/// <summary> /// Play a music track and loop it until stopped, using the global music volume as a modifier /// </summary> /// <param name="source">Audio source to play</param> /// <param name="volumeScale">Additional volume scale</param> /// <param name="fadeSeconds">The number of seconds to fade in and out</param> /// <param name="persist">Whether to persist the looping music between scene changes</param> public static void PlayLoopingMusicManaged(this AudioSource source, float volumeScale, float fadeSeconds, bool persist) { SoundManager.PlayLoopingMusic(source, volumeScale, fadeSeconds, persist); }
/// <summary> /// Play a music track and loop it until stopped, using the global music volume as a modifier /// </summary> /// <param name="source">Audio source to play</param> public static void PlayLoopingMusicManaged(this AudioSource source) { SoundManager.PlayLoopingMusic(source, 1.0f, 1.0f, false); }