本文整理汇总了C#中FMOD.Studio.EventInstance.set3DAttributes方法的典型用法代码示例。如果您正苦于以下问题:C# EventInstance.set3DAttributes方法的具体用法?C# EventInstance.set3DAttributes怎么用?C# EventInstance.set3DAttributes使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FMOD.Studio.EventInstance
的用法示例。
在下文中一共展示了EventInstance.set3DAttributes方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Start
// Use this for initialization
void Start()
{
soundNameMap = new Dictionary<string, string>();
FillMap("boil", boilSoundNamePrefix, 3);
FillMap("fry", frySoundNamePrefix, 3);
FillMap("chop", chopSoundNamePrefix, 3);
FillMap("bin", binSoundNamePrefix, 3);
FillMap("footstep", footstepSoundNamePrefix, 6);
FillMap("pick", pickSoundNamePrefix, 3);
FillMap("complete", completeSoundName);
FillMap("dishDone", dishDoneSoundName);
FillMap("drop", dropSoundName);
FillMap("lose", loseSoundName);
FillMap("bell", bellSoundName);
FillMap("demonTalk", demonTalkSoundName);
FillMap("ritualSuccess", ritualSuccessSoundName);
FillMap("ritualFailure", ritualFailureSoundName);
FillMap("fire", fireSoundName);
FillMap("smokeAlarm", smokeAlarmSoundName);
currentSounds = new List<EventInstance>();
_musicEvent = FMODUnity.RuntimeManager.CreateInstance(musicEventName);
_musicEvent.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(Camera.allCameras[0].transform.position));
}
示例2: Update
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.S))
{
if (instance != null)
{
//instance.stop(FMOD.Studio.STOP_MODE.IMMEDIATE);
instance.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT);
instance.release();
}
instance = FMOD_StudioSystem.instance.GetEvent(path);
if (instance != null)
{
var attributes = FMOD.Studio.UnityUtil.to3DAttributes(position);
ERRCHECK(instance.set3DAttributes(attributes));
ERRCHECK(instance.setVolume(volume));
instance.start();
}
}
if (Input.GetKeyDown(KeyCode.J))
{
instance.stop(FMOD.Studio.STOP_MODE.IMMEDIATE);
instance.release();
}
if (Input.GetKeyDown(KeyCode.L))
{
instance.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT);
instance.release();
}
}
示例3: OnMouseDown
void OnMouseDown()
{
if (playFlag)
{
playFlag = false;
instance.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT);
instance.release();
instance = null;
}
else
{
if (instance != null)
{
//instance.stop(FMOD.Studio.STOP_MODE.IMMEDIATE);
instance.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT);
instance.release();
}
instance = FMOD_StudioSystem.instance.GetEvent(path);
if (instance != null)
{
var attributes = FMOD.Studio.UnityUtil.to3DAttributes(position);
ERRCHECK(instance.set3DAttributes(attributes));
ERRCHECK(instance.setVolume(volume));
instance.setParameterValue("Surface", SurfaceValue);
instance.start();
}
playFlag = true;
}
}
示例4: Start
void Start()
{
currentActiveSwitches = 0;
prevActiveSwitches = 0;
openPosition = new Vector3(transform.position.x, transform.position.y + raiseHeight, transform.position.z);
closedPosition = transform.position;
doorSlideAudio = FMOD_StudioSystem.instance.GetEvent("event:/sfx/environment/puzzlePiece/slidingStoneDoor");
var attributes = FMOD.Studio.UnityUtil.to3DAttributes(this.transform.position);
doorSlideAudio.set3DAttributes(attributes);
}
示例5: Start
void Start()
{
// Set up and start ambience audio
ambientSoundEvent = FMOD_StudioSystem.instance.GetEvent("event:/ambience/wind");
var attributes = FMOD.Studio.UnityUtil.to3DAttributes(transform.position);
ambientSoundEvent.set3DAttributes(attributes);
ambientSoundEvent.start();
// Set up reverb zone for the cave area
caveVerbZone = GameObject.Find("verbZone");
}
示例6: Interaction_PowerBox
public void Interaction_PowerBox()
{
// Check if character is in Interaction Distance
if (Vector2.Distance(pos_powerBox.position, PlatformerCharacter2D.m_InteractionCheck.position) <= interactionDistance)
{
inRange = true;
// Debug.Log("Interactable");
}
else if (Vector2.Distance(pos_powerBox.position, PlatformerCharacter2D.m_InteractionCheck.position) > interactionDistance)
{
inRange = false;
// Debug.Log("Not Interactable");
}
if (inRange == true && interaction == true && interacted == false && Power.flicker == true)
{
// play repair sound
FMODUnity.RuntimeManager.PlayOneShot("event:/repair", gameObject.transform.position);
//Event
interacted = true;
box_anim.SetBool("powerOn", true);
Debug.Log("Interacted");
//Turning On Lanterns
GameObject lantern1 = GameObject.Find("Night-Environment-Assets-Lantern");
Power lanternOn1 = (Power)lantern1.GetComponent(typeof(Power));
lanternOn1.PowerOn(true);
//2
GameObject lantern2 = GameObject.Find("Night-Environment-Assets-Lantern (3)");
Power lanternOn2 = (Power)lantern2.GetComponent(typeof(Power));
lanternOn2.PowerOn(true);
//3
GameObject lantern3 = GameObject.Find("Night-Environment-Assets-Lantern (4)");
Power lanternOn3 = (Power)lantern3.GetComponent(typeof(Power));
lanternOn3.PowerOn(true);
//House
GameObject house = GameObject.Find("Night-Environment-Assets-House");
Power houseOn = (Power)house.GetComponent(typeof(Power));
houseOn.PowerOn(true);
House house1 = (House)house.GetComponent (typeof(House));
house1.disableCollision();
//Tower
GameObject tower = GameObject.Find("Night-Environment-Assets-Tower");
Tower towerOn = (Tower)tower.GetComponent (typeof(Tower));
towerOn.PowerOn (true);
// play lamp buzz sound
lampBuzz = FMODUnity.RuntimeManager.CreateInstance("event:/lamp_buzz");
lampBuzz.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(gameObject.transform));
lampBuzz.start();
}
}
示例7: PlayFlute
IEnumerator PlayFlute(EventInstance fluteAudio)
{
// set the position of the sound effect to be the player's position
var attributes = FMOD.Studio.UnityUtil.to3DAttributes(transform.position);
fluteAudio.set3DAttributes(attributes);
fluteAudio.start();
characterParticles.Play(true);
float start = Time.time;
float time = start;
while (time <= start + 5f)
{
// update the position of the sound as the player moves
attributes = FMOD.Studio.UnityUtil.to3DAttributes(transform.position);
fluteAudio.set3DAttributes(attributes);
time += Time.deltaTime;
yield return null;
}
}