IEnumerator CrossFade(BaseAudio _audio) { yield return(new WaitForSeconds(3)); _audio.SetCrossFade(); _audio.FeedNewAudioPlayer(AudioManager.Instance.GetAudioClip("Warning")); _audio.CrossFade(0, 1, 5); }
IEnumerator Pause(BaseAudio _audio) { yield return(new WaitForSeconds(0.5f)); print("Pause"); _audio.Pause(); yield return(new WaitForSeconds(2)); print("Unpause"); _audio.Unpause(); }
IEnumerator YoyoFade(BaseAudio _audio) { _audio.Fade(0, 1, 3); yield return(new WaitForSeconds(3)); _audio.Fade(1, 0, 3); yield return(new WaitForSeconds(2)); _audio.Fade(0, 1, 3); }
public void SetAudio(int index) { //All scene objects shuold be children of manager and when change scene, destroy all children. Destroy(AudioComponent); for (int i = 0; i < this.gameObject.transform.childCount; i++) { Destroy(this.gameObject.transform.GetChild(i).gameObject); } switch (index) { case 0: AudioComponent = this.gameObject.AddComponent <TitleAudio>(); break; default: break; } }