public void PlayQueued(string soundId)
    {
        SoundEffectController sndController = this[soundId];

        if (sndController != null)
        {
            sndController.PlayQueued();
        }
        else
        {
            Debug.LogWarning("[SoundManager] Can't find sound with id: " + soundId + " for PlayQueued!");
        }
    }
Esempio n. 2
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 public void OnStartNormalTileDestroySndEvent(NormalTile tile, bool isSingleDestroyed)
 {
     if (!isSingleDestroyed)
     {
         sndTileMatch.PlayQueued();
     }
     else
     {
         // Use another sound effect controller with different properties when multiple tiles will be destroyed one by one
         // to ensure that the next destroy sound won't stop the previous destroy sound (given the impression of a "machine-gun" sound play sequence).
         sndTileDestroy.PlayQueued();
     }
 }
Esempio n. 3
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 public void OnDropTileExited(DropTile dropTile)
 {
     sndDropTileExit.PlayQueued();
 }
Esempio n. 4
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 public void OnLockedTileDestroyedSndEvent(LockedTile lockedTile)
 {
     sndLockedTileDestroy.PlayQueued();
 }
Esempio n. 5
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 public void OnFrostedPieceLayerDestroyedSndEvent(LayeredBoardPiece boardPiece)
 {
     sndFrostPieceLayerDestroy.PlayQueued();
 }
Esempio n. 6
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 public void OnSnowTileLayerDestroyedSndEvent(SnowTile snowTile)
 {
     sndSnowTileLayerDestroy.PlayQueued();
 }
Esempio n. 7
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 public void OnStartTileImpactBounceSndEvent(NormalTile tile)
 {
     // Plays from 3 random audio clips setup on the sound effect
     sndTileDropImpact.PlayQueued();
 }
Esempio n. 8
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 public void OnStartDirectionalTileSndEvent(DirectionalDestroyTile directionalDestroyTile)
 {
     sndDirectionalTileActivate.PlayQueued();
 }