
#UNITY3D ANGRY BOTS PROJECT CODE#
Private static string FormatCode (UInt16 code)ĭebug.LogWarning ("Unknown wav code format:" + code) ģ 調用如下: public AudioClip GetAudioClipByByte(byte buffer)ĪudioClip audioClip = WavUtility. Throw new Exception (bitDepth + " bit depth is not supported.") An experimental co-production with digital double agency EISKO, where we explored the. The project is available on the AssetStore. It also served as an early testing ground for the lighting workflows in Unity 5. Return sizeof(sbyte) // 8-bit -> 1 byte (sbyte) Go behind the scenes of Unitys greatest demos that enabled brilliant visuals by leveraging the power of Unitys high-definition render pipeline. Anyone using Angry Bots Demo in Unity 4.0. Jun 22, 13 android·documentation·angry bots. Private static int BlockSize (UInt16 bitDepth) Jul 31, 11 file·location·angry bots·example-project-1 Replies. Private static int BytesPerSample (UInt16 bitDepth) If (!filePath.StartsWith (Application.persistentDataPath) & !filePath.StartsWith (Application.dataPath)). Public static AudioClip ToAudioClip (string filePath) / Load PCM format *.wav audio file (using Unity's Application data path) and convert to AudioClip. / For documentation and usage examples: / Converts an AudioClip's float data into wav byte array at 16 bit. / - Use "FromAudioClip" method for saving wav file / bytes. wav (PCM uncompressed) files at 8,16,24 and 32 bits and converts data to Unity's AudioClip. / - Use "ToAudioClip" method for loading wav file / bytes.

/ WAV utility for recording and audio playback functions in Unity. Short s = (short)((secondByte Project Settings->Player)Ģ 新建一個名爲WavUtility的類,並編輯如下: using UnityEngine convert two bytes to one short (little endian) Static float bytesToFloat(byte firstByte, byte secondByte) convert two bytes to one float in the range -1 to 1 WaveFileWriter.Write(bytes, 0, bytes.Length) WaveStream.Read(bytes, 0, Convert.ToInt32(waveStream.Length)) copyof Unity 3D launches a different demo project, or if the Angry Bots. Using (WaveFileWriter waveFileWriter = new WaveFileWriter(outputStream, waveStream.WaveFormat))īyte bytes = new byte You can pull down other sample learning projects, such as the AngryBots Demo. MemoryStream outputStream = new MemoryStream() Private static MemoryStream AudioMemStream(WaveStream waveStream) WAV wav = new WAV(AudioMemStream(waveStream).ToArray()) ĪudioClip audioClip = AudioClip.Create("testSound", wav.SampleCount, 1, wav.Frequency, false) WaveStream waveStream = WaveFormatConversionStream.CreatePcmStream(waveAudio) WaveFileReader waveAudio = new WaveFileReader(wavstream) MemoryStream wavstream = new MemoryStream(buffer) Mp3FileReader mp3audio = new Mp3FileReader(mp3stream) Convert the data in the stream to WAV format MemoryStream mp3stream = new MemoryStream(buffer) Public static AudioClip FromWavData(byte buffer)
#UNITY3D ANGRY BOTS PROJECT ANDROID#
The android and desktop builds are still here (I had a WebGL build running here, but I lost it!)īuilt with the Unity game engine and Angry Bots demo from Unity Technologies, and incorporates the Enemy + NPC Player Health Bars from Snazzlebot Games. I kept it updated up until Unity 2018.x, but any further development will require converting the Unityscript files to C#, so I've stopped maintenance and removed the App Store version because I'm limiting my published apps on the App Store to three (it doesn't do a good job of displaying more than three apps at a time on small screens) and also because of the reviewers who whined that this app is a rip-off (last I checked it still works better than Unity's version on the App Store, so I can republish it temporarily upon request). Latest feature is a health meter by user request.

Escape!Use AWSD or arrow keys to move,īack around Unity 4 or so, Angry Bots was the main sample project from Unity, I wanted to run it on my iPad, so I adjusted the UI code to scale for tablet screens, replaced the pause button with shake-to-pause because I don't like seeing pause buttons on the screen the whole time, added Game Center integration, and tweaked it as necessary for the latest versions of Unity (scripting changes, updated lightmaps, and different physics trigger behavior which affected the minebots).
