private void Awake() { //TODO: Get the initial volume levels from the settings _soundEmitterVault = new SoundEmitterVault(); _pool.Prewarm(_initialSize); _pool.SetParent(this.transform); }
private void Awake() { _SFXEventChannel.OnAudioCueRequested += PlayAudioCue; _musicEventChannel.OnAudioCueRequested += PlayAudioCue; _pool.Prewarm(_initialSize); _pool.SetParent(this.transform); }
private void Awake() { //TODO: Get the initial volume levels from the settings _SFXEventChannel.OnAudioCueRequested += PlayAudioCue; _musicEventChannel.OnAudioCueRequested += PlayAudioCue; //TODO: Treat music requests differently? _pool.Prewarm(_initialSize); }
private void Awake() { //TODO: Get the initial volume levels from the settings _soundEmitterList = new SoundEmitterList(); RegisterChannel(_SFXEventChannel); RegisterChannel(_musicEventChannel); //TODO: Treat music requests differently? _pool.Prewarm(_initialSize); _pool.SetParent(this.transform); }
private void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(gameObject); //TODO: Get the initial volume levels from the settings _SFXEventChannel.OnAudioCueRequested += PlayAudioCue; _musicEventChannel.OnAudioCueRequested += PlayAudioCue; //TODO: Treat music requests differently? _pool.Prewarm(_initialSize); _pool.SetParent(this.transform); } else { Destroy(gameObject); } }