/// <summary> /// Fetches and then plays a non-spatial sound, ie. one that does not emit from a specific location and rolloff. /// </summary> /// <param name="soundBank">The sound bank used to set-up the sound instance</param> public static SequenceSoundInstance Play(this SequenceSoundBank soundBank) { if (soundBank != null) { SequenceSoundInstance sound = soundBank.Fetch(RuntimeSoundPool.Instance); sound.Play2D(); soundBank.OnPlayed(sound); return(sound); } return(null); }
public override SoundInstance TestInEditor(ISoundPool soundPool) { SequenceSoundInstance sound = Fetch(soundPool); if (sound != null) { sound.Play2D(); OnPlayed(sound); return(sound); } return(null); }