public static void Play(SOUNDS sound, Vector3 pointToPlayAt, bool killWhenDone = true) { try { var clipInfo = s_Instance.enumToSoundDataMap[sound]; var tmpAudioSource = Instantiate(s_Instance.m_templateAudio) as AudioSource; tmpAudioSource.transform.position = pointToPlayAt; tmpAudioSource.clip = clipInfo.clip; tmpAudioSource.volume = clipInfo.volume; tmpAudioSource.volume += Random.Range(-1 * clipInfo.volumeVariance, 0f); tmpAudioSource.pitch += Random.Range(-1 * clipInfo.frequencyVariance, clipInfo.frequencyVariance); tmpAudioSource.loop = clipInfo.loop; tmpAudioSource.Play(); if (killWhenDone) { s_Instance.StartCoroutine(s_Instance.killWhenDone(tmpAudioSource)); } else { s_Instance.StartCoroutine(s_Instance.trackVRHeadset(tmpAudioSource)); } } catch (Exception e) { Debug.LogWarning("Sound play error:" + e.Message); } }
/// <summary> /// Loads the sound. /// </summary> /// <param name="sound">The sound.</param> /// <param name="file">The file.</param> private void LoadSound(SOUNDS sound, string file) { int soundIndex = (int)sound; this.sounds[soundIndex] = new SoundInfo(file); this.soundsBank.Add(this.sounds[soundIndex]); }
public static void Play(SOUNDS sound) { if (muted) return; switch (sound) { case SOUNDS.SELECT: instance.source.clip = instance.Select; break; case SOUNDS.NEGATIVE: instance.source.clip = instance.Negative; break; case SOUNDS.COINGET: instance.source.clip = instance.Coinget; break; case SOUNDS.COINLOSE: instance.source.clip = instance.Coinlose; break; case SOUNDS.LOSEHEALTH: instance.source.clip = instance.loseHealth; break; case SOUNDS.SWORDDRAW: instance.source.clip = instance.SwordDraw; break; case SOUNDS.SWORDFIGHT: instance.source.clip = instance.SwordFight; break; } instance.source.Play(); }
public static void PlayAudio(SOUNDS sound, float volume = 1f) { if (instance == null) { return; } instance._PlayAudio(sound, volume); }
/// <summary> /// Plays the sound. /// </summary> /// <param name="sound">The sound.</param> /// <param name="volume">The volume.</param> /// <param name="loop">if set to <c>true</c> [loop].</param> /// <returns></returns> public SoundInstance PlaySound(SOUNDS sound, float volume, bool loop) { int soundIndex = (int)sound; if (soundIndex >= 0 && soundIndex < this.sounds.Length && this.sounds[soundIndex] != null) { return(WaveServices.SoundPlayer.Play(this.sounds[soundIndex], volume, loop)); } return(null); }
public void Play(string name) { SOUNDS s = Array.Find(sounds, sound => sound.name == name); if (s == null) { return; } s.source.Play(); }
public void AddSounds(string name) { if (SOUNDS == null) { SOUNDS = new List <string>(); } name = name.Replace('/', '\\'); if (!SOUNDS.Contains(name)) { SOUNDS.Add(name); } }
public static void SoundController(SOUNDS key, bool play) { AudioSource s; if (soundCollection.TryGetValue(key, out s)) { if (play) { s.Play(); } else if (s.isPlaying) { s.Stop(); } } }
public void playSound(SOUNDS sound) { AudioClip clipToPlay = null; switch (sound) { case SOUNDS.NEW_MESSAGE: clipToPlay = newMessageSound; break; case SOUNDS.SHARED_LOCATION: clipToPlay = sharedLocationSound; break; default: print("invalid sound requested"); break; } sc.attemptSound(clipToPlay, 0.03f, 1.0f); }
public static void Play(SOUNDS sound) { if (muted) { return; } switch (sound) { case SOUNDS.SELECT: instance.source.clip = instance.Select; break; case SOUNDS.NEGATIVE: instance.source.clip = instance.Negative; break; case SOUNDS.COINGET: instance.source.clip = instance.Coinget; break; case SOUNDS.COINLOSE: instance.source.clip = instance.Coinlose; break; case SOUNDS.LOSEHEALTH: instance.source.clip = instance.loseHealth; break; case SOUNDS.SWORDDRAW: instance.source.clip = instance.SwordDraw; break; case SOUNDS.SWORDFIGHT: instance.source.clip = instance.SwordFight; break; } instance.source.Play(); }
public string[] GetSounds() { return(SOUNDS.ToArray()); }
private void _PlayAudio(SOUNDS sound, float volume = 1) { aS.pitch += UnityEngine.Random.Range(-0.2f, 0.2f); aS.PlayOneShot(audioClipsDic[sound], volume * SaveManager.Settings.soundEffectVolume); aS.pitch = 1; }
public static void Play(SOUNDS sound) //default position is at the vr players head { Play(sound, InputTracking.GetLocalPosition(VRNode.Head)); }
public void play(SOUNDS sound) { if (mSource == null) { return; } switch (sound) { case SOUNDS.BUTTON_CLICK: mSource.PlayOneShot(buttonClick); break; case SOUNDS.COLLECT_POSITIVE_POWERUP: mSource.PlayOneShot(collectPositivePowerup); break; case SOUNDS.COLLECT_NEGATIVE_POWERUP: mSource.PlayOneShot(collectNegativePowerup, 0.2f); break; case SOUNDS.COLLECT_TARGET: mSource.PlayOneShot(collectTarget); break; case SOUNDS.MENU: mLoopSource.clip = menu; mLoopSource.Play(); break; case SOUNDS.BACKTRACK1: mLoopSource.clip = backtrack1; mLoopSource.Play(); break; case SOUNDS.BACKTRACK2: mLoopSource.clip = backtrack2; mLoopSource.Play(); break; case SOUNDS.BACKTRACK3: mLoopSource.clip = backtrack3; mLoopSource.Play(); break; case SOUNDS.FAILEDCALIBRATION: mSource.PlayOneShot(failedCalibration); break; case SOUNDS.SUCCESSCALIBRATION: mSource.PlayOneShot(successCalibration); break; case SOUNDS.JOIN: mSource.PlayOneShot(join); break; case SOUNDS.PLAYERKICKED: mSource.PlayOneShot(playerKicked); break; case SOUNDS.NATIVE_FADE_IN: mSource.PlayOneShot(nativeFadeInClip); break; case SOUNDS.NATIVE_FADE_OUT: mSource.PlayOneShot(nativeFadeOutClip); break; case SOUNDS.NATIVE_INTERACT: mSource.PlayOneShot(nativeInteractClip); break; case SOUNDS.NATIVE_REJECT: mSource.PlayOneShot(nativeRejectClip); break; case SOUNDS.NATIVE_SELECT: mSource.PlayOneShot(nativeSelectClip); break; } }
/// <summary> /// Plays the sound. /// </summary> /// <param name="sound">The sound.</param> /// <param name="loop">if set to <c>true</c> [loop].</param> /// <returns></returns> public SoundInstance PlaySound(SOUNDS sound, bool loop) { return(this.PlaySound(sound, defaultVolume, loop)); }
/// <summary> /// Plays the sound. /// </summary> /// <param name="sound">The sound.</param> /// <param name="volume">The volume.</param> /// <param name="loop">if set to <c>true</c> [loop].</param> /// <returns></returns> public SoundInstance PlaySound(SOUNDS sound, float volume, bool loop) { int soundIndex = (int)sound; if (soundIndex >= 0 && soundIndex < this.sounds.Length && this.sounds[soundIndex] != null ) { return WaveServices.SoundPlayer.Play(this.sounds[soundIndex], volume, loop); } return null; }
/// <summary> /// Plays the sound. /// </summary> /// <param name="sound">The sound.</param> /// <param name="loop">if set to <c>true</c> [loop].</param> /// <returns></returns> public SoundInstance PlaySound(SOUNDS sound, bool loop) { return this.PlaySound(sound, defaultVolume, loop); }
public void playSound(SOUNDS sound) { AudioClip clipToPlay = null; switch (sound) { case SOUNDS.CLONE: clipToPlay = cloneSound; break; case SOUNDS.SPLICE: clipToPlay = spliceSound; break; case SOUNDS.FARM: clipToPlay = farmSound; break; case SOUNDS.HARVEST: clipToPlay = harvestSound; break; case SOUNDS.HARVEST_ROTTEN: clipToPlay = harvestRottenSound; break; case SOUNDS.PLACE_IN_SPLICE_MACHINE: clipToPlay = placeBaseSpecieInSpliceMachineSound; break; case SOUNDS.SELECT_SHELF_OBJ: clipToPlay = selectShelfObjectSound; break; case SOUNDS.FEAST: clipToPlay = feastSound; break; case SOUNDS.ERROR_LAB: clipToPlay = labErrorSound; break; case SOUNDS.ENTER_LAB: clipToPlay = enterLabSound; break; case SOUNDS.LEAVE_LAB: clipToPlay = enterLabSound; break; case SOUNDS.NIGHT_DEFAULT: clipToPlay = normalNightSound; break; case SOUNDS.NIGHT_EARTHQUAKE: clipToPlay = earthquakeNightSound; break; case SOUNDS.NIGHT_WIND: clipToPlay = windNightSound; break; case SOUNDS.NIGHT_WATER: clipToPlay = waterNightSound; break; case SOUNDS.DEFAULT_UI: clipToPlay = defaultUISound; break; case SOUNDS.READ_MESSAGE: clipToPlay = readBottleMessage; break; default: print("invalid sound requested"); break; } sc.attemptSound(clipToPlay, 0.1f); }
/// <summary> /// Plays the sound. /// </summary> /// <param name="sound">The sound.</param> /// <returns></returns> public SoundInstance PlaySound(SOUNDS sound) { return(this.PlaySound(sound, defaultVolume, false)); }
public void PlaySound(SOUNDS _sound) { GetComponent <AudioSource>().clip = sounds[(int)_sound]; GetComponent <AudioSource>().pitch = 1.0f; GetComponent <AudioSource>().Play(); }
public void PlaySound(SOUNDS sound, float volume = 0.3f) { _audioSource.PlayOneShot(_loadedSounds[sound], volume * MasterVolume); }
/// <summary> /// Plays the sound. /// </summary> /// <param name="sound">The sound.</param> /// <param name="volume">The volume.</param> /// <returns></returns> public SoundInstance PlaySound(SOUNDS sound, float volume) { return(this.PlaySound(sound, volume, false)); }
/// <summary> /// Plays the sound. /// </summary> /// <param name="sound">The sound.</param> /// <returns></returns> public SoundInstance PlaySound(SOUNDS sound) { return this.PlaySound(sound, defaultVolume, false); }
public void PlaySoundRandomPitch(SOUNDS _sound) { GetComponent <AudioSource>().clip = sounds[(int)_sound]; GetComponent <AudioSource>().pitch = 1.0f + Random.Range(-0.08f, 0.1f); GetComponent <AudioSource>().Play(); }
/// <summary> /// Plays the sound. /// </summary> /// <param name="sound">The sound.</param> /// <param name="volume">The volume.</param> /// <returns></returns> public SoundInstance PlaySound(SOUNDS sound, float volume) { return this.PlaySound(sound, volume, false); }