/// <summary> /// Plays a sound /// </summary> /// <param name="sound">Which sound to play</param> /// <returns>XACT cue to be used if you want to stop this particular looped sound. Can NOT be ignored. If the cue returned goes out of scope, the sound stops!!</returns> public static SoundEffectInstance Play(eSounds sound) { SoundEffectInstance returnValue = mSoundEffects[sound].CreateInstance(); returnValue.Play(); return(returnValue); }
public AudioClip GetSound(eSounds sound) { for (int i = 0; i < numSoundsPresent; i++) { if (soundMaps[i].soundType == sound) { return(soundMaps[i].soundClip); } } return(null); }
public SoundEffectInstance GetInstaceOf(eSounds i_SoundName) { SoundEffectInstance instance = m_SoundEffects[i_SoundName].CreateInstance(); if (i_SoundName == eSounds.BGMusic) { m_BGMusicInstances.Add(instance); } else { m_FXInstances.Add(instance); } return(instance); }
private void playSound(eSounds type, bool bSpeaker) { // Console.Beep(frequency, duration) // The frequency ranges between 37 and 32767, although the higher tones are not audible by the human ear. // The duration is 1000 for one second. switch (type) { case eSounds.TraceStart: if (bSpeaker) { Console.Beep(800, 1000); } else { System.Media.SystemSounds.Beep.Play(); } break; case eSounds.TraceEnd: if (bSpeaker) { Console.Beep(800, 250); } else { System.Media.SystemSounds.Beep.Play(); } break; case eSounds.TraceError: if (bSpeaker) { Console.Beep(800, 3000); } else { System.Media.SystemSounds.Exclamation.Play(); } break; case eSounds.DriveInserted: if (bSpeaker) { Console.Beep(800, 500); } else { System.Media.SystemSounds.Asterisk.Play(); } break; case eSounds.DriveRemoved: if (bSpeaker) { Console.Beep(800, 250); } else { System.Media.SystemSounds.Asterisk.Play(); } break; case eSounds.CopyStart: if (bSpeaker) { Console.Beep(800, 500); } else { System.Media.SystemSounds.Hand.Play(); } break; case eSounds.CopyEnd: if (bSpeaker) { Console.Beep(800, 1000); } else { System.Media.SystemSounds.Beep.Play(); } break; } }
public void PlaySound(eSounds sound) { AudioSource freeAudioSource = GetFreeAudioSource(); }
/// <summary> /// Plays a sound /// </summary> /// <param name="sound">Which sound to play</param> /// <returns>Nothing! This cue will play through to completion and then free itself.</returns> public static void PlayCue(eSounds sound) { mSoundEffects[sound].Play(); }