break; } } if (numIsUsable) break; } if (numIsUsable) { source.PlayOneShot(arrayOfSounds[ranNum]); //AudioSource.PlayClipAtPoint(arrayOfSounds[ranNum], soundPos); Debug.Log(ranNum); } }
IEnumerator justplaySfx(AudioClip _clip,float volume) { //audio.PlayOneShot (_clip, volume); audio.PlayOneShot (_clip, volume); yield return null; }
// fields // properties static void AudioClip_length(JSVCall vc) { UnityEngine.AudioClip _this = (UnityEngine.AudioClip)vc.csObj; var result = _this.length; JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result)); }
public void PlaySoundLoop(AudioClip inClip, float timeDelay = 0) { audio.loop = true; audio.clip = inClip; //audio.Play(); audio.PlayDelayed(timeDelay); }
public AudioClipSerialization(System.Object value, string fieldName, bool arrayItem, NodeBase rootNode) { this.audioClip = value as UnityEngine.AudioClip; this.fieldName = fieldName; this.arrayItem = arrayItem; this.rootNode = rootNode; }
void Door(AudioClip sound, bool openTheDoor, string animationName) { audio.PlayOneShot(sound); doorIsOpen = openTheDoor; transform.parent.gameObject.animation.Play(animationName); }
public void Play(AudioClip clip, float volume = 1.0f) { if (clip != null) { _source.PlayOneShot(clip, _source.volume * volume); } }
public void PlayClip(AudioClip clip) { var source = GetComponent<AudioSource>(); source.clip = clip; source.Play(); StartCoroutine(SelfDestruction(clip.length)); }
/// <summary> /// Plays an audioclip from the parameter eClip. Intended for animation events. /// </summary> public void playAudioAtEvents(AudioClip eventClip) { audio2.clip = eventClip; if (!audio2.isPlaying) { audio2.Play(); } }
public override void OnStart() { initData (); exit = checkDis (); if(exit) return; AI_Data data = m_unit.getAIData (); maxdis = data.max_startwalkdis; mindis = data.min_startwalkdis; changeDis = Random.Range (mindis, maxdis); //设置声音 script_monEf = GameObject.FindWithTag("efs_mon").GetComponent<Monster_efs>(); snd_move = script_monEf.snd_move[Random.Range(0,3)]; script_monEf = GameObject.FindWithTag("efs_mon").GetComponent<Monster_efs>(); int type = (int)m_unit.m_unitType; string ani_name = ""; if(type == (int)GlobalDef.UnitType.UNIT_TYPE_MONSTER) { ani_name = StaticMonster.Instance().getStr(m_unit.m_TemplateID, "move"); m_unit.m_animation [ani_name].speed = 0.4f; } else if(type == (int)GlobalDef.UnitType.UNIT_TYPE_ENEMY_HERO) { ani_name = StaticHero.Instance().getStr(m_unit.m_TemplateID, "move"); } m_unit.m_animation.Stop (); m_unit.m_animation.CrossFade(ani_name); }
public void ReplaceMusic(AudioClip muse, float newVolume) { if (ownSource.clip != muse){ nextMusic = muse; maxVolume = newVolume; } }
void ResetVariables() // Every time we come back to this screen we reset the necessary variables { gameTime = 0; //Reset the gametime (Used by treasure to easy reset) gameStartTimer = 5; // Countdown to let the game start noSurvivorsTimer = noSurvivorsTimerMax; gameStartGO.GetComponent <Text>().text = Mathf.CeilToInt(gameStartTimer).ToString(); // Set the game timer immediately upon loading in gameStartGO.SetActive(true); circleBehindTimer.SetActive(true); // Turn on the circle behind the timer preGameText.SetActive(true); // Resets the state of the room roomState = 1; roomBG.GetComponent <Image>().sprite = originalRoomSprite; // Particle Reset Variables originalParticleColor = touchMarkerObjects[0].GetComponentInChildren <ParticleSystem>().startColor; originalParticleSize = touchMarkerObjects[0].GetComponentInChildren <ParticleSystem>().startSize; helperCounterTriggerValue = Random.Range(2, 4); // Reset the random value so we don't know which rounds he'll come out on helperCounter = helperCounterTriggerValue; // Reset how many times we've called the helper noSurvivors.SetActive(false); // Make sure the no survivors warning is off // Setting the survivor timer sTimerMinutes = survivorTimerMax; sTimerSeconds = 0f; survivorTimer.GetComponent <Text>().text = Mathf.FloorToInt(sTimerMinutes).ToString("00") + ":" + Mathf.FloorToInt(sTimerSeconds % 60).ToString("00"); survivorTimer.GetComponent <Text>().CrossFadeAlpha(0, 0f, false); survivorTimerBG.CrossFadeAlpha(0, 0f, false); survivorTimerTitle.CrossFadeAlpha(0, 0f, false); originalBGMusic = AudioManager.Instance.bgMusic.clip; AudioManager.Instance.bgMusic.Stop(); AudioManager.Instance.bgMusic.clip = gameMusic; AudioManager.Instance.bgMusic.Play(); win = false; defaultZ = touchMarkerObjects[0].transform.position.z; // Sets up the default Z position for the touch marker objects foreach (GameObject g in touchMarkerObjects) { g.SetActive(false); } textGroup.FadeAlphaTo(1f, 0.25f); bibaRootAnimator = GameObject.Find("MenuStateMachine").GetComponent <Animator>(); if (bibaRootAnimator.GetBool("ShowTagScan") == true) // If they've selected yes go to the AR moments { mainGameAnimator.SetBool("BibaPlayground", true); } if (bibaRootAnimator.GetBool("CustomPrizes") == true) { mainGameAnimator.SetBool("CustomPrizes", true); } }
public void PlayAudioClip(UnityEngine.AudioClip clip, bool fadeOutIfPlaying, float fadeInTime) { this.audioSource.volume = 0f; this.audioSource.clip = clip; this.audioSource.Play(); this.playingClip = clip; this.StartCoroutine(this.FadeIn(fadeInTime)); }
/// <inheritdoc/> public void Play(float localVolumeScale) { UnityEngine.AudioClip clip = clipProvider.GetNextClip(); float volumeScale = localVolumeScale * LocalVolume * MasterVolume; GetAudio(); currentAudio?.Play(clip, volumeScale); }
/// <summary> /// Plays a sound. /// </summary> /// <param name="soundClip"> The AudioClip you wish to play. </param> public void PlaySound(UnityEngine.AudioClip soundClip) { if (soundClip != null) { audioSource.clip = soundClip; audioSource.Play(); } }
/// <summary> /// Plays a sound with priority. /// </summary> /// <param name="soundClip"> The AudioClip you wish to play. </param> public void PlayPrioritySound(UnityEngine.AudioClip soundClip) { if (soundClip != null) { priorityAudioSource.Stop(); priorityAudioSource.clip = soundClip; priorityAudioSource.Play(); } }
static public int get_preloadAudioData(IntPtr l) { try { UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l); pushValue(l, self.preloadAudioData); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_loadState(IntPtr l) { try { UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l); pushEnum(l, (int)self.loadState); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_ambisonic(IntPtr l) { try { UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l); pushValue(l, self.ambisonic); return(1); } catch (Exception e) { return(error(l, e)); } }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.AudioClip audioClip = (UnityEngine.AudioClip)value; float[] data = new float[audioClip.samples]; audioClip.GetData(data, 0); writer.WriteProperty("data", data); writer.WriteProperty("channels", audioClip.channels); writer.WriteProperty("frequency", audioClip.frequency); writer.WriteProperty("name", audioClip.name); writer.WriteProperty("hideFlags", audioClip.hideFlags); }
static public int get_loadInBackground(IntPtr l) { try { UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l); pushValue(l, self.loadInBackground); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_audioDataLoaded(IntPtr l) { try { UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l); pushValue(l, true); pushValue(l, self.audioDataLoaded); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_loadType(IntPtr l) { try { UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l); pushEnum(l, (int)self.loadType); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int UnloadAudioData(IntPtr l) { try { UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l); var ret = self.UnloadAudioData(); pushValue(l, ret); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.AudioClip o; o = new UnityEngine.AudioClip(); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_isReadyToPlay(IntPtr l) { try { UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l); pushValue(l, self.isReadyToPlay); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static bool AudioSource_PlayOneShot__AudioClip(JSVCall vc, int argc) { int len = argc; if (len == 1) { UnityEngine.AudioClip arg0 = (UnityEngine.AudioClip)JSMgr.datax.getObject((int)JSApi.GetType.Arg); ((UnityEngine.AudioSource)vc.csObj).PlayOneShot(arg0); } return(true); }
static public int get_frequency(IntPtr l) { try { UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l); pushValue(l, true); pushValue(l, self.frequency); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_format(IntPtr l) { try { UnityEngine.AudioClip self = (UnityEngine.AudioClip)checkSelf(l); pushValue(l, true); pushEnum(l, (int)self.format); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.AudioClip o; if (matchType(l, 1)) { o = new UnityEngine.AudioClip(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }