void SetupLoop() { sourceTwo = gameObject.AddComponent<AudioSource> (); sourceTwo.playOnAwake = false; sourceTwo.clip = songClip; sourceTwo.timeSamples = introEndInSamples; sourceTwo.PlayScheduled (introEndTime); sourceTwo.SetScheduledEndTime (nextLoopSwap); InvokeRepeating ("SwapLoop", (float) ((introEndInSamples * oneSampleInSeconds) + 1.0f), (float) loopTime); }
// Use this for initialization void Awake() { sourceOne = gameObject.AddComponent<AudioSource> (); sourceOne.clip = songClip; oneSampleInSeconds = 1.0 / songClip.frequency; loopTime = loopInSamples * oneSampleInSeconds; introEndTime = AudioSettings.dspTime + (introEndInSamples * oneSampleInSeconds); nextLoopSwap = introEndTime + loopTime; sourceOne.PlayScheduled(AudioSettings.dspTime); sourceOne.SetScheduledEndTime (introEndTime); Invoke ("SetupLoop", 2.0f); }
void OnLevelWasLoaded() { GameObject.Find("Canica").GetComponent<Rigidbody>().useGravity = false; time = 4; count = true; var match = Regex.Match(Application.loadedLevelName, @"^([^0-9]+)([0-9]+)$"); levelNum = int.Parse(match.Groups[2].Value); music = GameObject.Find("music").GetComponent<AudioSource>(); music.Stop(); music.volume = 0f; music.PlayScheduled(time); // This gives time for the AudioSource to load properly. }
static public int PlayScheduled(IntPtr l) { try { UnityEngine.AudioSource self = (UnityEngine.AudioSource)checkSelf(l); System.Double a1; checkType(l, 2, out a1); self.PlayScheduled(a1); return(0); } catch (Exception e) { return(error(l, e)); } }
static int PlayScheduled(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.AudioSource obj = (UnityEngine.AudioSource)ToLua.CheckObject <UnityEngine.AudioSource>(L, 1); double arg0 = (double)LuaDLL.luaL_checknumber(L, 2); obj.PlayScheduled(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public void Play(int songID, int difficultyLevel) { Debug.Log ("PLAYING THE SOOOONG"); initializeDifficulty (difficultyLevel); TrackManager.loadMidi (Songs [songID]); if(OnLoadTrack != null) { trackStartTime = GetTime() + 1.0f; OnLoadTrack(this, new OnLoadTrackEventArgs(trackStartTime + magicNumberfix)); //Debug.Log("TrackManager: "+trackManager); //Debug.Log("Track: "+trackManager.Track); audioSource = gameObject.AddComponent<AudioSource>(); audioSource.clip = BackgroundAudio [songID]; audioSource.clip.LoadAudioData(); audioSource.PlayScheduled(trackStartTime); Invoke("SendPlayEvent",1.0f); } }
void Start() { Random.seed = 123; filejson = (TextAsset)Resources.Load (fileNamejson + songName); testData = JSON.Parse (filejson.text); Debug.Log ("there are " + testData.Count + " tracks for this song - you need params for each!"); // make an index for each track (for incrementing through the notes while playing the song) for (int i = 0; i < testData.Count; i++) { track_idxs.Add (0); } // let's figure out the max and min world coords currently visible with our screen dimensions //Debug.Log (Screen.height + " " + Screen.width); float camera_distance = main_camera.transform.position.z; Vector3 upper_right = main_camera.ScreenToWorldPoint (new Vector3 (0f, 0f, camera_distance)); //Vector3 bottom_left = main_camera.ScreenToWorldPoint(new Vector3(Screen.width,Screen.height,camera_distance)); bounds = new Vector2 (upper_right.x, upper_right.y); Debug.Log ("world coordinates boundaries " + bounds); audio_source = gameObject.AddComponent<AudioSource> (); audio_source.clip = song_audio; audio_source.volume = 0.1f; audio_source.PlayScheduled (AudioSettings.dspTime + initial_delay); // 2 second delay bg_container.transform.localScale = new Vector3 (bounds.x / 5.6f, bounds.y / 5.6f, 1.0f); // set background size to fill screen current_enemy_color = enemy_colors [0]; }
// Use this for initialization void Start() { Random.seed = 123; QualitySettings.antiAliasing = 2; Application.targetFrameRate = 120; int num_outlines = 7; float max_alpha = 0.2f; float zoom_factor = 1.1f; for (int i = 0; i < num_outlines; i++) { GameObject level_clone = Instantiate (level_outline, new Vector3 (0f, 0f, i * zoom_factor), Quaternion.identity) as GameObject; //GameObject obstacle_clone = Instantiate (level_obstacle, new Vector3 (-1.5f, -1.5f, i * zoom_factor), Quaternion.identity) as GameObject; Color c = level_color; if (i == 0) { level_clone.GetComponent<SpriteRenderer> ().color = new Color (c.r, c.g, c.b, 1f); //obstacle_clone.GetComponent<SpriteRenderer> ().color = new Color (c.r, c.g, c.b, 1f); } else { level_clone.GetComponent<SpriteRenderer> ().color = new Color (c.r, c.g, c.b, max_alpha * (1f - (i * 1.0f / num_outlines * 1.0f))); //obstacle_clone.GetComponent<SpriteRenderer> ().color = new Color (c.r, c.g, c.b, max_alpha * (1f - (i * 1.0f / num_outlines * 1.0f))); } } // read in level from file TextAsset l = Resources.Load ("2") as TextAsset; string[] lines = l.text.Split ("\n" [0]); grid_dimensions = lines.Length; int[] block_types = { 0,1,2 }; for (int i = 0; i < lines.Length; i++) { for (int j = 0; j < lines[0].Length; j++) { double this_block = char.GetNumericValue (lines [i] [j]); int x = j - grid_dimensions / 2; int y = (i - grid_dimensions / 2) * -1; if (this_block >= 0f) { blocks.Add (new Vector3 (x, y, (float)this_block)); } } } // create init blocks foreach (Vector3 b_position in blocks) { int z = (int)b_position.z; if (z == 0) { // fixed block type GameObject clone = Instantiate (fixed_block, new Vector2 (b_position.x, b_position.y), Quaternion.identity) as GameObject; } else { //moveable block type GameObject clone = Instantiate (block, new Vector2 (b_position.x, b_position.y), Quaternion.identity) as GameObject; clone.GetComponent<SpriteRenderer> ().color = block_colors [z - 1]; clone.transform.parent = c_holder.transform; //blocks_obs.Add (clone); } } // build level bounding box string[] names = new string[]{"bottom","top","left","right"}; float wall_w = 1f; float line_w = 0.3f; Vector3[] positions = new Vector3[]{ new Vector3 (0f, (-1f * grid_dimensions - wall_w + line_w) / 2f, 0f), new Vector3 (0f, (grid_dimensions + wall_w - line_w) / 2f, 0f), new Vector3 ((-1f * grid_dimensions - wall_w + line_w) / 2f, 0f, 0f), new Vector3 ((grid_dimensions + wall_w - line_w) / 2f, 0f, 0f) }; Vector3[] scales = new Vector3[]{ new Vector3 (grid_dimensions + wall_w * 2, wall_w, 0f), new Vector3 (grid_dimensions + wall_w * 2, wall_w, 0f), new Vector3 (wall_w, grid_dimensions, 0f), new Vector3 (wall_w, grid_dimensions, 0f) }; for (int i = 0; i < names.Length; i++) { GameObject o = new GameObject (names [i]); o.transform.localScale = scales [i]; o.transform.parent = gameObject.transform; o.AddComponent<BoxCollider2D> (); o.GetComponent<BoxCollider2D> ().sharedMaterial = default_physics_mat; o.transform.position = positions [i]; } Physics2D.gravity = new Vector2 (0f, 0f); Physics.gravity = new Vector3 (0f, 0f, 0f); //InvokeRepeating ("ChangeGravity", 3f, 3f); //Invoke ("CreateEnemy", 2f); file_json = (TextAsset)Resources.Load (file_path + song_name); testData = JSON.Parse (file_json.text); Debug.Log ("there are " + testData.Count + " tracks for this song - you need params for each!"); /// starts song! audio_source = gameObject.AddComponent<AudioSource> (); audio_source.clip = song_audio; audio_source.volume = 1f; audio_source.PlayScheduled (AudioSettings.dspTime + init_song_delay); // 2 second delay // make an index for each track (for incrementing through the notes while playing the song) for (int i = 0; i < testData.Count; i++) { track_player_idxs.Add (0); } }