Play() public method

Continues fading in the current audio clip.
public Play ( ) : void
return void
    void PrepareToCharge()
    {
        actionState = ActionState.ChargePreparation;
        flameEnchant.Stop();
        flameEnchant.Play();

        enemyAttackAudioSource.clip = elephantAttackAudio;
        enemyAttackAudioSource.loop = false;
        enemyAttackAudioSource.Play();
        Invoke("StartCharge", 1.5f);
    }
 // Use this for initialization
 void Start()
 {
     _loopingSound = GameObject.Find ("Wormhole Loop Sound").GetComponent<FadingAudioSource>();
     _loopingSound.FadeTime = timeToScaleDown;
     _loopingSound.Play();
     _startTime = Time.time;
 }
 // Use this for initialization
 void Start()
 {
     _loopingSound          = GameObject.Find("Wormhole Loop Sound").GetComponent <FadingAudioSource>();
     _loopingSound.FadeTime = timeToScaleDown;
     _loopingSound.Play();
     _startTime = Time.time;
 }
Beispiel #4
0
    void StartGravityEffect()
    {
        m_ballManager.GravBalls(); // Allow ball to experience gravity.
        m_prevTime = Time.fixedTime;
        m_gravitySound.Play();
        m_running = true;

        // Randomise initial side of gravity.
        float rand = Random.Range(0.0f, 1.0f);
        if (rand <= 0.5f)
        {
            m_gravity = m_strongLeft;
            gravEffectLeft.GetComponent<GravityEffectController>().EffectOn();
        }
        else
        {
            m_gravity = m_strongRight;
            gravEffectRight.GetComponent<GravityEffectController>().EffectOn();
        }
    }