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  • Sound Manager Scripty by Tom Vogt <tom@lemuria.org> the audio clips used as soundtracks should have "3D sound" DISABLED
    4 KB (515 words) - 20:53, 10 January 2012
  • 27 B (3 words) - 19:01, 5 November 2018

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  • ... to play a movie back to a Unity texture. If the movie contains sound, the sound should stay synchronized with the video. Interactive features of QuickTime
    6 KB (764 words) - 15:39, 25 February 2013
  • [[Category: Sound]] This is a simple jukebox-style audio manager that lets you load multiple sound clips and have them played/mixed on the fly. The intent was to gradually gr
    2 KB (264 words) - 20:45, 10 January 2012
  • |[http://www.freeverse.com/apps/app/?id=5012 Sound Studio 3.5.4] || Demo || $79.95 || Mac || Yes || Yes || Yes|| No || Yes ||
    4 KB (495 words) - 14:34, 4 September 2011
  • ... as a result there are serious graphical problems, but the bloom effect is sound.]]
    11 KB (1,233 words) - 20:44, 10 January 2012
  • ...y (as of 1.6) decompresses all ogg files on the fly. It pays to have short sound effects played often stored as uncompressed wav or aiff files in order not
    11 KB (1,810 words) - 22:19, 12 April 2013
  • ...ibility would be to have in game characters react to when a player makes a sound in real life.
    1 KB (246 words) - 19:27, 19 October 2009
  • var sound : AudioClip; if (sound)
    3 KB (359 words) - 13:37, 11 March 2015
  • ...at the type or namespace "Point" can't be found in our HelloWorld.cs file, sound familiar? Know what to do? Open the HelloWorld.cs file and add this to the
    18 KB (2,805 words) - 20:45, 10 January 2012
  • Knowing the type of object (mesh, texture, sound clip, game object) that is getting leaked is the first step.
    10 KB (971 words) - 21:34, 15 March 2014
  • ...rse they can be changed if you want the enemy to make a different shooting sound. Once you've saved the updated EnemyTrigger script, you can also change th
    6 KB (1,036 words) - 20:52, 10 January 2012
  • ...nclusion. The main purpose of this is to make it possible to preserve the sound that exists in an audio file after an effective musical phrase has ended.
    2 KB (284 words) - 20:53, 10 January 2012
  • public float killEngineSoundTimeout = 3.0f; // time until engine sound is cut off (in s.) // shortcut to the component audiosource (engine sound).
    16 KB (1,902 words) - 20:45, 10 January 2012
  • [[Category: Sound]] ...w.animations.physics.unsw.edu.au/jw/dB.htm here, that "a 10 dB increase in sound level corresponds approximately to a perceived doubling of loudness"], lead
    3 KB (443 words) - 01:23, 29 October 2013
  • == Sound Effects == * [http://www.soundjay.com/ Sound jay]
    2 KB (306 words) - 09:48, 9 May 2016
  • *[[QTPlayback]] - Play any QuickTime movie to a texture with synchronized sound.
    5 KB (802 words) - 13:50, 6 February 2015
  • ...cate directly with or keep track of the bumper. Another object can play a sound when it receives notification of a bumper impact. Another object can displ
    11 KB (1,490 words) - 17:48, 8 June 2012
  • ...the time length of the sound; likewise, if you wanted to play an 11-second sound every 60 seconds, you would set the interval to be 71 (60sec + 11sec). ...rce you wish for it to affect. The audio source does not have to have any sound loaded into it, this script handles that as well. You may encounter proble
    3 KB (360 words) - 20:45, 10 January 2012
  • ===Sound Effects=== ====Sound====
    18 KB (2,841 words) - 09:04, 8 October 2010
  • ...rescent Flicker Play Sound''' - NOT IMPLEMENTED YET! - Should we hear some sound?
    1 KB (221 words) - 10:51, 4 February 2010
  • // of them based on the distance fallen, play sound effects, etc.
    12 KB (1,481 words) - 00:53, 8 November 2018
  • ...ion style even in runtime, by just replacing the executor object. This may sound like a small detail, but for me it is important and has been very useful on
    22 KB (2,644 words) - 16:08, 26 March 2012
  • Sound Manager Scripty by Tom Vogt <tom@lemuria.org> the audio clips used as soundtracks should have "3D sound" DISABLED
    4 KB (515 words) - 20:53, 10 January 2012
  • //assign the sound timer vars //the sound object that will hold the audio source (say a cube or something)
    4 KB (525 words) - 20:53, 10 January 2012
  • ...flexible. The few restrictions are in my opinion worth it and structurally sound.
    12 KB (1,458 words) - 20:47, 10 January 2012
  • ...- This is a simple jukebox-style audio manager that lets you load multiple sound clips and have them played/mixed on the fly. The intent was to gradually gr *[[Sound Manager]] - a simple jukebox script with crossfading and event-driven music
    982 B (149 words) - 03:22, 12 November 2018
  • ...cate directly with or keep track of the bumper. Another object can play a sound when it receives notification of a bumper impact. Another object can displ
    18 KB (2,411 words) - 09:00, 3 September 2013
  • ...cate directly with or keep track of the bumper. Another object can play a sound when it receives notification of a bumper impact. Another object can displ
    11 KB (1,489 words) - 20:00, 3 June 2012
  • ... alternate between. This can be used as a siren, for instance, with a good sound effect. Can be put on any game object with a Light component. By SevenBits.
    1 KB (137 words) - 17:17, 24 June 2012
  • audio.mute = false; // Mute the sound, we don't want the player to hear it
    15 KB (2,008 words) - 23:04, 8 January 2016
  • ...s/ 50 Tips for Working with Unity (Best Practices)]. It contains some very sound advice and is well worth the time to read through.
    37 KB (4,587 words) - 00:19, 3 April 2015

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