Example #1
0
    public void Play(soundId id, float volume = 1)
    {
        switch (id)
        {
        // app
        case soundId.uiClick:
            audioSrc.PlayOneShot(gameSounds.uiClick, volume);
            break;

        // gameplay
        case soundId.scopeIn:
            audioSrc.PlayOneShot(gameSounds.scopeIn, volume);
            break;

        case soundId.scopeOut:
            audioSrc.PlayOneShot(gameSounds.scopeOut, volume);
            break;

        case soundId.navSelect:
            audioSrc.PlayOneShot(gameSounds.navSelect, volume);
            break;

        case soundId.navOption:
            audioSrc.PlayOneShot(gameSounds.navOption, volume);
            break;

        case soundId.noAction:
            audioSrc.PlayOneShot(gameSounds.noAction, volume);
            break;

        case soundId.crash:
            audioSrc.PlayOneShot(gameSounds.crash, volume);
            break;
        }
    }
Example #2
0
    public void Play(soundId id, float volume = 1)
    {
        if (!soundState)
        {
            return;
        }

        switch (id)
        {
        // game
        case soundId.actionDenied:
            audioSrcGameSound.PlayOneShot(gameSounds.actionDenied, volume);
            break;

        case soundId.itemBirth:
            audioSrcGameSound.PlayOneShot(gameSounds.itemBirth, volume);
            break;

        case soundId.enemyBirth:
            audioSrcGameSound.PlayOneShot(gameSounds.enemyBirth, volume);
            break;

        case soundId.itemPickup:
            audioSrcGameSound.PlayOneShot(gameSounds.itemPickup, volume);
            break;

        case soundId.itemPlaced:
            audioSrcGameSound.PlayOneShot(gameSounds.itemPlaced, volume);
            break;

        case soundId.sacrifice:
            audioSrcGameSound.PlayOneShot(gameSounds.sacrifice, volume);
            break;

        case soundId.point:
            // limited frequency playback
            if (gameSounds.pointLastPlayed + gameSounds.pointMinDelay > Time.realtimeSinceStartup)
            {
                break;
            }
            audioSrcGameSound.PlayOneShot(gameSounds.point, volume);
            gameSounds.pointLastPlayed = Time.realtimeSinceStartup;
            break;

        case soundId.gameOver:
            audioSrcGameSound.PlayOneShot(gameSounds.gameOver, volume);
            break;

        // system
        case soundId.guiClick:
            audioSrcGameSound.PlayOneShot(systemSounds.guiClick, volume);
            break;
        }
    }