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Sound effects stuttering when player dies?

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I've been trying to finish up the stealth tutorial , and for whatever reason whenever the player dies, the siren sound effects stutter and the alarm lights do not go off. I even went as far to replace my scripts with the ones straight from the tutorial. I honestly have no idea why its doing this. Does anyone have some experience with this tutorial or an idea of why this might be happening? edit* alright I got the music to lerp back to the normal music when the player dies. The sirens are still spazzing out though. i'm not sure why. using UnityEngine; using System.Collections; public class DoneLastPlayerSighting : MonoBehaviour { public Vector3 position = new Vector3(1000f, 1000f, 1000f); // The last global sighting of the player. public Vector3 resetPosition = new Vector3(1000f, 1000f, 1000f); // The default position if the player is not in sight. public float lightHighIntensity = 0.25f; // The directional light's intensity when the alarms are off. public float lightLowIntensity = 0f; // The directional light's intensity when the alarms are on. public float fadeSpeed = 7f; // How fast the light fades between low and high intensity. public float musicFadeSpeed = 1f; // The speed at which the private DoneAlarmLight alarm; // Reference to the AlarmLight script. private Light mainLight; // Reference to the main light. private AudioSource panicAudio; // Reference to the AudioSource of the panic msuic. private AudioSource[] sirens; // Reference to the AudioSources of the megaphones. void Awake () { // Setup the reference to the alarm light. alarm = GameObject.FindGameObjectWithTag(DoneTags.alarm).GetComponent(); // Setup the reference to the main directional light in the scene. mainLight = GameObject.FindGameObjectWithTag(DoneTags.mainLight).light; // Setup the reference to the additonal audio source. panicAudio = transform.FindChild("secondaryMusic").audio; // Find an array of the siren gameobjects. GameObject[] sirenGameObjects = GameObject.FindGameObjectsWithTag(DoneTags.siren); // Set the sirens array to have the same number of elements as there are gameobjects. sirens = new AudioSource[sirenGameObjects.Length]; // For all the sirens allocate the audio source of the gameobjects. for(int i = 0; i < sirens.Length; i++) { sirens[i] = sirenGameObjects[i].audio; } } void Update () { // Switch the alarms and fade the music. SwitchAlarms(); MusicFading(); } void SwitchAlarms () { // Set the alarm light to be on or off. alarm.alarmOn = position != resetPosition; // Create a new intensity. float newIntensity; // If the position is not the reset position... if(position != resetPosition) // ... then set the new intensity to low. newIntensity = lightLowIntensity; else // Otherwise set the new intensity to high. newIntensity = lightHighIntensity; // Fade the directional light's intensity in or out. mainLight.intensity = Mathf.Lerp(mainLight.intensity, newIntensity, fadeSpeed * Time.deltaTime); // For all of the sirens... for(int i = 0; i < sirens.Length; i++) { // ... if alarm is triggered and the audio isn't playing, then play the audio. if(position != resetPosition && !sirens[i].isPlaying) sirens[i].Play(); // Otherwise if the alarm isn't triggered, stop the audio. else if(position == resetPosition) sirens[i].Stop(); } } void MusicFading () { // If the alarm is not being triggered... if(position != resetPosition) { // ... fade out the normal music... audio.volume = Mathf.Lerp(audio.volume, 0f, musicFadeSpeed * Time.deltaTime); // ... and fade in the panic music. panicAudio.volume = Mathf.Lerp(panicAudio.volume, 0.8f, musicFadeSpeed * Time.deltaTime); } else if (position == resetPosition) { // Otherwise fade in the normal music and fade out the panic music. audio.volume = Mathf.Lerp(audio.volume, 0.8f, musicFadeSpeed * Time.deltaTime); panicAudio.volume = Mathf.Lerp(panicAudio.volume, 0f, musicFadeSpeed * Time.deltaTime); } } }

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