public void PlaySFX(AudioClip clip, Vector3 pos) { SFXAudio sfx = GetAPoolObject().GetComponent <SFXAudio>(); sfx.transform.position = pos; sfx.PlaySFX(clip); }
public void PlaySFX(AudioClip clip, Vector3 pos, float volume = 0.5f) { SFXAudio sfx = GetAPoolObject().GetComponent <SFXAudio>(); sfx.transform.position = pos; sfx.PlayClip(clip, volume); }
/// <summary> /// 播放音效,可以压低BGM的音量,设置音效播放的目标 /// </summary> /// <param name="target">要发声的对象</param> /// <param name="clip">音频</param> /// <param name="RepelBGM">排斥 BGM 的音量</param> /// <param name="loop">是否循环</param> /// <param name="spatialBlend">空间混合(0-2D|1-3D)</param> /// <returns></returns> public SFXAudio PlaySFX(Transform target, AudioClip clip, float RepelBGM, bool loop = false, float spatialBlend = 0f) { SFXAudio sfx = PlaySFX(clip, RepelBGM, loop, spatialBlend); sfx.transform.SetParent(target); return(sfx); }
public void PlaySFX(AudioClip i_Clip, Vector3 i_Position) { SFXAudio audio = Instantiate(m_SFXAudioPrefab, i_Position, Quaternion.identity); audio.Setup(i_Clip); audio.Play(); }
public void PlaySFX(AudioClip a_Clip, Vector3 a_Position, ulong a_Delay) { SFXAudio audio = Instantiate(m_SFXAudioPrefab, a_Position, Quaternion.identity); audio.SetupAudio(a_Clip, 1, 1, false, 0); audio.PlayAudio(a_Delay); }
public void PlaySFX(AudioClip a_Clip, Vector3 a_Position, float a_Volume, float a_Pitch, bool a_FadeIn, bool a_DontDestoyOnLoad = false) { SFXAudio audio = Instantiate(m_SFXAudioPrefab, a_Position, Quaternion.identity); audio.SetupAudio(a_Clip, a_Volume, a_Pitch, a_FadeIn, 0, a_DontDestoyOnLoad); audio.PlayAudio(0); }
/// <summary> /// 播放一个在零点的音效 /// </summary> /// <param name="clip">音频</param> /// <param name="loop">是否循环</param> /// <param name="spatialBlend">空间混合(0-2D|1-3D)</param> /// <returns></returns> public SFXAudio PlaySFX(AudioClip clip, bool loop = false, float spatialBlend = 0f) { SFXAudio sfx = SFXPool.Get(); sfx.Play(clip, spatialBlend, loop, SFXVolume); return(sfx); }
public void PlaySFX(AudioClip a_Clip, Vector3 a_Position, float a_Volume, float a_Pitch, bool a_FadeIn, ulong a_Delay) { SFXAudio audio = Instantiate(m_SFXAudioPrefab, a_Position, Quaternion.identity); audio.SetupAudio(a_Clip, a_Volume, a_Pitch, a_FadeIn, 0); audio.PlayAudio(a_Delay); }
/// <summary> /// 播放音效,可以压低BGM的音量,设置音效播放的位置 /// </summary> /// <param name="position">要发声的位置</param> /// <param name="clip">音频</param> /// <param name="RepelBGM">排斥 BGM 的音量</param> /// <param name="loop">是否循环</param> /// <param name="spatialBlend">空间混合(0-2D|1-3D)</param> /// <returns></returns> public SFXAudio PlaySFX(Vector3 position, AudioClip clip, float RepelBGM, bool loop = false, float spatialBlend = 0f) { SFXAudio sfx = PlaySFX(clip, RepelBGM, loop, spatialBlend); sfx.transform.position = position; return(sfx); }
public void PlaySFX(SFXAudio SFXName) { AudioClip SFXToPlay = Resources.Load <AudioClip>("Audio/SFX/" + SFXName.ToString()); asi_UI.Clip = SFXToPlay; asi_UI.Play(); }
/// <summary> /// 创建 /// </summary> /// <returns></returns> public static SFXAudio Create() { GameObject obj = new GameObject(DEFAULT_NAME); SFXAudio sfx = obj.AddComponent <SFXAudio> (); sfx.Init(); return(sfx); }
public void PlaySFX(AudioClip i_Clip, Vector3 i_Position) // au lieu du vector, un transform et un bool. Le son se fait sur le character et bool le suit ou pas { SFXAudio audio = Instantiate(m_SFXAudioPrefab, i_Position, Quaternion.identity); audio.Setup(i_Clip); audio.Play(); Debug.Log("Play"); }
/// <summary> /// 回收音效 /// </summary> private void RecycleSFX(SFXAudio sfx) { SFXPool.Recycle(sfx); if (RepelSFXCount > 0) { if (--RepelSFXCount <= 0) { UpdateBGMVolume(); } } }
/// <summary> /// 创建音效源对象 /// </summary> private SFXAudio OnCreateSFX() { SFXAudio sfx = SFXAudio.Create(); sfx.OnStop = RecycleSFX; Transform trans = sfx.gameObject.transform; trans.SetParent(this.transform); return(sfx); }
/// <summary> /// 播放音效,可以压低BGM的音量 /// </summary> /// <param name="clip">音频</param> /// <param name="RepelBGM">排斥 BGM 的音量</param> /// <param name="loop">是否循环</param> /// <param name="spatialBlend">空间混合(0-2D|1-3D)</param> /// <returns></returns> public SFXAudio PlaySFX(AudioClip clip, float RepelBGM, bool loop = false, float spatialBlend = 0f) { SFXAudio sfx = PlaySFX(clip, loop, spatialBlend); //如果排斥BGM,降低BGM音量 if (RepelBGM > 0f) { RepelSFXCount++; audioSource.volume = RepelBGM; } return(sfx); }
public void PlaySFX(AudioClip i_Clip, Vector3 i_Position) // au lieu du vector, un transform et un bool. Le son se fait sur le character et bool le suit ou pas { SFXAudio audio = Instantiate(m_SFXAudioPrefab, i_Position, Quaternion.identity); if (i_Clip == m_Ravens || i_Clip == m_Cavern || i_Clip == m_Breathing) { audio.GetComponentInChildren <AudioSource>().loop = true; audio.Loop(i_Clip); audio.Play(); } else { audio.Setup(i_Clip); audio.Play(); } }
/// <summary> /// 删除音效源对象 /// </summary> private void OnDestroySFX(SFXAudio sfx) { sfx.transform.SetParent(null); GameObject.Destroy(sfx.gameObject); }
private void Awake() { Instance = this; source1.clip = portalActivation; }