public void PlayClip(AudioClip clip) { if (current != null && audio.isPlaying && current.name == clip.name) { return; } RegisterClip(clip); PlayClip(clip, true); }
} // constructor public void AddClip(string name, AudioClip clip) { if (jukebox == null) { jukebox = new Hashtable(); } // if GameObject obj; obj = new GameObject(); obj.AddComponent("AudioSource"); obj.audio.clip = clip; obj.audio.ignoreListenerVolume = true; DontDestroyOnLoad(obj); jukebox.Add(name, obj); } // AddClip()
public override void PlayClip(AudioClip clip, bool stopCurrent) { if (clips == null || index >= clips.Length) { return; } if (stopCurrent) { audio.Stop(); } volume = initialVolume * PlayerPrefs.GetFloat("AmbientVolume", 1.0f); audio.volume = volume * maxVolume * globalVolume; audio.PlayOneShot(clip); current = clip; }
public override void PlayClip(AudioClip clip, bool stopCurrent) { if (stopCurrent) { audio.Stop(); } volume = PlayerPrefs.GetFloat("MusicVolume", 1.0f); volume *= initialVolume; audio.volume = volume * maxVolume * globalVolume; audio.PlayOneShot(clip); current = clip; Console.Log(CurrentTrackInfo(), false); if (loopTracks) { Invoke("NextTrack", clip.length); } }
public void SetHitSound(AudioClip hitSound) { this.mHitSound = hitSound; }
IEnumerator showText(string text, float showCharTime, AudioClip se, float p) { // 读两个字符麻烦,偷懒 text = text.Replace("\\c[10]", "\\c[9]"); char[] A = text.ToCharArray(); string txt = ""; int mark = 0; char type = '0'; foreach (var a in A) { if (!showFinish) { if (mark > 0) { switch (a) { case '\\': break; case '|': if (se) { gameManager.instance.stopSE(); } yield return(new WaitForSeconds(0.5f)); if (se) { gameManager.instance.playSE(se, p, true); } mark = 0; break; case '.': if (se) { gameManager.instance.stopSE(); } yield return(new WaitForSeconds(0.25f)); if (se) { gameManager.instance.playSE(se, p, true); } mark = 0; break; case 'c': mark = 2; type = 'c'; break; case '{': mark = 0; if (type == 's') { txt += "</size>"; } else { type = 's'; } txt += "<size=" + (int)(textPanel.mainText.fontSize * 1.3f) + ">"; break; case '}': mark = 0; if (type == 's') { txt += "</size>"; } else { type = 's'; } txt += "<size=" + (int)(textPanel.mainText.fontSize * 0.8f) + ">"; break; case '[': mark--; break; case ']': mark--; break; case '1': if (type == 'c') { txt += "<color=#67c2ea>"; } break; case '2': if (type == 'c') { txt += "<color=#f78f6d>"; } break; case '3': if (type == 'c') { txt += "<color=#7f9782>"; } break; case '4': if (type == 'c') { txt += "<color=#99ccff>"; } break; case '6': if (type == 'c') { txt += "<color=#ffffa0>"; } break; case '9': if (type == 'c') { txt += "<color=#f45331>"; } break; case '0': if (type == 'c') { type = '0'; txt += "</color>"; } break; default: mark = 0; break; } } else { if (a == '\\') { mark = 1; } else { txt += a; if (type == 'c') { textPanel.setMainText(txt + "</color>"); } else if (type == 's') { textPanel.setMainText(txt + "</size>"); } else { textPanel.setMainText(txt); } yield return(new WaitForSeconds(showCharTime)); } } } else { text = text.Replace("\\|", ""); text = text.Replace("\\^", ""); text = text.Replace("\\.", ""); text = text.Replace("\\!", ""); text = text.Replace("\\c[0]", "</color>"); text = text.Replace("\\c[1]", "<color=#67c2ea>"); text = text.Replace("\\c[2]", "<color=#f78f6d>"); text = text.Replace("\\c[3]", "<color=#7f9782>"); text = text.Replace("\\c[4]", "<color=#99ccff>"); text = text.Replace("\\c[6]", "<color=#ffffa0>"); text = text.Replace("\\c[9]", "<color=#f45331>"); int num = Regex.Split(text, "\\{|\\}").Length - 1; if (text.Contains("\\{")) { text = text.Replace("\\{", "<size=" + (int)(textPanel.mainText.fontSize * 1.3f) + ">"); } if (text.Contains("\\}")) { text = text.Replace("\\}", "<size=" + (int)(textPanel.mainText.fontSize * 0.8f) + ">"); } for (int i = 0; i < num; i++) { text += "</size>"; } textPanel.setMainText(text); break; } } if (se) { gameManager.instance.stopSE(); } showFinish = true; canHide = true; }
private static void WriteHeader(byte[] stream, AudioClip clip, uint length, uint samples) { var hz = (uint)clip.frequency; var channels = (ushort)clip.channels; var offset = 0u; var riff = Encoding.UTF8.GetBytes("RIFF"); AddDataToBuffer(stream, ref offset, riff); var chunkSize = BitConverter.GetBytes(length - 8); AddDataToBuffer(stream, ref offset, chunkSize); var wave = Encoding.UTF8.GetBytes("WAVE"); AddDataToBuffer(stream, ref offset, wave); var fmt = Encoding.UTF8.GetBytes("fmt "); AddDataToBuffer(stream, ref offset, fmt); var subChunk1 = BitConverter.GetBytes(16u); AddDataToBuffer(stream, ref offset, subChunk1); const ushort one = 1; var audioFormat = BitConverter.GetBytes(one); AddDataToBuffer(stream, ref offset, audioFormat); var numChannels = BitConverter.GetBytes(channels); AddDataToBuffer(stream, ref offset, numChannels); var sampleRate = BitConverter.GetBytes(hz); AddDataToBuffer(stream, ref offset, sampleRate); var byteRate = BitConverter.GetBytes(hz * channels * 2); // sampleRate * bytesPerSample*number of channels, here 44100*2*2 AddDataToBuffer(stream, ref offset, byteRate); var blockAlign = (ushort)(channels * 2); AddDataToBuffer(stream, ref offset, BitConverter.GetBytes(blockAlign)); ushort bps = 16; var bitsPerSample = BitConverter.GetBytes(bps); AddDataToBuffer(stream, ref offset, bitsPerSample); var dataString = Encoding.UTF8.GetBytes("data"); AddDataToBuffer(stream, ref offset, dataString); var subChunk2 = BitConverter.GetBytes(samples * 2); AddDataToBuffer(stream, ref offset, subChunk2); }
//Used to play single sound clips. public void PlaySingle(AudioClip clip) { efxSource.clip = clip; efxSource.Play(); }
public void PlayOneShotPlayerSFX(AudioClip clip) { PlayerSFXSource.PlayOneShot(clip); }
public void PlayOneShot(AudioClip clip, float volumeScale){}
public void Play(AudioClip clip) { _audioSource.clip = clip; _audioSource.Play(); }
public void PlaySound(AudioClip audioClip) { audioSource.PlayOneShot(audioClip); }
public void Play(AudioClip clip) { source.PlayOneShot(clip); }
public void PlayAndLoop(AudioClip clip) { source.clip = clip; source.loop = true; source.Play(); }
private void MakeSound(AudioClip originalClip) { // As it is not 3D audio clip, position doesn't matter. AudioSource.PlayClipAtPoint(originalClip, transform.position); }
public void Play(AudioClip clip) { this.audioSource.PlayOneShot(clip); }
//This function will handle the synthesis of the creepy music to be played when the enemy appears //as well as the win/lose sound public static void GenerateAudio() { //The two samples lists for the bass and accompaniments List <float> samplesBass = new List <float>(); List <float> samplesAccomp = new List <float>(); Envelope e = new Envelope(); e.Init(0.1f, 0.1f, 0.04f, 0.01f, 1.0f, 1.0f); List <float> Note1 = new List <float>(); List <float> Note2 = new List <float>(); List <float> Note3 = new List <float>(); //Generate the pulsing bass for the creepy music WaveType w = WaveType.SAW; for (int i = 0; i < 20; i++) { Note1 = new List <float>(); Note2 = new List <float>(); Note3 = new List <float>(); Note1 = Synth(Note1, 0.25f, 0 - 21, w, 0.5f); Note1 = Modulate(Note1, e); Note2 = Synth(Note2, 0.25f, 1 - 21, w, 0.5f); Note2 = Modulate(Note2, e); Note3 = Synth(Note3, 0.25f, 2 - 21, w, 0.5f); Note3 = Modulate(Note3, e); samplesBass.AddRange(Note1); samplesBass.AddRange(Note2); samplesBass.AddRange(Note3); Note1 = new List <float>(); Note2 = new List <float>(); Note3 = new List <float>(); Note1 = Synth(Note1, 0.25f, 3 - 21, w, 0.5f); Note1 = Modulate(Note1, e); Note2 = Synth(Note2, 0.25f, 2 - 21, w, 0.5f); Note2 = Modulate(Note2, e); Note3 = Synth(Note3, 0.25f, 1 - 21, w, 0.5f); Note3 = Modulate(Note3, e); samplesBass.AddRange(Note1); samplesBass.AddRange(Note2); samplesBass.AddRange(Note3); } //Generate the high pitched accompanying tone for (int i = 0; i < 20; i++) { Note1 = new List <float>(); Note2 = new List <float>(); Note3 = new List <float>(); Note1 = Synth(Note1, 0.25f, 0 - 1, w, 0.5f); Note1 = Modulate(Note1, e); Note2 = Synth(Note2, 0.25f, 0 - 2, w, 0.5f); Note2 = Modulate(Note2, e); Note3 = Synth(Note3, 0.25f, 0 - 3, w, 0.5f); Note3 = Modulate(Note3, e); samplesAccomp.AddRange(Note1); samplesAccomp.AddRange(Note2); samplesAccomp.AddRange(Note3); Note1 = new List <float>(); Note2 = new List <float>(); Note1 = Synth(Note1, 0.25f, 0 - 2, w, 0.5f); Note1 = Modulate(Note1, e); Note2 = Synth(Note2, 0.25f, 0 - 1, w, 0.5f); Note2 = Modulate(Note2, e); samplesAccomp.AddRange(Note1); samplesAccomp.AddRange(Note2); } samplesBass = AlterGain(samplesBass, 0.01f); samplesAccomp = AlterGain(samplesAccomp, 0.01f); samplesBass = TrimSilence(samplesBass, 0.2f); //Create the bass audio clip musicBass = AudioClip.Create("musicBass", samplesBass.Count, 2, samplerate, false); musicBass.SetData(samplesBass.ToArray(), 0); //Create the accompaniments audio clip musicAccomp = AudioClip.Create("musicAccomp", samplesAccomp.Count, 2, samplerate, false); musicAccomp.SetData(samplesAccomp.ToArray(), 0); w = WaveType.TRIANGLE; //Create the win and lose audio e.Init(0.01f, 0, 0.8f, 0.01f, 1.0f, 1.0f); List <float> winSamples = new List <float>(); List <float> loseSamples = new List <float>(); Note1 = new List <float>(); Note2 = new List <float>(); Note3 = new List <float>(); Note1 = Synth(Note1, 0.1f, 0 - 9, w, 1.0f); Note1 = Modulate(Note1, e); Note2 = Synth(Note2, 0.1f, 0 - 7, w, 1.0f); Note2 = Modulate(Note2, e); e.Init(0.01f, 0.05f, 0.05f, 0.069f, 1.0f, 1.0f); Note3 = Synth(Note3, 0.075f, 0 - 9, w, 1.0f); Note3 = Modulate(Note3, e); winSamples.AddRange(Note1); winSamples.AddRange(Note2); winSamples.AddRange(Note3); e.Init(0.01f, 0, 0.18f, 0.01f, 1.0f, 1.0f); Note3 = new List <float>(); Note3 = Synth(Note3, 0.2f, 0 - 1, w, 1.0f); Note3 = Modulate(Note3, e); winSamples.AddRange(Note3); Note1 = new List <float>(); Note2 = new List <float>(); Note3 = new List <float>(); Note1 = Synth(Note1, 0.1f, 0 - 10, w, 1.0f); Note1 = Modulate(Note1, e); Note2 = Synth(Note2, 0.1f, 0 - 8, w, 1.0f); Note2 = Modulate(Note2, e); e.Init(0.01f, 0.05f, 0.05f, 0.069f, 1.0f, 1.0f); Note3 = Synth(Note3, 0.075f, 0 - 10, w, 1.0f); Note3 = Modulate(Note3, e); loseSamples.AddRange(Note1); loseSamples.AddRange(Note2); loseSamples.AddRange(Note3); e.Init(0.01f, 0, 0.18f, 0.01f, 1.0f, 1.0f); Note3 = new List <float>(); Note3 = Synth(Note3, 0.075f, 0 - 12, w, 1.0f); Note3 = Modulate(Note3, e); loseSamples.AddRange(Note3); //Create the bass audio clip winSound = AudioClip.Create("Win Sound", winSamples.Count, 1, samplerate, false); winSound.SetData(winSamples.ToArray(), 0); //Create the accompaniments audio clip loseSound = AudioClip.Create("Lose Sound", loseSamples.Count, 1, samplerate, false); loseSound.SetData(loseSamples.ToArray(), 0); }
private static JSONClass SerializeAudioClip(AudioClip clip) { if (clip == null) { return null; } JSONClass fieldData = new JSONClass(); fieldData.Add("name", new JSONData(clip.name)); return fieldData; }
//list of sounds and their id /* Sound Effect ID list (SFX) * 0: Death * 1: Eat * 2: Hurt * 3: Lose * 4: RoundBegin * 5: RoundEnd * 6: Victory */ /* Music ID list * 0: Ambient Music * 1: Hunting Music * 2: Main Menu */ /// <summary> /// Randomizes the pitch of a clip /// </summary> /// <param name="clip"></param> /// <param name="source"></param> private static void RandomizeSFX(AudioClip clip, AudioSource source) { source.clip = clip; // source.pitch = Random.Range(0.8f, 1.0f); source.Play(); }
public void PlayOneShot(AudioClip clip, float volumeScale) { throw new NotImplementedException(); }
public void PlaySong(AudioClip clip) { audioSource.clip = clip; audioSource.Play(); }
public static void PlayClipAtPoint(AudioClip clip, Vector3 position){}
public void StopRecording() { clip = null; recording = false; }
private void SetSoundEffect(AudioClip sfx) { if (sfx != null) { sfx.Volume = volume; time = 0; } }
// play sound through the audiosource on the gameobject void PlaySound(AudioClip clip) { _audio.PlayOneShot(clip); }
public void PlayOneShotEnemySFX(AudioClip clip) { EnemySFXSource.PlayOneShot(clip); }
IEnumerator FadeOutInMusic(AudioClip clip, float musicVolume, float fadeOutTime, float fadeIntime) { if (Music.isPlaying) { if (fadeOutTime == 0) { Music.volume = 0; Music.Stop(); } else { float maxVolume = Music.volume; float volume = Music.volume; while (volume > 0) { volume -= 1 / fadeOutTime * Time.deltaTime * maxVolume; if (volume < 0) { volume = 0; } Music.volume = volume; yield return(new WaitForEndOfFrame()); } Music.Stop(); } } yield return(new WaitForEndOfFrame()); if (clip != null) { Music.clip = clip; Music.Play(); if (fadeIntime == 0) { Music.volume = musicVolume; } else { float maxVolume = musicVolume; float volume = 0; while (volume < maxVolume) { volume += 1 / fadeIntime * Time.deltaTime * maxVolume; if (volume > maxVolume) { volume = maxVolume; } Music.volume = volume; yield return(new WaitForEndOfFrame()); } } } }
private void PlayMusic(AudioSource source, AudioClip clip) { StopAllMusic(); source.clip = clip; source.Play(); }
IEnumerator PlayRoutine() { while (queuedTracks.Count <= 0 || isPlaying) {yield return null;} // If we have things to play queued up AudioClip toPlay = queuedTracks.Values[0]; queuedTracks.RemoveAt(0); switch (toPlay.name) { // When we play ending, empty the queue case "14 Ending": // We just entered the hex room print("ending"); queuedTracks = new SortedList<int, AudioClip>(); StartCoroutine(PlayInSuccession(ending)); break; // We are exiting trash room, clear the queue case "Warning - Anomaly Detected": queuedTracks = new SortedList<int, AudioClip>(); StartCoroutine(PlayInSuccession(trashFinishedLines)); break; // We grabbed the frisbee for the first time case "4 Hello": print("playing grabbed"); queuedTracks = new SortedList<int, AudioClip>(); instance.TrashLine(); StartCoroutine(PlayInSuccession(frisbeeGrabbedLines)); break; case "11 Where We": queuedTracks = new SortedList<int, AudioClip>(); StartCoroutine(PlayInSuccession(newPlaceLines)); break; // We just sucked up an item case "8 Success": // We just failed to suck up an item case "9 Fail": print("frisbeecall"); StartCoroutine(PlayClip(toPlay)); break; // We haven't grabbed the frisbee yet case "2 So Alone": StartCoroutine(PlayFrisbeeListLines(lostFrisbeeLines, 3, 4)); break; // We are idling in the hex room case "13 Hex Lines": StartCoroutine(PlayFrisbeeListLines(hexRoomLines, 10, 8)); break; // We are idling in the trash room case "0 Ugh": StartCoroutine(PlayFrisbeeListLines(trashRoomLines, 10, 7)); break; // God knows why we'd be here default: StartCoroutine(PlayClip(toPlay)); break; } yield return new WaitForSeconds(0); }
//显示文字框 public void showTextPanel(Component _object, string name, string text, Sprite sprite, AudioClip se = null, float p = 1.0f, bool _new = false) { AudioClip s; if (se == null) { s = show; } else { s = se; } textRequest = _object; if (textPanel == null) { GameObject go = GameObject.Instantiate(TextPanel) as GameObject; textPanel = go.GetComponent <TextPanel>(); go.transform.SetParent(GameObject.Find("Canvas").GetComponent <RectTransform>()); go.transform.localPosition = Vector2.zero; } else if (_new) { Destroy(textPanel.gameObject); GameObject go = GameObject.Instantiate(TextPanel) as GameObject; textPanel = go.GetComponent <TextPanel>(); go.transform.SetParent(GameObject.Find("Canvas").GetComponent <RectTransform>()); go.transform.localPosition = Vector2.zero; } else { textPanel.gameObject.SetActive(true); textPanel.changeSize(); } gameManager.instance.changeState(nowState.text, textPanel.gameObject); textPanel.setNameText(name); textPanel.setAvator(sprite); showFinish = false; if (s) { gameManager.instance.playSE(s, p, true); } StartCoroutine(showText(text, 0.05f, s, p)); }
public void PlayMusic(AudioClip clip) { music.clip = clip; music.Play(); }
/// <summary> /// Spawn one damage text. /// </summary> /// <param name="damage"> damage number </param> /// <param name="pos"> spawn position </param> public void SpawnDamageTextFromPool( int damage, Vector2 pos, AudioClip hitSound, bool secondSearch = false) { if (mNumberOfHandle == 0) { return; } JCS_DamageText dt; for (int index = mLastSpawnPos; index < mNumberOfHandle; ++index) { dt = mDamageTexts.at(index); // if not active, meaning we can spawn the text if (!dt.isActive()) { dt.SpawnDamageText(damage, pos); // Hit Sound is the part of sfx sound PlayHitSound(hitSound); // set the last spawn count mLastSpawnPos = index; return; } } // if we get here mean we cycle once but we // did not spawn a text! // so reset the spawn pos and // try to search agian until we find one! mLastSpawnPos = 0; // if function call the second time, // and try to call the third time, // exit the function call. // so prevent "stack overflow // search/infinite function call". // IMPORTANT(JenChieh): it wont spawn damage text this time, // if this happens. if (secondSearch) { #if (UNITY_EDITOR) if (JCS_GameSettings.instance.DEBUG_MODE) { JCS_Debug.LogWarning( "Prevent, stack overflow function call."); } #endif return; } // dangerious, use carefully! // make sure u have enough number of handle // or else the program might crash? (too many delay?) SpawnDamageTextFromPool(damage, pos, hitSound, true); }
void OnGUI() { GUI.skin = mySkin; if (GUI.Button(new Rect(50, 50, 75, 75), "", GUI.skin.GetStyle("Back"))) { SceneManager.LoadScene("Selection"); } switch (Selection.GetChoose()) { case "1": title = "镊子抓取固体"; tips = "Tips:除大拇指外其余四指基本平行"; break; case "2": title = "往试管中加固体"; tips = "Tips:五指基本不弯曲"; break; case "3": title = "胶头滴管吸取液体"; tips = "Tips:注意中指,无名指与小拇指的位置"; break; case "4": title = "烧杯倒水"; tips = "Tips:注意右掌心与烧杯右侧相贴"; break; default: break; } GUI.Label(new Rect(175, 50, 200, 75), title, GUI.skin.GetStyle("Text")); GUI.Label(new Rect(90, 240, 250, 100), condition, GUI.skin.GetStyle("Text")); GUI.Label(new Rect(500, 400, 600, 100), tips, GUI.skin.GetStyle("Text")); if (GUI.Button(new Rect(90, 140, 100, 100), "", GUI.skin.GetStyle("Start"))) { show = 1; } if (GUI.Button(new Rect(240, 140, 100, 100), "", GUI.skin.GetStyle("Pause"))) { show = 2; } if (result == 1) { GUI.Button(new Rect(90, 350, 250, 100), "", GUI.skin.GetStyle("Passed")); } if (result == 2) { GUI.Button(new Rect(90, 325, 250, 150), "", GUI.skin.GetStyle("Failed")); } if (isBegin) { //添加 Audio Source 组件 _audioSource = this.gameObject.AddComponent <AudioSource>(); //加载 Audio Clip 对象 AudioClip audioClip = Resources.Load <AudioClip>("begin"); //播放声音 _audioSource.clip = audioClip; _audioSource.Play(0); isBegin = !isBegin; } if (isSuccess) { //添加 Audio Source 组件 _audioSource = this.gameObject.AddComponent <AudioSource>(); //加载 Audio Clip 对象 AudioClip audioClip = Resources.Load <AudioClip>("success"); //播放声音 _audioSource.clip = audioClip; _audioSource.Play(0); isSuccess = !isSuccess; } if (isFailed) { //添加 Audio Source 组件 _audioSource = this.gameObject.AddComponent <AudioSource>(); //加载 Audio Clip 对象 AudioClip audioClip = Resources.Load <AudioClip>("failed"); //播放声音 _audioSource.clip = audioClip; _audioSource.Play(0); isFailed = !isFailed; } }
public void PlayTrack(AudioClip audio) { MusicController.PlayTrack(audio); }
public Explosion(Vector2 pos) : base(pos, "explosion_0", DrawMgr.Layer.Playground) { Create(); explosionClip = AudioMgr.GetClip("explosion"); }
private static void RegisterClip(AudioClip clip) { string clipName = clip.name; if (!clipsByName.ContainsKey(clipName)) { clipsByName.Add(clipName, clip); } }
// Singleton instance. // public static AudioManager Instance = null; /* * private void Awake() * { * // If there is not already an instance of SoundManager, set it to this. * if (Instance == null) * { * Instance = this; * } * //If an instance already exists, destroy whatever this object is to enforce the singleton. * else if (Instance != this) * { * Destroy(gameObject); * } * * //Set SoundManager to DontDestroyOnLoad so that it won't be destroyed when reloading our scene. * DontDestroyOnLoad(gameObject); * }*/ public void Play(AudioClip clip) { EffectsSource.clip = clip; EffectsSource.Play(); }
public virtual void PlayClip(AudioClip clip, bool stopCurrent) { if (stopCurrent) { audio.Stop(); } volume = PlayerPrefs.GetFloat("AudioVolume", 1.0f); volume *= initialVolume; audio.volume = volume * maxVolume * globalVolume; audio.PlayOneShot(clip); current = clip; }
/// <summary> /// Plays an <a href="http://docs.unity3d.com/ScriptReference/AudioClip.html">AudioClip</a> at a given position in world space. /// </summary> /// <param name='clip'> /// Clip. /// </param> /// <param name='position'> /// Position. /// </param> /// <param name='volume'> /// Volume. /// </param> public static void PlayClipAtPoint(AudioClip clip, Vector3 position, float volume=1f) { SoundManager.PlaySFX(clip, false, 0f, volume, SoundManager.GetPitchSFX(), position); }
public void PlayOneShot(AudioClip clip){}
public static void PlayClipAtPoint(AudioClip clip, Vector3 position, float volume) { throw new NotImplementedException(); }
public static void PlayClipAtPoint(AudioClip clip, Vector3 position, float volume){}
public static void ChangeMusicCaller(int track, float speed, AudioClip audioClip, List <AudioClip> listAudioClip = null, int min = -2, int max = -2) { instance.StartCoroutine(ChangeMusic(track, speed, audioClip, listAudioClip, min, max)); }
// Function to allow any object to call sound manager to obtain sound public void PlayOneShot(AudioClip clip) { soundEffectAudio.PlayOneShot(clip); }
public void PlayOneShot(AudioClip clip) { throw new NotImplementedException(); }
/// <summary> /// Plays an <a href="http://docs.unity3d.com/ScriptReference/AudioClip.html">AudioClip</a>, and scales the AudioSourcePro volume by volumeScale. /// </summary> /// <param name='clip'> /// Clip. /// </param> /// <param name='volumeScale'> /// Volume scale. /// </param> public void PlayOneShot(AudioClip clip, float volumeScale) { audioSource.PlayOneShot(clip, volumeScale); }
public static void LoopCaller(int track, float clipLength, AudioClip audioClip, List <AudioClip> listAudioClip, int min, int max) { instance.StartCoroutine(Loop(track, clipLength, audioClip, listAudioClip, min, max)); }