//Plays a Persistent Audio void PlayMusic() { MultiAudioSource persistentAudio = MultiAudioManager.PlayAudioObjectByIdentifier("bgm test", 3, transform.position); //Makes the sound persistent persistentAudio.PersistsBetweenScenes = true; }
//Plays an Audio Object overriting some of its parameters void PlaySoundOverrideParameters() { MultiAudioSource sound = MultiAudioManager.PlayAudioObject(refAudioObject, transform.position); //Play the audio backwards sound.PitchOverride = -1; //Change the spatial mode to 2D sound.SpatialMode2DOverride = true; }
MultiAudioSource SetupSource(AudioClip clip) { MultiAudioSource newSource = gameObject.AddComponent <MultiAudioSource>(); newSource.loop = true; newSource.volume = 0; newSource.clip = clip; newSource.dontDestroyOnLoad = true; newSource.Play(); newSource.m_sourceObject.hideFlags = HideFlags.HideInHierarchy; return(newSource); }
//This is the important part, the Custom Play Method public void PlayFootstep(MLPASACustomPlayMethodParameters parameters) { MultiAudioSource source = MultiAudioManager.PlayAudioObject(parameters.AudioObject, parameters.CustomParameters.IntParameter == 1?rightFoot.position:leftFoot.position); source.MasterVolume = speed; }
public static void Play(this AudioObject ao, int channel, Transform targetToFollow, out MultiAudioSource audioSource) { audioSource = MultiAudioManager.PlayAudioObject(ao, channel, targetToFollow); }
public static void Play(this AudioObject ao, int channel, Vector3 position, out MultiAudioSource audioSource) { audioSource = MultiAudioManager.PlayAudioObject(ao, channel, position); }
void Update() { // Simple test movement code vel = Vector3.zero; if (Input.GetKey(inputs [0])) { vel += Vector3.forward; lastVel = vel; } if (Input.GetKey(inputs [1])) { vel += -Vector3.forward; lastVel = vel; } if (Input.GetKey(inputs [2])) { vel += Vector3.right; lastVel = vel; } if (Input.GetKey(inputs [3])) { vel += -Vector3.right; lastVel = vel; } Vector3 finalVel = (vel.normalized * speed) * Time.deltaTime; finalVel.y = 0; rb.velocity = finalVel; // Simple test rotation code if (lastVel != Vector3.zero) { transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(lastVel), Time.deltaTime * 15f); } // Change Reverb Preset inside the cave if (insideReverbZone) { listener.ReverbPreset = AudioReverbPreset.Cave; } else { listener.ReverbPreset = AudioReverbPreset.Off; } //Pause the Game if (playerId == 1 && Input.GetKeyDown("return")) { MultiAudioManager.Paused = !MultiAudioManager.Paused; if (MultiAudioManager.Paused) { MultiAudioSource pauseBgm = MultiAudioManager.PlayAudioObjectByIdentifier("pause music", 6, transform.position); pauseBgm.IgnoreListenerPause = true; pauseCanvas.SetActive(true); Time.timeScale = 0; } else { MultiAudioManager.StopAudioSource(6); pauseCanvas.SetActive(false); Time.timeScale = 1; } } }
public static void PlayIgnoringPause(this AudioObject ao, Transform trf) { MultiAudioSource source = MultiAudioManager.PlayAudioObject(ao, trf); source.IgnoreListenerPause = true; }
public static void PlayIgnoringPause(this AudioObject ao, Vector3 position) { MultiAudioSource source = MultiAudioManager.PlayAudioObject(ao, position); source.IgnoreListenerPause = true; }
public static void Play(this AudioObject ao, int channel, Vector3 position, MultiAudioManager.UpdateModes updateMode) { MultiAudioSource _source = MultiAudioManager.PlayAudioObject(ao, channel, position); _source.PlayUpdateMode = updateMode; }
public static void Play(this AudioObject ao, Transform targetToFollow, MultiAudioManager.UpdateModes updateMode) { MultiAudioSource _source = MultiAudioManager.PlayAudioObject(ao, targetToFollow); _source.PlayUpdateMode = updateMode; }
// Use this for initialization void Start() { oceanSource = SetupSource(oceanSound); windSource = SetupSource(windSound); }
private void Start() { audioSource = gameObject.AddComponent <MultiAudioSource>(); handAnimator = weaponHand.GetComponent <Animator>(); bodyAnimator = weaponBody.GetComponent <Animator>(); }