Unity3D syncing audio with object position
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I have a simple board game where tokens get moved from square to square. I am using a coroutine to move the tokens. It does something like below
IEnumerator MoveTokenCoRoutine(int steps)
while (steps > 0)
transform.position = Vector3.Lerp(transform.position, newPos, Time.deltaTime * speed);
yield return null;
--steps;
The clip is a sliding sound for 2 seconds.
Steps, is how many squares a token should move using Lerp. The only time I could get it synced is with below parameters.
1) Set the lerp speed to 10 which is default speed i use to move
2) Step = 1 (move one square)
3) Call Play() just before while
With this scenario movement and sound effect stay pretty much in sync.
However, if steps get more than 1 and I put the Play() inside loop it just plays one time and stops. But the token keeps moving until while ends.
What approaches do I have to keep this in sync?
unity3d
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up vote
0
down vote
favorite
I have a simple board game where tokens get moved from square to square. I am using a coroutine to move the tokens. It does something like below
IEnumerator MoveTokenCoRoutine(int steps)
while (steps > 0)
transform.position = Vector3.Lerp(transform.position, newPos, Time.deltaTime * speed);
yield return null;
--steps;
The clip is a sliding sound for 2 seconds.
Steps, is how many squares a token should move using Lerp. The only time I could get it synced is with below parameters.
1) Set the lerp speed to 10 which is default speed i use to move
2) Step = 1 (move one square)
3) Call Play() just before while
With this scenario movement and sound effect stay pretty much in sync.
However, if steps get more than 1 and I put the Play() inside loop it just plays one time and stops. But the token keeps moving until while ends.
What approaches do I have to keep this in sync?
unity3d
add a comment |
up vote
0
down vote
favorite
up vote
0
down vote
favorite
I have a simple board game where tokens get moved from square to square. I am using a coroutine to move the tokens. It does something like below
IEnumerator MoveTokenCoRoutine(int steps)
while (steps > 0)
transform.position = Vector3.Lerp(transform.position, newPos, Time.deltaTime * speed);
yield return null;
--steps;
The clip is a sliding sound for 2 seconds.
Steps, is how many squares a token should move using Lerp. The only time I could get it synced is with below parameters.
1) Set the lerp speed to 10 which is default speed i use to move
2) Step = 1 (move one square)
3) Call Play() just before while
With this scenario movement and sound effect stay pretty much in sync.
However, if steps get more than 1 and I put the Play() inside loop it just plays one time and stops. But the token keeps moving until while ends.
What approaches do I have to keep this in sync?
unity3d
I have a simple board game where tokens get moved from square to square. I am using a coroutine to move the tokens. It does something like below
IEnumerator MoveTokenCoRoutine(int steps)
while (steps > 0)
transform.position = Vector3.Lerp(transform.position, newPos, Time.deltaTime * speed);
yield return null;
--steps;
The clip is a sliding sound for 2 seconds.
Steps, is how many squares a token should move using Lerp. The only time I could get it synced is with below parameters.
1) Set the lerp speed to 10 which is default speed i use to move
2) Step = 1 (move one square)
3) Call Play() just before while
With this scenario movement and sound effect stay pretty much in sync.
However, if steps get more than 1 and I put the Play() inside loop it just plays one time and stops. But the token keeps moving until while ends.
What approaches do I have to keep this in sync?
unity3d
unity3d
asked Nov 11 at 9:35
user2058413
106312
106312
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1 Answer
1
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0
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There is not much salvagable from your code, unfortunately.
A better working variant would look like this:
IEnumerator MoveTokenCoRoutine()
float currentTime=0.0f; // note: NOT in seconds, 1.0f = end of sound sample
Vector3 oldPosition = transform.position;
float startTime = Time.time;
while (currentTime < 1.0f)
currentTime = (Time.time - startTime)/ DurationInSeconds ;
transform.position = Vector3.Lerp(oldPosition, newPos, currentTime );
yield return null;
Required variables:
Vector3 newPos
Target position at animation endfloat DurationInSeconds
Length of the sound sample in seconds
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
0
down vote
There is not much salvagable from your code, unfortunately.
A better working variant would look like this:
IEnumerator MoveTokenCoRoutine()
float currentTime=0.0f; // note: NOT in seconds, 1.0f = end of sound sample
Vector3 oldPosition = transform.position;
float startTime = Time.time;
while (currentTime < 1.0f)
currentTime = (Time.time - startTime)/ DurationInSeconds ;
transform.position = Vector3.Lerp(oldPosition, newPos, currentTime );
yield return null;
Required variables:
Vector3 newPos
Target position at animation endfloat DurationInSeconds
Length of the sound sample in seconds
add a comment |
up vote
0
down vote
There is not much salvagable from your code, unfortunately.
A better working variant would look like this:
IEnumerator MoveTokenCoRoutine()
float currentTime=0.0f; // note: NOT in seconds, 1.0f = end of sound sample
Vector3 oldPosition = transform.position;
float startTime = Time.time;
while (currentTime < 1.0f)
currentTime = (Time.time - startTime)/ DurationInSeconds ;
transform.position = Vector3.Lerp(oldPosition, newPos, currentTime );
yield return null;
Required variables:
Vector3 newPos
Target position at animation endfloat DurationInSeconds
Length of the sound sample in seconds
add a comment |
up vote
0
down vote
up vote
0
down vote
There is not much salvagable from your code, unfortunately.
A better working variant would look like this:
IEnumerator MoveTokenCoRoutine()
float currentTime=0.0f; // note: NOT in seconds, 1.0f = end of sound sample
Vector3 oldPosition = transform.position;
float startTime = Time.time;
while (currentTime < 1.0f)
currentTime = (Time.time - startTime)/ DurationInSeconds ;
transform.position = Vector3.Lerp(oldPosition, newPos, currentTime );
yield return null;
Required variables:
Vector3 newPos
Target position at animation endfloat DurationInSeconds
Length of the sound sample in seconds
There is not much salvagable from your code, unfortunately.
A better working variant would look like this:
IEnumerator MoveTokenCoRoutine()
float currentTime=0.0f; // note: NOT in seconds, 1.0f = end of sound sample
Vector3 oldPosition = transform.position;
float startTime = Time.time;
while (currentTime < 1.0f)
currentTime = (Time.time - startTime)/ DurationInSeconds ;
transform.position = Vector3.Lerp(oldPosition, newPos, currentTime );
yield return null;
Required variables:
Vector3 newPos
Target position at animation endfloat DurationInSeconds
Length of the sound sample in seconds
answered Nov 11 at 10:53
Turbo J
6,50711733
6,50711733
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