public GameObject PlayTrackSFX_NoLocation_SingleTrack(Audio_SO audioSO)
    {
        //Instantiate New Audio Source Unser Container
        GameObject newAudioTrack = Instantiate(audioTrack_Prefab, sfxTrack_Container.transform);

        newAudioTrack.name = "SFX Track (" + audioSO.audioName + ")";

        ///////////////
        /// <TODO>
        ///
        /// Send Database value for sliders
        ///
        /// </TODO>
        ///////////////

        //SFX Setup
        newAudioTrack.GetComponent <AudioTab>().SetupAudioTrack(audioSO, 1, false);

        return(newAudioTrack);
    }
    /////////////////////////////////////////////////////////////////

    public GameObject PlayTrackSFX_SpatialLocation_SingleTrack(Audio_SO audioSO, GameObject locationalParent)
    {
        //Instantiate New Audio Source At Location
        GameObject newAudioTrack = Instantiate(audioTrack_Prefab, locationalParent.transform);

        newAudioTrack.name = "SFX Track (" + audioSO.audioName + ")";

        ///////////////
        /// <TODO>
        ///
        /// Send Database value for sliders
        ///
        /// </TODO>
        ///////////////

        //SFX Setup
        newAudioTrack.GetComponent <AudioTab>().SetupAudioTrack(audioSO, 1, false);

        return(newAudioTrack);
    }
Example #3
0
    public GameObject PlayTrackMusic_NoLocation(Audio_SO audioSO)
    {
        //Stop Other Music
        StopTrackMusic_All();

        //Instantiate New Audio Source User Container
        GameObject newAudioTrack = Instantiate(audioTrack_Prefab, musicTrack_Container.transform);

        newAudioTrack.name = "Music Track (" + audioSO.audioName + ")";

        ///////////////
        /// <TODO>
        ///
        /// Send Database value for sliders
        ///
        /// </TODO>
        ///////////////

        //Music Setup
        newAudioTrack.GetComponent <AudioTab>().SetupAudioTrack(audioSO, 1, false);

        return(newAudioTrack);
    }
Example #4
0
    /////////////////////////////////////////////////////////////////

    public void SetupAudioTrack(Audio_SO audioSO, float audioTypeVolume, bool isMuted)
    {
        //Save Scriptable
        currentAudio_SO = audioSO;

        //Settings
        audioSource.clip         = audioSO.audioClip;
        audioSource.loop         = audioSO.canLoop;
        audioSource.pitch        = audioSO.pitch + (Random.Range(-audioSO.pitchRange, audioSO.pitchRange));
        audioSource.spatialBlend = audioSO.spatialAudioRange;
        audioSource.volume       = currentAudio_SO.volume;



        ///////////////
        /// <TODO>
        ///
        /// Add SOund Slider Settings
        ///
        ///
        // /Volume
        /// if (isMuted)
        /// {
        /// audioSource.volume = 0;
        /// }
        /// else
        /// {
        /// float volumeMutiplyer = TM_DatabaseController.Instance.settings_SaveData.volumeTotal * specficTypeVolume;
        /// print("Test Code: " + currentAudio_SO.volume * volumeMutiplyer);
        /// audioSource.volume = (currentAudio_SO.volume * volumeMutiplyer);
        /// }
        ///
        ///
        /// </TODO>
        ///////////////



        //Play Audio
        audioSource.Play();

        //Begin lerping volume of sound
        if (audioSO.canFadeIn == true)
        {
            //Begin lerping volume of sound
            StartCoroutine(IAudioVolumeDampeningOnLoad((audioSource.volume / 60), audioSource.volume, currentAudio_SO.fadeInSpeed));
        }

        //Set Fade Out Point For when to fade out the volume of the sound
        if (audioSO.canFadeIn == true)
        {
            //Begin lerping volume of sound
            StartCoroutine(IAudioVolumeDampeningOnLoad((audioSource.volume / 60), audioSource.volume, currentAudio_SO.fadeInSpeed));
        }

        //Begin Audio Destruction Countdown
        if (audioSO.canLoop == false)
        {
            //Begin Audio Destruction Countdown
            StartCoroutine(IAutoDestoryCountdown(currentAudio_SO.audioClip.length));
        }
    }