You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

92 lines
2.0 KiB

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.
9 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.
9 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.
9 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.
9 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.
9 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.
9 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.
9 years ago
  1. using UnityEngine;
  2. using System.Collections;
  3. public class PlayerSounds : MonoBehaviour {
  4. private AudioSource source;
  5. private float volLowRange = 0.5f; // Volume Low Range
  6. private float volHighRange = 1.0f; // Volume High Range
  7. private float pitchLowRange = 0.90f; // Pitch Low Range
  8. private float pitchHighRange = 1.5f; // Pitch High Range
  9. private float pitchDefault = 1.0f; // Pitch Default Value
  10. // AUDIO CLIPS
  11. // All sound effects are listed here.
  12. public AudioClip sfxFootstep;
  13. public AudioClip sfxTEST;
  14. public AudioClip sfxSwitch;
  15. public AudioClip sfxPickUp;
  16. public AudioClip sfxRotateL;
  17. public AudioClip sfxRotateR;
  18. public AudioClip sfxJump;
  19. public AudioClip sfxLand;
  20. // FUNCTION: Find Audio Source component (attached to Player Avatar Object)
  21. void Awake(){
  22. source = GetComponent<AudioSource> ();
  23. }
  24. // FUNCTIONS: Play Sound Effects (SFX)
  25. // NOTE: Must add the events to the relevant keyframe within animation clips.
  26. void PlayFootstep(){
  27. float volRandom = Random.Range (volLowRange, volHighRange);
  28. source.pitch = Random.Range (pitchLowRange, pitchHighRange);
  29. source.PlayOneShot (sfxFootstep,volRandom);
  30. }
  31. public void PlayTest(){
  32. float volRandom = Random.Range (volLowRange, volHighRange);
  33. source.pitch = Random.Range (pitchLowRange, pitchHighRange);
  34. source.PlayOneShot (sfxTEST,volRandom);
  35. }
  36. void PlayJump(){
  37. float volRandom = Random.Range (volLowRange, volHighRange);
  38. source.PlayOneShot (sfxJump,volRandom);
  39. }
  40. void PlayLand(){
  41. float volRandom = Random.Range (volLowRange, volHighRange);
  42. source.PlayOneShot (sfxLand,volRandom);
  43. }
  44. public void PlaySwitch(){
  45. source.pitch = pitchDefault;
  46. source.PlayOneShot (sfxSwitch,0.7f);
  47. }
  48. public void PlayPickUp(){
  49. source.pitch = pitchDefault;
  50. source.PlayOneShot (sfxPickUp,0.7f);
  51. }
  52. public void PlayRotateL(){
  53. source.pitch = pitchDefault;
  54. source.PlayOneShot (sfxRotateL);
  55. }
  56. public void PlayRotateR(){
  57. source.pitch = pitchDefault;
  58. source.PlayOneShot (sfxRotateR);
  59. }
  60. // END BRACKET BELLOW:
  61. }