Listener

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(C# - Listener.cs)
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==Instructions==
 
==Instructions==
  
The '''Volume''' property performs the task that the similarly-named parameter of an Audio Listener was intended to perform.
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The '''Volume''' property performs the task that the similarly-named parameter of an Audio Listener was intended to perform.  Change its value in the Editor for immediate results, or use the methods described in the JavaScript or C# sections.
  
 
== JavaScript - Listener.js ==
 
== JavaScript - Listener.js ==

Revision as of 02:15, 19 May 2009

Author: Jessy

Contents

Description

This is a script that replaces the Volume property of the Audio Listener. I feel that its behaves more intuitively than that of the Audio Listener itself. See the page for my Audio script for extensive details.  :-D

Instructions

The Volume property performs the task that the similarly-named parameter of an Audio Listener was intended to perform. Change its value in the Editor for immediate results, or use the methods described in the JavaScript or C# sections.

JavaScript - Listener.js

Use Listener.Volume(newVolume); to assign the volume parameter a value of newVolume, instead of assigning a value to volume directly. <javascript>@script RequireComponent(AudioListener)

var volume : float = 1;

private var loudnessExponent = Mathf.Log(Mathf.Sqrt(10), 2);

function Volume (newVolume) { volume = newVolume; var listenerLoudness = Mathf.Pow(volume, loudnessExponent);

// volume values outside 0-1 mean nothing in Unity listenerLoudness = Mathf.Clamp(listenerLoudness, 0, 1);

AudioListener.volume = listenerLoudness; }

function Start() {Volume(volume);}

// Change values in the Editor; get results. function OnDrawGizmos () {Volume(volume);}</javascript>

C# - Listener.cs

<csharp>using UnityEngine; using System.Collections; [RequireComponent (typeof(AudioListener))]

public class Listener : MonoBehaviour { public float volume = 1;

float loudnessExponent = Mathf.Log(Mathf.Sqrt(10), 2);

public float Volume { // no need for a getter; use AudioListener.volume instead

set { volume = value; float listenerLoudness = Mathf.Pow(volume, loudnessExponent);

// volume values outside 0-1 mean nothing in Unity listenerLoudness = Mathf.Clamp(listenerLoudness, 0, 1);

AudioListener.volume = listenerLoudness; } }

void Start() {Volume = volume;}

// Change values in the Editor; get results. void OnDrawGizmos () {Volume = volume;} }</csharp >

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