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ADDED: + Script: PlayerSounds + Texture: Magnet Rods (Pull & Push) + GUI Image: Game Logo (not yet implemented in UI) + Unity Scene: Title Screen + SFX: Footsteps (sand), test beep, switch-player sound, wind ambience + BGM: Just Dessert (2nd Part) (This was cut from previous facebook mp3 upload) Purely for testing purposes. + Audio Source for wind ambience sounds CHANGED: > A duplicate of "Cycle Run" was made so that sound events can be keyframed into the running animation (FBX-animations were initially read-only) > Added "PlayFootstep" sound event to running animation. > Changed invisible wall positions near the starting point area > Slightly lowered the first concrete platform's position near the long metal beam and small crates > Slightly increased the height of the first fences > Added small bits of terrain hills to create "distant cliff illusion" > SceneController script now has connection with PlayerSound script to allow switch-player sound > MagnetGun script (Player 1) now has connection with PlayerSound script to allow object-rotation sound > Added an Audio Source to the Player 1 Avatar object. All player sounds are assigned to this component. NOTE: > Only Player 1 has some sounds. Player 2 will have sounds once Player 1 has 100% sounds. > Cutscene management will need to be discussed. Unsure whether single-scene camera changes are possible and easy to implement due to script structure. Having a cutscene in a seperate scene will be demanding, processor-wise, but can be done. > Still have not received updated movable object textures at this time. Way past its deadline. KNOWN ISSUES: - On my Gaming PC, playing the game for an extended amount of time can cause the frame rate to flacuate from 30 to 60fps at set intervals of approximatelly every 5sec. - The above issue can be mitigated via restarting your PC. FPS issues could possibly be caused by junk metadata build-up. - The above issue has also been found in week #8 playtest build.
8 years ago
ADDED: + Script: PlayerSounds + Texture: Magnet Rods (Pull & Push) + GUI Image: Game Logo (not yet implemented in UI) + Unity Scene: Title Screen + SFX: Footsteps (sand), test beep, switch-player sound, wind ambience + BGM: Just Dessert (2nd Part) (This was cut from previous facebook mp3 upload) Purely for testing purposes. + Audio Source for wind ambience sounds CHANGED: > A duplicate of "Cycle Run" was made so that sound events can be keyframed into the running animation (FBX-animations were initially read-only) > Added "PlayFootstep" sound event to running animation. > Changed invisible wall positions near the starting point area > Slightly lowered the first concrete platform's position near the long metal beam and small crates > Slightly increased the height of the first fences > Added small bits of terrain hills to create "distant cliff illusion" > SceneController script now has connection with PlayerSound script to allow switch-player sound > MagnetGun script (Player 1) now has connection with PlayerSound script to allow object-rotation sound > Added an Audio Source to the Player 1 Avatar object. All player sounds are assigned to this component. NOTE: > Only Player 1 has some sounds. Player 2 will have sounds once Player 1 has 100% sounds. > Cutscene management will need to be discussed. Unsure whether single-scene camera changes are possible and easy to implement due to script structure. Having a cutscene in a seperate scene will be demanding, processor-wise, but can be done. > Still have not received updated movable object textures at this time. Way past its deadline. KNOWN ISSUES: - On my Gaming PC, playing the game for an extended amount of time can cause the frame rate to flacuate from 30 to 60fps at set intervals of approximatelly every 5sec. - The above issue can be mitigated via restarting your PC. FPS issues could possibly be caused by junk metadata build-up. - The above issue has also been found in week #8 playtest build.
8 years ago
ADDED: + Script: PlayerSounds + Texture: Magnet Rods (Pull & Push) + GUI Image: Game Logo (not yet implemented in UI) + Unity Scene: Title Screen + SFX: Footsteps (sand), test beep, switch-player sound, wind ambience + BGM: Just Dessert (2nd Part) (This was cut from previous facebook mp3 upload) Purely for testing purposes. + Audio Source for wind ambience sounds CHANGED: > A duplicate of "Cycle Run" was made so that sound events can be keyframed into the running animation (FBX-animations were initially read-only) > Added "PlayFootstep" sound event to running animation. > Changed invisible wall positions near the starting point area > Slightly lowered the first concrete platform's position near the long metal beam and small crates > Slightly increased the height of the first fences > Added small bits of terrain hills to create "distant cliff illusion" > SceneController script now has connection with PlayerSound script to allow switch-player sound > MagnetGun script (Player 1) now has connection with PlayerSound script to allow object-rotation sound > Added an Audio Source to the Player 1 Avatar object. All player sounds are assigned to this component. NOTE: > Only Player 1 has some sounds. Player 2 will have sounds once Player 1 has 100% sounds. > Cutscene management will need to be discussed. Unsure whether single-scene camera changes are possible and easy to implement due to script structure. Having a cutscene in a seperate scene will be demanding, processor-wise, but can be done. > Still have not received updated movable object textures at this time. Way past its deadline. KNOWN ISSUES: - On my Gaming PC, playing the game for an extended amount of time can cause the frame rate to flacuate from 30 to 60fps at set intervals of approximatelly every 5sec. - The above issue can be mitigated via restarting your PC. FPS issues could possibly be caused by junk metadata build-up. - The above issue has also been found in week #8 playtest build.
8 years ago
ADDED: + Script: PlayerSounds + Texture: Magnet Rods (Pull & Push) + GUI Image: Game Logo (not yet implemented in UI) + Unity Scene: Title Screen + SFX: Footsteps (sand), test beep, switch-player sound, wind ambience + BGM: Just Dessert (2nd Part) (This was cut from previous facebook mp3 upload) Purely for testing purposes. + Audio Source for wind ambience sounds CHANGED: > A duplicate of "Cycle Run" was made so that sound events can be keyframed into the running animation (FBX-animations were initially read-only) > Added "PlayFootstep" sound event to running animation. > Changed invisible wall positions near the starting point area > Slightly lowered the first concrete platform's position near the long metal beam and small crates > Slightly increased the height of the first fences > Added small bits of terrain hills to create "distant cliff illusion" > SceneController script now has connection with PlayerSound script to allow switch-player sound > MagnetGun script (Player 1) now has connection with PlayerSound script to allow object-rotation sound > Added an Audio Source to the Player 1 Avatar object. All player sounds are assigned to this component. NOTE: > Only Player 1 has some sounds. Player 2 will have sounds once Player 1 has 100% sounds. > Cutscene management will need to be discussed. Unsure whether single-scene camera changes are possible and easy to implement due to script structure. Having a cutscene in a seperate scene will be demanding, processor-wise, but can be done. > Still have not received updated movable object textures at this time. Way past its deadline. KNOWN ISSUES: - On my Gaming PC, playing the game for an extended amount of time can cause the frame rate to flacuate from 30 to 60fps at set intervals of approximatelly every 5sec. - The above issue can be mitigated via restarting your PC. FPS issues could possibly be caused by junk metadata build-up. - The above issue has also been found in week #8 playtest build.
8 years ago
ADDED: + Script: PlayerSounds + Texture: Magnet Rods (Pull & Push) + GUI Image: Game Logo (not yet implemented in UI) + Unity Scene: Title Screen + SFX: Footsteps (sand), test beep, switch-player sound, wind ambience + BGM: Just Dessert (2nd Part) (This was cut from previous facebook mp3 upload) Purely for testing purposes. + Audio Source for wind ambience sounds CHANGED: > A duplicate of "Cycle Run" was made so that sound events can be keyframed into the running animation (FBX-animations were initially read-only) > Added "PlayFootstep" sound event to running animation. > Changed invisible wall positions near the starting point area > Slightly lowered the first concrete platform's position near the long metal beam and small crates > Slightly increased the height of the first fences > Added small bits of terrain hills to create "distant cliff illusion" > SceneController script now has connection with PlayerSound script to allow switch-player sound > MagnetGun script (Player 1) now has connection with PlayerSound script to allow object-rotation sound > Added an Audio Source to the Player 1 Avatar object. All player sounds are assigned to this component. NOTE: > Only Player 1 has some sounds. Player 2 will have sounds once Player 1 has 100% sounds. > Cutscene management will need to be discussed. Unsure whether single-scene camera changes are possible and easy to implement due to script structure. Having a cutscene in a seperate scene will be demanding, processor-wise, but can be done. > Still have not received updated movable object textures at this time. Way past its deadline. KNOWN ISSUES: - On my Gaming PC, playing the game for an extended amount of time can cause the frame rate to flacuate from 30 to 60fps at set intervals of approximatelly every 5sec. - The above issue can be mitigated via restarting your PC. FPS issues could possibly be caused by junk metadata build-up. - The above issue has also been found in week #8 playtest build.
8 years ago
ADDED: + Script: PlayerSounds + Texture: Magnet Rods (Pull & Push) + GUI Image: Game Logo (not yet implemented in UI) + Unity Scene: Title Screen + SFX: Footsteps (sand), test beep, switch-player sound, wind ambience + BGM: Just Dessert (2nd Part) (This was cut from previous facebook mp3 upload) Purely for testing purposes. + Audio Source for wind ambience sounds CHANGED: > A duplicate of "Cycle Run" was made so that sound events can be keyframed into the running animation (FBX-animations were initially read-only) > Added "PlayFootstep" sound event to running animation. > Changed invisible wall positions near the starting point area > Slightly lowered the first concrete platform's position near the long metal beam and small crates > Slightly increased the height of the first fences > Added small bits of terrain hills to create "distant cliff illusion" > SceneController script now has connection with PlayerSound script to allow switch-player sound > MagnetGun script (Player 1) now has connection with PlayerSound script to allow object-rotation sound > Added an Audio Source to the Player 1 Avatar object. All player sounds are assigned to this component. NOTE: > Only Player 1 has some sounds. Player 2 will have sounds once Player 1 has 100% sounds. > Cutscene management will need to be discussed. Unsure whether single-scene camera changes are possible and easy to implement due to script structure. Having a cutscene in a seperate scene will be demanding, processor-wise, but can be done. > Still have not received updated movable object textures at this time. Way past its deadline. KNOWN ISSUES: - On my Gaming PC, playing the game for an extended amount of time can cause the frame rate to flacuate from 30 to 60fps at set intervals of approximatelly every 5sec. - The above issue can be mitigated via restarting your PC. FPS issues could possibly be caused by junk metadata build-up. - The above issue has also been found in week #8 playtest build.
8 years ago
ADDED: + Script: PlayerSounds + Texture: Magnet Rods (Pull & Push) + GUI Image: Game Logo (not yet implemented in UI) + Unity Scene: Title Screen + SFX: Footsteps (sand), test beep, switch-player sound, wind ambience + BGM: Just Dessert (2nd Part) (This was cut from previous facebook mp3 upload) Purely for testing purposes. + Audio Source for wind ambience sounds CHANGED: > A duplicate of "Cycle Run" was made so that sound events can be keyframed into the running animation (FBX-animations were initially read-only) > Added "PlayFootstep" sound event to running animation. > Changed invisible wall positions near the starting point area > Slightly lowered the first concrete platform's position near the long metal beam and small crates > Slightly increased the height of the first fences > Added small bits of terrain hills to create "distant cliff illusion" > SceneController script now has connection with PlayerSound script to allow switch-player sound > MagnetGun script (Player 1) now has connection with PlayerSound script to allow object-rotation sound > Added an Audio Source to the Player 1 Avatar object. All player sounds are assigned to this component. NOTE: > Only Player 1 has some sounds. Player 2 will have sounds once Player 1 has 100% sounds. > Cutscene management will need to be discussed. Unsure whether single-scene camera changes are possible and easy to implement due to script structure. Having a cutscene in a seperate scene will be demanding, processor-wise, but can be done. > Still have not received updated movable object textures at this time. Way past its deadline. KNOWN ISSUES: - On my Gaming PC, playing the game for an extended amount of time can cause the frame rate to flacuate from 30 to 60fps at set intervals of approximatelly every 5sec. - The above issue can be mitigated via restarting your PC. FPS issues could possibly be caused by junk metadata build-up. - The above issue has also been found in week #8 playtest build.
8 years ago
ADDED: + Script: PlayerSounds + Texture: Magnet Rods (Pull & Push) + GUI Image: Game Logo (not yet implemented in UI) + Unity Scene: Title Screen + SFX: Footsteps (sand), test beep, switch-player sound, wind ambience + BGM: Just Dessert (2nd Part) (This was cut from previous facebook mp3 upload) Purely for testing purposes. + Audio Source for wind ambience sounds CHANGED: > A duplicate of "Cycle Run" was made so that sound events can be keyframed into the running animation (FBX-animations were initially read-only) > Added "PlayFootstep" sound event to running animation. > Changed invisible wall positions near the starting point area > Slightly lowered the first concrete platform's position near the long metal beam and small crates > Slightly increased the height of the first fences > Added small bits of terrain hills to create "distant cliff illusion" > SceneController script now has connection with PlayerSound script to allow switch-player sound > MagnetGun script (Player 1) now has connection with PlayerSound script to allow object-rotation sound > Added an Audio Source to the Player 1 Avatar object. All player sounds are assigned to this component. NOTE: > Only Player 1 has some sounds. Player 2 will have sounds once Player 1 has 100% sounds. > Cutscene management will need to be discussed. Unsure whether single-scene camera changes are possible and easy to implement due to script structure. Having a cutscene in a seperate scene will be demanding, processor-wise, but can be done. > Still have not received updated movable object textures at this time. Way past its deadline. KNOWN ISSUES: - On my Gaming PC, playing the game for an extended amount of time can cause the frame rate to flacuate from 30 to 60fps at set intervals of approximatelly every 5sec. - The above issue can be mitigated via restarting your PC. FPS issues could possibly be caused by junk metadata build-up. - The above issue has also been found in week #8 playtest build.
8 years ago
ADDED: + Script: PlayerSounds + Texture: Magnet Rods (Pull & Push) + GUI Image: Game Logo (not yet implemented in UI) + Unity Scene: Title Screen + SFX: Footsteps (sand), test beep, switch-player sound, wind ambience + BGM: Just Dessert (2nd Part) (This was cut from previous facebook mp3 upload) Purely for testing purposes. + Audio Source for wind ambience sounds CHANGED: > A duplicate of "Cycle Run" was made so that sound events can be keyframed into the running animation (FBX-animations were initially read-only) > Added "PlayFootstep" sound event to running animation. > Changed invisible wall positions near the starting point area > Slightly lowered the first concrete platform's position near the long metal beam and small crates > Slightly increased the height of the first fences > Added small bits of terrain hills to create "distant cliff illusion" > SceneController script now has connection with PlayerSound script to allow switch-player sound > MagnetGun script (Player 1) now has connection with PlayerSound script to allow object-rotation sound > Added an Audio Source to the Player 1 Avatar object. All player sounds are assigned to this component. NOTE: > Only Player 1 has some sounds. Player 2 will have sounds once Player 1 has 100% sounds. > Cutscene management will need to be discussed. Unsure whether single-scene camera changes are possible and easy to implement due to script structure. Having a cutscene in a seperate scene will be demanding, processor-wise, but can be done. > Still have not received updated movable object textures at this time. Way past its deadline. KNOWN ISSUES: - On my Gaming PC, playing the game for an extended amount of time can cause the frame rate to flacuate from 30 to 60fps at set intervals of approximatelly every 5sec. - The above issue can be mitigated via restarting your PC. FPS issues could possibly be caused by junk metadata build-up. - The above issue has also been found in week #8 playtest build.
8 years ago
ADDED: + Script: PlayerSounds + Texture: Magnet Rods (Pull & Push) + GUI Image: Game Logo (not yet implemented in UI) + Unity Scene: Title Screen + SFX: Footsteps (sand), test beep, switch-player sound, wind ambience + BGM: Just Dessert (2nd Part) (This was cut from previous facebook mp3 upload) Purely for testing purposes. + Audio Source for wind ambience sounds CHANGED: > A duplicate of "Cycle Run" was made so that sound events can be keyframed into the running animation (FBX-animations were initially read-only) > Added "PlayFootstep" sound event to running animation. > Changed invisible wall positions near the starting point area > Slightly lowered the first concrete platform's position near the long metal beam and small crates > Slightly increased the height of the first fences > Added small bits of terrain hills to create "distant cliff illusion" > SceneController script now has connection with PlayerSound script to allow switch-player sound > MagnetGun script (Player 1) now has connection with PlayerSound script to allow object-rotation sound > Added an Audio Source to the Player 1 Avatar object. All player sounds are assigned to this component. NOTE: > Only Player 1 has some sounds. Player 2 will have sounds once Player 1 has 100% sounds. > Cutscene management will need to be discussed. Unsure whether single-scene camera changes are possible and easy to implement due to script structure. Having a cutscene in a seperate scene will be demanding, processor-wise, but can be done. > Still have not received updated movable object textures at this time. Way past its deadline. KNOWN ISSUES: - On my Gaming PC, playing the game for an extended amount of time can cause the frame rate to flacuate from 30 to 60fps at set intervals of approximatelly every 5sec. - The above issue can be mitigated via restarting your PC. FPS issues could possibly be caused by junk metadata build-up. - The above issue has also been found in week #8 playtest build.
8 years ago
ADDED: + Script: PlayerSounds + Texture: Magnet Rods (Pull & Push) + GUI Image: Game Logo (not yet implemented in UI) + Unity Scene: Title Screen + SFX: Footsteps (sand), test beep, switch-player sound, wind ambience + BGM: Just Dessert (2nd Part) (This was cut from previous facebook mp3 upload) Purely for testing purposes. + Audio Source for wind ambience sounds CHANGED: > A duplicate of "Cycle Run" was made so that sound events can be keyframed into the running animation (FBX-animations were initially read-only) > Added "PlayFootstep" sound event to running animation. > Changed invisible wall positions near the starting point area > Slightly lowered the first concrete platform's position near the long metal beam and small crates > Slightly increased the height of the first fences > Added small bits of terrain hills to create "distant cliff illusion" > SceneController script now has connection with PlayerSound script to allow switch-player sound > MagnetGun script (Player 1) now has connection with PlayerSound script to allow object-rotation sound > Added an Audio Source to the Player 1 Avatar object. All player sounds are assigned to this component. NOTE: > Only Player 1 has some sounds. Player 2 will have sounds once Player 1 has 100% sounds. > Cutscene management will need to be discussed. Unsure whether single-scene camera changes are possible and easy to implement due to script structure. Having a cutscene in a seperate scene will be demanding, processor-wise, but can be done. > Still have not received updated movable object textures at this time. Way past its deadline. KNOWN ISSUES: - On my Gaming PC, playing the game for an extended amount of time can cause the frame rate to flacuate from 30 to 60fps at set intervals of approximatelly every 5sec. - The above issue can be mitigated via restarting your PC. FPS issues could possibly be caused by junk metadata build-up. - The above issue has also been found in week #8 playtest build.
8 years ago
ADDED: + Script: PlayerSounds + Texture: Magnet Rods (Pull & Push) + GUI Image: Game Logo (not yet implemented in UI) + Unity Scene: Title Screen + SFX: Footsteps (sand), test beep, switch-player sound, wind ambience + BGM: Just Dessert (2nd Part) (This was cut from previous facebook mp3 upload) Purely for testing purposes. + Audio Source for wind ambience sounds CHANGED: > A duplicate of "Cycle Run" was made so that sound events can be keyframed into the running animation (FBX-animations were initially read-only) > Added "PlayFootstep" sound event to running animation. > Changed invisible wall positions near the starting point area > Slightly lowered the first concrete platform's position near the long metal beam and small crates > Slightly increased the height of the first fences > Added small bits of terrain hills to create "distant cliff illusion" > SceneController script now has connection with PlayerSound script to allow switch-player sound > MagnetGun script (Player 1) now has connection with PlayerSound script to allow object-rotation sound > Added an Audio Source to the Player 1 Avatar object. All player sounds are assigned to this component. NOTE: > Only Player 1 has some sounds. Player 2 will have sounds once Player 1 has 100% sounds. > Cutscene management will need to be discussed. Unsure whether single-scene camera changes are possible and easy to implement due to script structure. Having a cutscene in a seperate scene will be demanding, processor-wise, but can be done. > Still have not received updated movable object textures at this time. Way past its deadline. KNOWN ISSUES: - On my Gaming PC, playing the game for an extended amount of time can cause the frame rate to flacuate from 30 to 60fps at set intervals of approximatelly every 5sec. - The above issue can be mitigated via restarting your PC. FPS issues could possibly be caused by junk metadata build-up. - The above issue has also been found in week #8 playtest build.
8 years ago
ADDED: + Script: PlayerSounds + Texture: Magnet Rods (Pull & Push) + GUI Image: Game Logo (not yet implemented in UI) + Unity Scene: Title Screen + SFX: Footsteps (sand), test beep, switch-player sound, wind ambience + BGM: Just Dessert (2nd Part) (This was cut from previous facebook mp3 upload) Purely for testing purposes. + Audio Source for wind ambience sounds CHANGED: > A duplicate of "Cycle Run" was made so that sound events can be keyframed into the running animation (FBX-animations were initially read-only) > Added "PlayFootstep" sound event to running animation. > Changed invisible wall positions near the starting point area > Slightly lowered the first concrete platform's position near the long metal beam and small crates > Slightly increased the height of the first fences > Added small bits of terrain hills to create "distant cliff illusion" > SceneController script now has connection with PlayerSound script to allow switch-player sound > MagnetGun script (Player 1) now has connection with PlayerSound script to allow object-rotation sound > Added an Audio Source to the Player 1 Avatar object. All player sounds are assigned to this component. NOTE: > Only Player 1 has some sounds. Player 2 will have sounds once Player 1 has 100% sounds. > Cutscene management will need to be discussed. Unsure whether single-scene camera changes are possible and easy to implement due to script structure. Having a cutscene in a seperate scene will be demanding, processor-wise, but can be done. > Still have not received updated movable object textures at this time. Way past its deadline. KNOWN ISSUES: - On my Gaming PC, playing the game for an extended amount of time can cause the frame rate to flacuate from 30 to 60fps at set intervals of approximatelly every 5sec. - The above issue can be mitigated via restarting your PC. FPS issues could possibly be caused by junk metadata build-up. - The above issue has also been found in week #8 playtest build.
8 years ago
ADDED: + Script: PlayerSounds + Texture: Magnet Rods (Pull & Push) + GUI Image: Game Logo (not yet implemented in UI) + Unity Scene: Title Screen + SFX: Footsteps (sand), test beep, switch-player sound, wind ambience + BGM: Just Dessert (2nd Part) (This was cut from previous facebook mp3 upload) Purely for testing purposes. + Audio Source for wind ambience sounds CHANGED: > A duplicate of "Cycle Run" was made so that sound events can be keyframed into the running animation (FBX-animations were initially read-only) > Added "PlayFootstep" sound event to running animation. > Changed invisible wall positions near the starting point area > Slightly lowered the first concrete platform's position near the long metal beam and small crates > Slightly increased the height of the first fences > Added small bits of terrain hills to create "distant cliff illusion" > SceneController script now has connection with PlayerSound script to allow switch-player sound > MagnetGun script (Player 1) now has connection with PlayerSound script to allow object-rotation sound > Added an Audio Source to the Player 1 Avatar object. All player sounds are assigned to this component. NOTE: > Only Player 1 has some sounds. Player 2 will have sounds once Player 1 has 100% sounds. > Cutscene management will need to be discussed. Unsure whether single-scene camera changes are possible and easy to implement due to script structure. Having a cutscene in a seperate scene will be demanding, processor-wise, but can be done. > Still have not received updated movable object textures at this time. Way past its deadline. KNOWN ISSUES: - On my Gaming PC, playing the game for an extended amount of time can cause the frame rate to flacuate from 30 to 60fps at set intervals of approximatelly every 5sec. - The above issue can be mitigated via restarting your PC. FPS issues could possibly be caused by junk metadata build-up. - The above issue has also been found in week #8 playtest build.
8 years ago
  1. using UnityEngine;
  2. using System.Collections;
  3. public class PlayerSounds : MonoBehaviour {
  4. public GameObject PlayerObject;
  5. private thirdPersonController playerController;//Player1 or Player2 object. Assign object component in inspector.
  6. //private Collider playerCollider;
  7. public bool FootOnSand = true;
  8. private AudioSource source;
  9. private float volLowRange = 0.5f; // Volume Low Range
  10. private float volHighRange = 1.0f; // Volume High Range
  11. private float pitchLowRange = 0.90f; // Pitch Low Range
  12. private float pitchHighRange = 1.5f; // Pitch High Range
  13. private float pitchDefault = 1.0f; // Pitch Default Value
  14. // AUDIO CLIPS
  15. // All player sound effects are listed here.
  16. public AudioClip sfxFootSand;
  17. public AudioClip sfxFootFloor;
  18. public AudioClip sfxTEST;
  19. public AudioClip sfxSwitch;
  20. public AudioClip sfxPickUp;
  21. public AudioClip sfxRotateL;
  22. public AudioClip sfxRotateR;
  23. public AudioClip sfxJump;
  24. public AudioClip sfxLand;
  25. // FUNCTION: Find Audio Source component (attached to **Player Avatar** Object)
  26. void Awake(){
  27. source = GetComponent<AudioSource> ();
  28. }
  29. void Start(){
  30. playerController = PlayerObject.GetComponent<thirdPersonController> ();
  31. }
  32. // FUNCTIONS: Play Sound Effects (SFX)
  33. // NOTE: Must add the events to the relevant keyframe within animation clips.
  34. void Update () {
  35. //CheckGround ();
  36. }
  37. // GROUND-TYPE RECOGNITION
  38. // > Needs proper logic
  39. // > Purpose of this function is to determine whether the player object is
  40. // standing on the terrain object that has been tagged with "sand".
  41. void CheckGround(){
  42. //playerCollider = PlayerObject.GetComponent<CapsuleCollider>;
  43. Debug.Log ("groundCheck");
  44. RaycastHit FootHit = playerController.hit;
  45. if (FootHit.transform.tag == "sand")
  46. FootOnSand = true;
  47. else
  48. FootOnSand = false;
  49. }
  50. void PlayFootstep(){
  51. float volRandom = Random.Range (volLowRange, volHighRange);
  52. CheckGround ();
  53. // SAND FOOTSTEP SOUND
  54. if(FootOnSand == true){
  55. // SAND GROUND
  56. source.pitch = Random.Range (pitchLowRange, pitchHighRange);
  57. source.PlayOneShot (sfxFootSand,volRandom);
  58. }
  59. // GENERAL FOOTSTEP SOUND
  60. else if (FootOnSand == false){
  61. source.pitch = Random.Range (pitchLowRange, pitchHighRange);
  62. source.PlayOneShot (sfxFootFloor,volRandom);
  63. }
  64. }
  65. public void PlayTest(){
  66. float volRandom = Random.Range (volLowRange, volHighRange);
  67. source.pitch = Random.Range (pitchLowRange, pitchHighRange);
  68. source.PlayOneShot (sfxTEST,volRandom);
  69. }
  70. void PlayJump(){
  71. float volRandom = Random.Range (volLowRange, volHighRange);
  72. source.PlayOneShot (sfxJump,volRandom);
  73. }
  74. void PlayLand(){
  75. float volRandom = Random.Range (volLowRange, volHighRange);
  76. source.PlayOneShot (sfxLand,volRandom);
  77. }
  78. //CROSS-SCRIPT SOUNDS
  79. // Sound functions assigned in different scripts, specifically those that
  80. // require controller button presses.
  81. public void PlaySwitch(){
  82. source.pitch = pitchDefault;
  83. source.PlayOneShot (sfxSwitch,0.7f);
  84. }
  85. public void PlayPickUp(){
  86. source.pitch = pitchDefault;
  87. source.PlayOneShot (sfxPickUp,0.7f);
  88. }
  89. public void PlayRotateL(){
  90. source.pitch = pitchDefault;
  91. source.PlayOneShot (sfxRotateL);
  92. }
  93. public void PlayRotateR(){
  94. source.pitch = pitchDefault;
  95. source.PlayOneShot (sfxRotateR);
  96. }
  97. }