public void Play(soundId id, float volume = 1) { switch (id) { // app case soundId.uiClick: audioSrc.PlayOneShot(gameSounds.uiClick, volume); break; // gameplay case soundId.scopeIn: audioSrc.PlayOneShot(gameSounds.scopeIn, volume); break; case soundId.scopeOut: audioSrc.PlayOneShot(gameSounds.scopeOut, volume); break; case soundId.navSelect: audioSrc.PlayOneShot(gameSounds.navSelect, volume); break; case soundId.navOption: audioSrc.PlayOneShot(gameSounds.navOption, volume); break; case soundId.noAction: audioSrc.PlayOneShot(gameSounds.noAction, volume); break; case soundId.crash: audioSrc.PlayOneShot(gameSounds.crash, volume); break; } }
public void Play(soundId id, float volume = 1) { if (!soundState) { return; } switch (id) { // game case soundId.actionDenied: audioSrcGameSound.PlayOneShot(gameSounds.actionDenied, volume); break; case soundId.itemBirth: audioSrcGameSound.PlayOneShot(gameSounds.itemBirth, volume); break; case soundId.enemyBirth: audioSrcGameSound.PlayOneShot(gameSounds.enemyBirth, volume); break; case soundId.itemPickup: audioSrcGameSound.PlayOneShot(gameSounds.itemPickup, volume); break; case soundId.itemPlaced: audioSrcGameSound.PlayOneShot(gameSounds.itemPlaced, volume); break; case soundId.sacrifice: audioSrcGameSound.PlayOneShot(gameSounds.sacrifice, volume); break; case soundId.point: // limited frequency playback if (gameSounds.pointLastPlayed + gameSounds.pointMinDelay > Time.realtimeSinceStartup) { break; } audioSrcGameSound.PlayOneShot(gameSounds.point, volume); gameSounds.pointLastPlayed = Time.realtimeSinceStartup; break; case soundId.gameOver: audioSrcGameSound.PlayOneShot(gameSounds.gameOver, volume); break; // system case soundId.guiClick: audioSrcGameSound.PlayOneShot(systemSounds.guiClick, volume); break; } }