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Music_DynamicIntensity_Native5.cs
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Music_DynamicIntensity_Native5.cs
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using UnityEngine;
using System.Collections;
using UnityEngine.UI; // Allows you to use UI Classes such as Text
using UnityEngine.Audio; // Allows you to use unity 5 new Audio Classes :)
public class Music_DynamicIntensity_Native5 : MonoBehaviour
{
public AudioMixerSnapshot[] Intensitylevels; // each layer of Intensity is represented by Audio Mixer Screenshots, This an array of all those Audio Mixer Screenshots
public AudioSource[] musicLayers; // each layer of Intensity is in his own Audio Source, This an array of all those Audio Sources
public float fadeSpeed = 0.5f; // the fade speed between the music Intensity levels
AudioSource stinger; // Audio source with a stinger audio clip that will play when the Intensity reaches to 4
public Text displayIntensity; // displays the intensity on screen
// Use this for initialization
void Start ()
{
if(Intensitylevels.Length > 0) // if the array music Layer is not empty
{
Intensitylevels [0].TransitionTo (0); //Instantly active Screenshot 1 which is music Intensity 1
foreach (AudioSource audiosource in musicLayers) // Go through music layers array
{
audiosource.Play(); // Play all the Intensity levels * it is very important that the Play() function will be called for all the audio sources on the same frame, makes sure that they will stay in Sync.
//I tried using the Play on Awake button on the audio source but sometimes Awake is being called at different times for each object that resulted in out of sync loop.
}
}
else
{
Debug.LogError("musicLayers array is empty"); // Present an error message when the array is empty
}
stinger = gameObject.GetComponent<AudioSource>(); // Get the audio source component from this game object.
}
// Update is called once per frame
void Update ()
{
}
void OnTriggerEnter(Collider col) // when entering a new music intensity room
{
switch (col.gameObject.tag) // Switch statement to check which room we entered
{
case "MusicRoom1":
SetIntensity(0); //Calls a function to change the Intensity levels
break;
case "MusicRoom2":
SetIntensity(1);
break;
case "MusicRoom3":
SetIntensity(2);
break;
case "MusicRoom4":
SetIntensity(3);
stinger.Play();
break;
default:
break;
}
}
void SetIntensity(int intensityLevel)
{
Intensitylevels [intensityLevel].TransitionTo (fadeSpeed); // Sets the Intesity to the correct Level (Using the Audio librairies) )
displayIntensity.text = ("Music Intensity: " + (intensityLevel+1).ToString()); // Display the current intensity *adding one for better display (1-4) instead of (0-3)
}
}