public GameObject PlayTrackSFX_NoLocation_SingleTrack(Audio_SO audioSO) { //Instantiate New Audio Source Unser Container GameObject newAudioTrack = Instantiate(audioTrack_Prefab, sfxTrack_Container.transform); newAudioTrack.name = "SFX Track (" + audioSO.audioName + ")"; /////////////// /// <TODO> /// /// Send Database value for sliders /// /// </TODO> /////////////// //SFX Setup newAudioTrack.GetComponent <AudioTab>().SetupAudioTrack(audioSO, 1, false); return(newAudioTrack); }
///////////////////////////////////////////////////////////////// public GameObject PlayTrackSFX_SpatialLocation_SingleTrack(Audio_SO audioSO, GameObject locationalParent) { //Instantiate New Audio Source At Location GameObject newAudioTrack = Instantiate(audioTrack_Prefab, locationalParent.transform); newAudioTrack.name = "SFX Track (" + audioSO.audioName + ")"; /////////////// /// <TODO> /// /// Send Database value for sliders /// /// </TODO> /////////////// //SFX Setup newAudioTrack.GetComponent <AudioTab>().SetupAudioTrack(audioSO, 1, false); return(newAudioTrack); }
public GameObject PlayTrackMusic_NoLocation(Audio_SO audioSO) { //Stop Other Music StopTrackMusic_All(); //Instantiate New Audio Source User Container GameObject newAudioTrack = Instantiate(audioTrack_Prefab, musicTrack_Container.transform); newAudioTrack.name = "Music Track (" + audioSO.audioName + ")"; /////////////// /// <TODO> /// /// Send Database value for sliders /// /// </TODO> /////////////// //Music Setup newAudioTrack.GetComponent <AudioTab>().SetupAudioTrack(audioSO, 1, false); return(newAudioTrack); }
///////////////////////////////////////////////////////////////// public void SetupAudioTrack(Audio_SO audioSO, float audioTypeVolume, bool isMuted) { //Save Scriptable currentAudio_SO = audioSO; //Settings audioSource.clip = audioSO.audioClip; audioSource.loop = audioSO.canLoop; audioSource.pitch = audioSO.pitch + (Random.Range(-audioSO.pitchRange, audioSO.pitchRange)); audioSource.spatialBlend = audioSO.spatialAudioRange; audioSource.volume = currentAudio_SO.volume; /////////////// /// <TODO> /// /// Add SOund Slider Settings /// /// // /Volume /// if (isMuted) /// { /// audioSource.volume = 0; /// } /// else /// { /// float volumeMutiplyer = TM_DatabaseController.Instance.settings_SaveData.volumeTotal * specficTypeVolume; /// print("Test Code: " + currentAudio_SO.volume * volumeMutiplyer); /// audioSource.volume = (currentAudio_SO.volume * volumeMutiplyer); /// } /// /// /// </TODO> /////////////// //Play Audio audioSource.Play(); //Begin lerping volume of sound if (audioSO.canFadeIn == true) { //Begin lerping volume of sound StartCoroutine(IAudioVolumeDampeningOnLoad((audioSource.volume / 60), audioSource.volume, currentAudio_SO.fadeInSpeed)); } //Set Fade Out Point For when to fade out the volume of the sound if (audioSO.canFadeIn == true) { //Begin lerping volume of sound StartCoroutine(IAudioVolumeDampeningOnLoad((audioSource.volume / 60), audioSource.volume, currentAudio_SO.fadeInSpeed)); } //Begin Audio Destruction Countdown if (audioSO.canLoop == false) { //Begin Audio Destruction Countdown StartCoroutine(IAutoDestoryCountdown(currentAudio_SO.audioClip.length)); } }