public AudioSource Play(string key, float pitch) { AudioClipEntry c = clips[key]; float volume = c.baseVolume + (c.volumeOffset > 0 ? (((Random.value - 0.5F) * 2.0F) * c.volumeOffset) : 0.0F); return(AudioPool.PlayAudioClip(c.clips[Random.Range(0, c.clips.Length)], pitch, volume, c.loop)); }
public AudioSource Play(string key, int index) { AudioClipEntry c = clips[key]; float pitch = c.basePitch + (c.pitchOffset > 0 ? (((Random.value - 0.5F) * 2.0F) * c.pitchOffset) : 0.0F); float volume = c.baseVolume + (c.volumeOffset > 0 ? (((Random.value - 0.5F) * 2.0F) * c.volumeOffset) : 0.0F); return(AudioPool.PlayAudioClip(c.clips[index], pitch, volume, c.loop)); }
/// <summary> /// Randomly plays a clip from the list of clips for the specified entry /// </summary> /// <param name="entry">The key to be played</param> public void Play(AudioClipName entry) { List <AudioClipEntry> audioClips = null; if (audioClipDictionary.TryGetValue(entry, out audioClips)) { AudioClipEntry chosenClip = audioClips[UnityEngine.Random.Range(0, audioClips.Count)]; audioSource.PlayOneShot(chosenClip.audioClip, chosenClip.volume); } else { Debug.Log("<color=red>No clip found with this entry</color>"); } }
public AudioSource Play(string key, float pitch, float volume) { AudioClipEntry c = clips[key]; return(AudioPool.PlayAudioClip(c.clips[Random.Range(0, c.clips.Length)], pitch, volume, c.loop)); }
public AudioSource Play(string key) { AudioClipEntry c = clips[key]; return(Play(key, Random.Range(0, c.clips.Length))); }