Commit d25bd298 authored by Tommé Nöll's avatar Tommé Nöll

integrated boss fight music

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using UnityEngine;
using UnityEngine.Audio;
public class BackgroundMusic : MonoBehaviour {
......@@ -7,6 +8,7 @@ public class BackgroundMusic : MonoBehaviour {
//public AudioClip Ambience, Combat;
public MusicObject startMusic;
public AudioMixerGroup mixerGroup;
private MusicObject currentMusic, queuedMusic;
public int startTime = 0;
public int transitionLagOffset = 2000;
......@@ -20,6 +22,8 @@ public class BackgroundMusic : MonoBehaviour {
void Start () {
startTime *= startMusic.clip.frequency;
AS = new AudioSource[] {gameObject.AddComponent<AudioSource>(), gameObject.AddComponent<AudioSource>()};
AS[0].outputAudioMixerGroup = mixerGroup;
AS[1].outputAudioMixerGroup = mixerGroup;
Play(startMusic, 0, startTime);
MusicObject startMusicLoop = startMusic.loopCounterpiece;
......@@ -99,7 +103,8 @@ public class BackgroundMusic : MonoBehaviour {
if (fadeDuration >= 0)
{
fadePerSecond = 1 / fadeDuration;
Play(target, AS[current].clip.samples + (int)(AS[current].clip.frequency * fadeDuration), 0);
Play(target, AS[current].timeSamples + (int)(AS[current].clip.frequency * fadeDuration), 0);
return;
}
int iTarget;
......
......@@ -25,6 +25,6 @@ public class MusicObject : ScriptableObject {
public MusicObject(AudioClip clip)
{
this.clip = clip;
isLoop = false;
isLoop = true;
}
}
......@@ -164,12 +164,14 @@ public class BossAI : MonoBehaviour
if(health == 3)
{
audioSource.PlayOneShot(soundVolumeScream1.clip, soundVolumeScream1.volume);
bgMusic.TransitionTo(new MusicObject(music[1]), 2f);
bgMusic.TransitionTo(new MusicObject(music[0]), timeBetweenShakeAndFade + timeBetweenFades + 2);
Debug.Log("Phase 2");
}
else if(health == 2)
{
audioSource.PlayOneShot(soundVolumeScream2.clip, soundVolumeScream2.volume);
bgMusic.TransitionTo(new MusicObject(music[2]), 2f);
bgMusic.TransitionTo(new MusicObject(music[1]), timeBetweenShakeAndFade + timeBetweenFades + 2);
Debug.Log("Phase 3");
}
yield return new WaitForSeconds(timeBetweenShakeAndFade);
......
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