public void Play(E_SFX clip) { switch (clip) { case E_SFX.Injury: PlayAudio(injury[Random.Range(0, injury.Length)]); break; case E_SFX.Success: PlayAudio(success); break; case E_SFX.Heal: PlayAudio(heal); break; case E_SFX.Death: PlayAudio(death); break; case E_SFX.GameOver: PlayAudio(death); break; default: break; } }
public override void InitializeManager() { if (m_AudioSource == null) { m_AudioSource = gameObject.AddComponent <AudioSource>(); } AudioClip[] bgms = Resources.LoadAll <AudioClip>("Sounds/BGM"); for (int i = 0; i < bgms.Length; i++) { string soundName = bgms[i].name; E_BGM bgm = (E_BGM)Enum.Parse(typeof(E_BGM), soundName); #if UNITY_EDITOR Debug.Log(bgms[i].name + "Load Success"); #endif m_dicBGM.Add(bgm, bgms[i]); } AudioClip[] sounds = Resources.LoadAll <AudioClip>("Sounds/SFX"); for (int i = 0; i < sounds.Length; i++) { string soundName = sounds[i].name; E_SFX sfx = (E_SFX)Enum.Parse(typeof(E_SFX), soundName); #if UNITY_EDITOR Debug.Log(sounds[i].name + "Load Success"); #endif m_dicSound.Add(sfx, sounds[i]); } return; }
public void PlaySFX(E_SFX _sfx) { AudioClip clip; if (m_dicSound.TryGetValue(_sfx, out clip)) { m_AudioSource.PlayOneShot(clip); } }
public void PlaySFX(E_SFX sfx) { AudioClip clip = null; AudioClip[] cliplist = null; switch (sfx) { case E_SFX.CLICK: cliplist = SFXClick; break; case E_SFX.SLIDE: cliplist = SFXSlide; break; case E_SFX.GROWL: cliplist = SFXGrowl; break; case E_SFX.FOOTSTEP: cliplist = SFXFootStep; break; case E_SFX.GOLD: cliplist = SFXGold; break; case E_SFX.INVENOPEN: cliplist = SFXInvenOpen; break; case E_SFX.UNDERTAKE: cliplist = SFXUndertake; break; } clip = cliplist[Random.Range(0, cliplist.Length)]; SFXAudio.PlayOneShot(clip, SettingUIManager.GetInstance().GetSFXVolume()); }