Example #1
0
    /// <summary>
    /// Method used to Play the Background Music that will loop in the game.
    /// Optional values in the signature of the method allow the customization of the call according to the needs.
    /// </summary>
    public static void PlayBackGroundMusic(AudioAssets.LoopedMusicType loopedMusic, float volume = 1, bool shouldLoop = true)
    {
        SingleAudioPlayer pooledAudioPlayer = AudioPlayerPoolSystem.Instance.AvailableAudioPlayer();
        AudioClip         clipToPlay        = GetLoopClip(loopedMusic);

        pooledAudioPlayer.SetAudioClip(clipToPlay, !shouldLoop);
        pooledAudioPlayer.PlayCurrentAudioClip(volume, shouldLoop);
    }
Example #2
0
    /// <summary>
    /// Method used to Play the Background Music that will loop in the game.
    /// Additional signatures of the method allow the customization of the call according to the needs.
    /// </summary>
    public static void PlayBackGroundMusic(AudioAssets.LoopedMusicType loopedMusic)
    {
        SingleAudioPlayer pooledAudioPlayer = AudioPlayerPoolSystem.Instance.AvailableAudioPlayer();
        AudioClip         clipToPlay        = GetLoopClip(loopedMusic);

        pooledAudioPlayer.SetAudioClip(clipToPlay, false);
        pooledAudioPlayer.PlayCurrentAudioClip(0.2f, false);
    }
Example #3
0
    /// <summary>
    /// Method used to Play the Sound effects of the game.
    ///  Optional values in the signature of the method allow the customization of the call according to the needs.
    /// </summary>
    public static void PlaySoundEffect(AudioAssets.Soundeffects soundeffect, Vector2 position, float volume = 1f)
    {
        SingleAudioPlayer pooledAudioPlayer = AudioPlayerPoolSystem.Instance.AvailableAudioPlayer();
        AudioClip         clipToPlay        = GetSoundEffectClip(soundeffect);

        pooledAudioPlayer.transform.position = position;

        bool shouldDeactivate = true;

        pooledAudioPlayer.SetAudioClip(clipToPlay, shouldDeactivate);
        pooledAudioPlayer.PlayCurrentAudioClip(volume);
    }