20 Commits
master ... main

Author SHA1 Message Date
05b448f618 dof blur quality lowered 2024-04-12 11:35:03 +01:00
40f3297d55 added incremental garbage collection 2024-04-12 10:12:00 +01:00
66abe8dfca added volume for body cam 2024-04-11 17:11:34 +01:00
8c46a110bc ciruclar loop added for bodies & camera updates 2024-04-11 16:47:59 +01:00
d63ac5c4e8 save 2024-04-10 16:02:42 +01:00
67935a60c4 added dolly landscape sweep 2024-04-10 16:01:45 +01:00
393207a6ed added dolly camera 2024-04-10 15:28:09 +01:00
6ec36a39a4 camera manager added 2024-04-10 13:57:44 +01:00
c899944e1a save 2024-04-09 17:48:12 +01:00
44f03fd82b footstep audio added 2024-04-09 16:45:05 +01:00
faa835d790 humanoid materials added 2024-04-09 13:26:34 +01:00
864e873e9c font added, sound rearranged 2024-04-09 13:01:56 +01:00
58f4c1b88f fmod added & sound working 2024-04-04 16:06:03 +01:00
37674424a6 subtitle update 2024-04-04 14:59:38 +01:00
61990221d0 script added & managers for narration/subtitles 2024-04-04 14:30:50 +01:00
7f2392f43e adjusted physics layers & body manager 2024-04-04 13:09:38 +01:00
cce1010497 added spawner for humanoid 2024-04-02 17:21:20 +01:00
6ea603ad5b added volumes for dof cameras 2024-04-02 14:47:50 +01:00
914f1c8b79 splat added to working dir 2024-04-02 13:55:27 +01:00
b90aefbf59 added environment objects 2024-04-02 13:49:04 +01:00
619 changed files with 104712 additions and 21500 deletions

19
.gitignore vendored
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@@ -80,6 +80,7 @@ crashlytics-build.properties
# Icon must end with two \r
Icon
# Thumbnails
._*
@@ -98,3 +99,21 @@ Icon
Network Trash Folder
Temporary Items
.apdisk
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!/[Aa]ssets/Gizmos/FMOD/*
!/[Aa]ssets/Editor Default Resources/FMOD/*
# Ignore the Cache folder since it is updated locally.
/[Aa]ssets/Plugins/FMOD/Cache/*
# Ignore bank files in the StreamingAssets folder.
/[Aa]ssets/StreamingAssets/**/*.bank
/[Aa]ssets/StreamingAssets/**/*.bank.meta
# If the source bank files are kept outside of the StreamingAssets folder then these can be ignored.
# Log files can be ignored.
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public void OnSensorCollisionExit(Collider sensorCollider, GameObject other)
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void OnSensorCollisionExit(Collider sensorCollider, GameObject other);
void OnSensorCollisionExit(Collider sensorCollider, GameObject other);
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}
{
"m_SGVersion": 0,
"m_Type": "UnityEditor.ShaderGraph.BooleanMaterialSlot",
@@ -3040,59 +2443,6 @@
"m_DefaultValue": false
}
{
"m_SGVersion": 0,
"m_Type": "UnityEditor.ShaderGraph.Internal.BooleanShaderProperty",
"m_ObjectId": "eda0ce25dc8a41d198a8517ce2135377",
"m_Guid": {
"m_GuidSerialized": "8363c6b8-d13c-4610-9dd4-20d433b6c584"
},
"m_Name": "UseAffine",
"m_DefaultRefNameVersion": 1,
"m_RefNameGeneratedByDisplayName": "UseAffine",
"m_DefaultReferenceName": "_UseAffine",
"m_OverrideReferenceName": "Boolean_85059BBE",
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"m_DismissedVersion": 0,
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"m_Value": true
}
{
"m_SGVersion": 2,
"m_Type": "UnityEditor.ShaderGraph.Internal.ColorShaderProperty",
"m_ObjectId": "f24b84cf71e14a39a069b0fa2fac3947",
"m_Guid": {
"m_GuidSerialized": "29728818-ee1c-4a85-9151-ba81392147bd"
},
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"m_DefaultRefNameVersion": 1,
"m_RefNameGeneratedByDisplayName": "Specular",
"m_DefaultReferenceName": "_Specular",
"m_OverrideReferenceName": "Color_2E5415DE",
"m_GeneratePropertyBlock": true,
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},
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{
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"m_Type": "UnityEditor.ShaderGraph.BooleanMaterialSlot",
@@ -3107,21 +2457,6 @@
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}
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"m_ObjectId": "fa772cd36b5541fa8feb3d6a1ae1e10c",
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"m_Labels": []
}
{
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File diff suppressed because one or more lines are too long

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@@ -0,0 +1,24 @@
using FMODUnity;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AgentManager : MonoBehaviour
{
[SerializeField]
private void OnEnable()
{
CollisionDetection.m_PlaySoundOnContact += PlayOneShot;
}
private void OnDisable()
{
CollisionDetection.m_PlaySoundOnContact -= PlayOneShot;
}
private void PlayOneShot(GameObject obj, float force, EventReference sound)
{
AudioManager.instance.PlayOneShotAttached(sound, obj, force);
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,52 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FMODUnity;
using FMOD.Studio;
public class AudioManager : MonoBehaviour
{
public static AudioManager instance { get; private set; }
[SerializeField] public EventReference m_Soundtrack;
private void Awake()
{
if (instance != null)
Debug.LogError("Found more than one Audio Manager in the scene");
instance = this;
}
private void Start()
{
StartSoundtrack();
Time.timeScale = .75f;
}
public void StartSoundtrack()
{
if (!m_Soundtrack.IsNull)
{
RuntimeManager.PlayOneShot(m_Soundtrack);
}
}
public EventInstance PlaySound(EventReference sound)
{
EventInstance soundInst = RuntimeManager.CreateInstance(sound);
soundInst.start();
return soundInst;
}
// Physic's based sounds
public void PlayOneShotAttached(EventReference sound, GameObject obj, float force)
{
RuntimeManager.PlayOneShotAttached(sound, obj, force, 0.1f);
}
public void StopSound(EventInstance soundInst)
{
soundInst.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT);
soundInst.release();
soundInst.clearHandle();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Pool;
public class BodyManager : MonoBehaviour
{
public static BodyManager _instance { get; private set; }
public Body m_Rigidbody;
public ObjectPool<Body> m_Pool;
public float m_SpawnTime;
public int m_DefaultPoolCapacity;
public int m_MaxPoolCapacity;
public Transform m_Parent;
public Transform m_SpawnParent;
private Vector3 m_PelvisPosition;
private void Awake()
{
if (_instance != null)
Destroy(this);
else
_instance = this;
}
private void Start()
{
if (m_Rigidbody == null)
Debug.Log($"Rigidbody is null");
m_Pool = new ObjectPool<Body>(CreateBody, OnTakeBodyFromPool, OnReturnBodyToPool, OnDestroyBody, true, m_DefaultPoolCapacity, m_MaxPoolCapacity);
StartCoroutine(Spawn());
}
private Body CreateBody()
{
Vector3 spawnPos = new Vector3(this.transform.position.x + Random.Range(-0.2f, 0.2f), this.transform.position.y, this.transform.position.z + Random.Range(-0.2f, .2f));
Body body = Instantiate(m_Rigidbody, m_SpawnParent.position, new Quaternion(Random.Range(0, 180), Random.Range(0, 180), Random.Range(0, 180), Random.Range(0, 180)), m_Parent);
body.m_Pelvis.gameObject.GetComponent<Rigidbody>().AddForce(new Vector3(1, 1, 1));
m_PelvisPosition = body.m_Pelvis.position;
body.SetPool(m_Pool);
return body;
}
private void OnTakeBodyFromPool(Body body)
{
body.m_Pelvis.transform.position = m_SpawnParent.position;
body.gameObject.SetActive(true);
}
private void OnReturnBodyToPool(Body body)
{
body.gameObject.SetActive(false);
}
private void OnDestroyBody(Body body)
{
Destroy(body.gameObject);
}
IEnumerator Spawn()
{
yield return new WaitForSecondsRealtime(Random.Range(1f, 2.5f));
m_Pool.Get();
StartCoroutine(Spawn());
}
}

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@@ -0,0 +1,214 @@
using Cinemachine;
using System.Collections;
using System.Collections.Generic;
using System.Xml.Serialization;
using UnityEngine;
public class CameraManager : MonoBehaviour
{
public static CameraManager _instance { get; private set; }
private GameObject m_Brain;
private Camera m_Camera;
private GameObject m_ActiveCamera;
private List<GameObject> m_CameraObjects = new List<GameObject>();
private int m_SameCameraTypeCount;
[Header("Layer Masks")]
public LayerMask m_Everything;
public LayerMask m_Agent;
public LayerMask m_Bodies;
public LayerMask m_Environment;
[Header("Camera Settings")]
[Range(2, 20)]
public int m_CameraBlendMin;
[Range(2, 20)]
public int m_CameraBlendMax;
[Range(5, 180)]
public int m_CameraSwapMin;
[Range(5, 180)]
public int m_CameraSwapMax;
private void Awake()
{
if(_instance != null)
Destroy(this);
else
_instance = this;
}
private void OnEnable()
{
CreateCameraList();
InitialCameraSetup();
SetCullingMask();
}
private void Start()
{
StartCoroutine(CameraSwitch());
}
IEnumerator CameraSwitch()
{
SetNewCamera();
yield return new WaitForSecondsRealtime(Random.Range(m_CameraSwapMin, m_CameraSwapMax));
StartCoroutine(CameraSwitch());
}
private void SetCullingMask()
{
m_Camera = m_Brain.GetComponent<Camera>();
string currentTag = m_ActiveCamera.tag;
switch (currentTag)
{
case "vc_Agent":
m_Camera.cullingMask = m_Agent;
break;
case "vc_Body":
m_Camera.cullingMask = m_Bodies;
break;
case "vc_Environment":
m_Camera.cullingMask = m_Environment;
break;
default:
case "vc_Default":
m_Camera.cullingMask = m_Everything;
break;
}
}
private void SetNewCamera()
{
// Get all objects with 0 prio
List<int> deactiveCameras = new List<int>();
bool switchCameraType = false;
if (m_SameCameraTypeCount >= 3)
switchCameraType = true;
for(int i = 0; i < m_CameraObjects.Count; i++)
{
GameObject t = m_CameraObjects[i];
CinemachineVirtualCamera virtualCamera = t.GetComponent<CinemachineVirtualCamera>();
if (virtualCamera != null && virtualCamera.Priority == 0)
{
if (switchCameraType)
{
if(t.tag != m_ActiveCamera.tag)
deactiveCameras.Add(i);
}
else
{
deactiveCameras.Add(i);
}
}
}
int randomIndex = deactiveCameras[Random.Range(0, deactiveCameras.Count - 1)];
GameObject selectedCamera = m_CameraObjects[randomIndex];
if (selectedCamera.tag == m_ActiveCamera.tag)
{
m_SameCameraTypeCount++;
SetCamera(selectedCamera);
}
else
{
m_SameCameraTypeCount = 0;
SetCamera(selectedCamera);
}
}
private void SetCamera(GameObject camera)
{
SetCameraBlend(camera);
// Set all camera to active, and set all priorities to 0, bar the first camera
foreach (GameObject obj in m_CameraObjects)
{
CinemachineVirtualCamera vCam = obj.GetComponent<CinemachineVirtualCamera>();
vCam.Priority = 0;
}
camera.GetComponent<CinemachineVirtualCamera>().Priority = 1;
m_ActiveCamera = camera;
SetCullingMask();
}
private void SetCameraBlend(GameObject pastCamera)
{
// Check activate camera tag, and apply the necessary blend-mode
CinemachineBrain cmBrain = m_Brain.GetComponent<CinemachineBrain>();
float blendtime = (float)Random.Range(m_CameraBlendMin, m_CameraBlendMax);
if (AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Body", "vc_Agent") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Environment", "vc_Agent") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Environment", "vc_Body")
|| AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Environment", "vc_Environment") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Body", "vc_Body"))
blendtime = 0;
cmBrain.m_DefaultBlend.m_Time = blendtime;
}
private bool AreDifferentPairs(string a, string b, string pair1, string pair2)
{
return (a == pair1 && b == pair2) || (a == pair2 && b == pair1);
}
private void InitialCameraSetup()
{
// Set all camera to active, and set all priorities to 0, bar the first camera
foreach(GameObject obj in m_CameraObjects)
{
CinemachineVirtualCamera vCam = obj.GetComponent<CinemachineVirtualCamera>();
vCam.Priority = 0;
}
m_CameraObjects[0].GetComponent<CinemachineVirtualCamera>().Priority = 1;
m_ActiveCamera = m_CameraObjects[0];
}
private void CreateCameraList()
{
GameObject parentObject = GameObject.Find("CM List");
if(parentObject != null)
{
foreach(Transform child in parentObject.transform)
{
if(child.gameObject.activeSelf)
m_CameraObjects.Add(child.gameObject);
}
}
else
{
Debug.LogError("CM List <GameObject> not found.");
}
try
{
m_Brain = GameObject.Find("CM Brain");
}
catch
{
Debug.LogError("CM Brain <GameObject> could not be found.");
}
Debug.Log(m_CameraObjects.Count);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using UnityEngine.Events;
using Unity.VisualScripting;
public class NarrationManager : MonoBehaviour
{
// Singleton Implementation //
public static NarrationManager _instance { get; private set; }
// Variables //
private List<string> m_scriptSlices = new List<string>();
public TextAsset m_Filename;
private string m_UnprocessedFile;
private int m_ScriptIndex;
private float m_SubtitileWaitTime = 8;
// Unity Events //
public delegate void onUpdateSubtitileDelegate(string subtitle, float waitTime);
public static onUpdateSubtitileDelegate m_UpdateSubtitile;
private void Awake()
{
if (_instance != null)
Destroy(this);
else
_instance = this;
}
// Read in a text file, split into sentences, and add to list.
void Start()
{
if (m_Filename != null)
{
m_UnprocessedFile = m_Filename.text;
ParseSentences();
m_ScriptIndex = 0;
StartCoroutine(WaitToStart());
}
else
{
Debug.Log($"No filename given for script.");
}
}
IEnumerator WaitToStart()
{
yield return new WaitForSecondsRealtime(5f);
updateSubtitle();
}
// Coroutine for subtitles, when to start the next one after a delay
IEnumerator SubtitleWait()
{
m_SubtitileWaitTime = Random.Range(12.5f, 20f);
yield return new WaitForSeconds(m_SubtitileWaitTime);
updateSubtitle();
}
private void CalculateVariableWaitTime(string sentence)
{
var temp = Mathf.Ceil(sentence.Length / 5);
if (temp <= 0)
{
m_SubtitileWaitTime = 1;
}
else
{
m_SubtitileWaitTime = temp;
}
}
// Increments to next index in list, and updates UI.
void updateSubtitle()
{
m_ScriptIndex++;
if (m_ScriptIndex == m_scriptSlices.Count)
m_ScriptIndex = 0;
CalculateVariableWaitTime(m_scriptSlices[m_ScriptIndex]);
DisplayText(m_scriptSlices[m_ScriptIndex]);
StartCoroutine(SubtitleWait());
}
// Invokes a Unity Event which updates UI.
private void DisplayText(string slice)
{
m_UpdateSubtitile?.Invoke(slice, m_SubtitileWaitTime);
}
// Parse sentences by newlines
private void ParseSentences()
{
m_scriptSlices.AddRange(
m_UnprocessedFile.Split("\n"[0]));
Debug.Log($"Parsing of text done, line count: {m_scriptSlices.Count}");
}
}

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@@ -0,0 +1,117 @@
using FMOD.Studio;
using FMODUnity;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using Unity.VisualScripting;
using UnityEngine;
public class SubtitleManager : MonoBehaviour
{
[Header("Text")]
public TMP_Text m_Text;
[Header("Audio")]
[SerializeField]
private EventReference m_NarrationSFX;
[SerializeField]
private EventInstance m_NarrationSFXInst;
private float m_TimeElapsed;
private bool m_FirstRun;
private void OnEnable()
{
NarrationManager.m_UpdateSubtitile += UpdateText;
}
private void OnDisable()
{
NarrationManager.m_UpdateSubtitile -= UpdateText;
}
private void Start()
{
m_TimeElapsed = 0;
m_Text.text = "";
m_FirstRun = true;
}
private void UpdateText(string sentence, float waitTime)
{
FMOD.Studio.PLAYBACK_STATE state;
m_NarrationSFXInst = AudioManager.instance.PlaySound(m_NarrationSFX);
m_NarrationSFXInst.getPlaybackState(out state);
if (m_FirstRun)
{
m_FirstRun = false;
m_NarrationSFXInst.start();
}
else
{
m_NarrationSFXInst.getPlaybackState(out state);
if (state == PLAYBACK_STATE.STOPPED)
{
m_NarrationSFXInst.start();
}
}
StartCoroutine(TextScroll(sentence, waitTime));
}
// Wait time, how long the text will stay on the screen for + if the audio stops late, apply an offset
private IEnumerator ClearText(float waitTime, bool earlyStop)
{
var offset = (waitTime - m_TimeElapsed) * Random.Range(0.6f, 0.95f);
if(offset < 3)
{
offset = Random.Range(5f, 7f);
}
float earlyOffset = 0;
if (!earlyStop)
{
earlyOffset = offset / Random.Range(2, 4);
offset -= earlyOffset;
yield return new WaitForSecondsRealtime(earlyOffset);
AudioManager.instance.StopSound(m_NarrationSFXInst);
}
yield return new WaitForSecondsRealtime(offset);
m_Text.text = "";
m_TimeElapsed = 0;
}
private IEnumerator TextScroll(string sentence, float waitTime)
{
var characterLength = sentence.ToCharArray().Length;
int randomStoppingValue = (int)Random.Range(characterLength * 0.6f, characterLength);
var index = 0;
bool earlyStop = false;
if (Random.Range(0f, 10f) > 6) earlyStop = true;
yield return new WaitForSecondsRealtime(0);
m_Text.text = sentence;
//foreach (char c in sentence.ToCharArray())
//{
// index++;
// m_Text.text += c;
// float randomInterval = Random.Range(0.02f, 0.06f);
// yield return new WaitForSecondsRealtime(randomInterval);
// m_TimeElapsed += randomInterval;
// // Stop audio early based on probability
// if (randomStoppingValue == index && earlyStop)
// {
// AudioManager.instance.StopSound(m_NarrationSFXInst);
// }
//}
StartCoroutine(ClearText(waitTime, false));
}
}

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@@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Pool;
public class Body : MonoBehaviour
{
private ObjectPool<Body> m_Pool;
public Transform m_Pelvis;
public int m_DespawnTimer;
private void OnEnable()
{
StartCoroutine(DespawnTimer());
}
public void SetPool(ObjectPool<Body> pool)
{
m_Pool = pool;
}
IEnumerator DespawnTimer()
{
yield return new WaitForSecondsRealtime(m_DespawnTimer);
m_Pool.Release(this);
}
}

11
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@@ -0,0 +1,20 @@
using FMODUnity;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CollisionDetection : MonoBehaviour
{
[SerializeField]
private EventReference m_FootstepAudio;
// Start is called before the first frame update
public delegate void onContactSoundDelegate(GameObject obj, float force, EventReference soundObject);
public static onContactSoundDelegate m_PlaySoundOnContact;
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.name == "200x200")
{
m_PlaySoundOnContact?.Invoke(this.gameObject, collision.relativeVelocity.magnitude, m_FootstepAudio);
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RotationOffset : MonoBehaviour
{
private float m_Speed = 2.5f;
private void FixedUpdate()
{
transform.RotateAround(transform.parent.transform.position, Vector3.up, m_Speed * Time.fixedDeltaTime);
}
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@@ -0,0 +1,66 @@
what sphinx of cement and aluminum bashed open their skulls and ate up their brains and imagination?
moloch
solitude
filth
ugliness
ashcans and unobtainable dollars
children screaming under the stairways
sobbing in armies, weeping in the parks
moloch, moloch
nightmare of moloch
moloch the loveless
mental moloch.
moloch the heavy judger of men
moloch the incomprehensible prison
moloch the crossbone soulless jailhouse
congress of sorrows
moloch whose buildings are judgment
moloch the vast stone of war
moloch the stunned governments
moloch whose mind is pure machinery
moloch whose blood is running money
moloch whose fingers are ten armies
moloch whose breast is a cannibal dynamo
moloch whose ear is a smoking tomb
moloch whose eyes are a thousand blind windows
moloch whose factories dream and croak in the fog
moloch whose smoke-stacks and antennae crown the cities
moloch whose love is endless oil and stone
moloch whose soul is electricity and banks
moloch whose poverty is the specter of genius
moloch whose fate is a cloud of sexless hydrogen
moloch whose name is the mind
moloch in whom I sit lonely
moloch in whom I dream angels
crazy in moloch
lacklove and manless in moloch
moloch who entered my soul early
moloch in whom I am a consciousness without a body
moloch who frightened me out of my natural ecstasy
moloch whom I abandon
wake up in moloch
light streaming out of the sky
moloch! moloch!
robot apartments
invisible suburbs, skeleton treasuries, blind capitals
demonic industries
spectral nations, invincible madhouses, sceptred kings
monstrous bombs
they broke their backs lifting moloch to heaven!
pavements, trees, radios, tons
lifting the city to heaven which exists and is everywhere about us
visions.. omens.. hallucinations.. miracles
ecstasies, gone down the silicon river
dreams, adorations, illuminations, religions
the whole boatload of sensitive bullshit
breakthroughs, over the river
flips and crucifixions, gone down the flood
highs! epiphanies! despairs!
10 years animal screams and suicides
minds! new loves! mad generation!
down on the rocks of time
real holy laughter in the river
they saw it all. the wild eyes. the holy yells. they bade farewell!
they jumped off the roof.. to solitude! waving, carrying flowers
down to the river, into the street

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"name": "FMODUnity",
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 FMOD END USER LICENCE AGREEMENT
===============================
This End User Licence Agreement (EULA) is a legal agreement between you and
Firelight Technologies Pty Ltd (ACN 099 182 448) (us or we) and governs your use
of FMOD Studio Authoring Tool and FMOD Studio Engine, together the Software.
1. GRANT OF LICENCE
1.1 FMOD Studio Authoring Tool
This EULA grants you the right to use FMOD Studio Authoring Tool for all use,
including Commercial use, subject to the following:
i. FMOD Studio Authoring Tool is used to create content for use with the
FMOD Studio Engine only;
ii. FMOD Studio Authoring Tool is not redistributed in any form.
1.2 FMOD Studio Engine
This EULA grants you the right to use FMOD Studio Engine, for personal
(hobbyist), educational (students and teachers) or Non-Commercial use only,
subject to the following:
i. FMOD Studio Engine is integrated and redistributed in a software
application (Product) only;
ii. FMOD Studio Engine is not distributed as part of a game engine or tool
set;
iii. FMOD Studio Engine is not used in any Commercial enterprise or for any
Commercial production or subcontracting, except for the purposes of
Evaluation or Development of a Commercial Product;
iv. Non-Commercial use does not involve any form of monetisation,
sponsorship or promotion;
v. Product includes attribution in accordance with Clause 3.
2.OTHER USE
For all Commercial use, and any Non Commercial use not permitted by this
license, a separate license is required. Refer to www.fmod.com/licensing for
information.
3. CREDITS
All Products require an in game credit line which must include the words “FMOD
Studio” and “Firelight Technologies Pty Ltd”. Refer to www.fmod.com/attribution
for examples.
4. INTELLECTUAL PROPERTY RIGHTS
We are and remain at all times the owner of the Software (including all
intellectual property rights in or to the Software). For the avoidance of doubt,
nothing in this EULA may be deemed to grant or assign to you any proprietary or
ownership interest or intellectual property rights in or to the Software other
than the rights licensed pursuant to Clause 1.
You acknowledge and agree that you have no right, title or interest in and to
the intellectual property rights in the Software.
5. SECURITY AND RISK
You are responsible for protecting the Software and any related materials at all
times from unauthorised access, use or damage.
6. WARRANTY AND LIMITATION OF LIABILITY
The Software is provided by us “as is” and, to the maximum extent permitted by
law, any express or implied warranties of any kind, including (but not limited
to) all implied warranties of merchantability and fitness for a particular
purpose are disclaimed.
In no event shall we (and our employees, contractors and subcontractors),
developers and contributors be liable for any direct, special, indirect or
consequential damages whatsoever resulting from loss of data or profits, whether
in an action of contract, negligence or other tortious conduct, arising out of
or in connection with the use or performance of the Software.
7. OGG VORBIS CODEC
FMOD uses the Ogg Vorbis codec © 2002, Xiph.Org Foundation.
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
i. Redistributions of source code must retain the above copyright notice,
the list of conditions and the following disclaimer.
ii. Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other material provided with the distribution.
iii. Neither the name of the Xiph.org Foundation nor the names of its
contributors may be used to endorse or promote products derived from this
software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND
CONTRIBUTORS “AS IS” AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
8. RESONANCE AUDIO SDK
FMOD includes Resonance Audio SDK, licensed under the Apache Licence, Version
2.0 (the Licence); you may not use this file except in compliance with the
License. You may obtain a copy of the License at:
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed
under the License is distributed on an “AS IS” BASIS, WITHOUT WARRANTIES OR
CONDITIONS OF ANY KIND, either express or implied. See the License for the
specific language governing permissions and limitations under the License.
8. ANDROID PLATFORM CODE
Copyright (C) 2010 The Android Open Source Project All rights reserved.
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT
OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
9. AUDIOMOTORS DEMO CONTENT
The audiogaming_audiomotors_demo_engine.agp file is provided for evaluation
purposes only and is not to be redistributed. AudioMotors V2 Pro is required to
create your own engine content. Refer to https://lesound.io for information.

7
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Welcome to FMOD for Unity
This package allows you to easily play back audio events created in FMOD Studio
within your Unity project.
The best place to start is with our online documentation:
https://fmod.com/docs/2.02/unity
If you prefer a more step-by-step guide, try our integration tutorial that
builds on the familiar Karting Microgame:
https://fmod.com/unity-integrate
For support, join the conversation on our Unity forums:
https://qa.fmod.com/c/unity

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