{ // used in conjunction with SoundStruct.cs public static SoundStruct AddSound(string file_location, Transform transformation, Rigidbody2D rigidbody) // This function is used in other scripts to play the sound diagetically { SoundStruct sound = CreateSound(file_location); // calls the below function FMODUnity.RuntimeManager.AttachInstanceToGameObject(sound.instance, transformation, rigidbody); //attaches the sound to a gameobject return(sound); //outputs the sound }
public void AddSound(string assetName, string assetPath) { SoundStruct sound = new SoundStruct(); sound.name = assetName; sound.soundEffect = game.Content.Load<SoundEffect>(assetPath); sound.soundEffectInstance = sound.soundEffect.CreateInstance(); Sounds.Add(assetName, sound); }
private static SoundStruct CreateSound(string file_location) // creates a sound from FMOD Event and then plays it // addendum: this also works with snapshots, which wasn't intentional, but it works! { FMOD.Studio.EventInstance instance = FMODUnity.RuntimeManager.CreateInstance(file_location); //"file_location" is the event path in FMOD, this is used to reference the path SoundStruct sound = new SoundStruct(instance, file_location); //the referenced path is then generated in this class instance.start(); // plays the sound whenever it is called return(sound); //outputs the sound }
private void LoadSound(ref SoundStruct[] _soundArray, int _count, string _path) { int soundCount = _count; _soundArray = new SoundStruct[soundCount]; Object[] soundList = Resources.LoadAll(_path); if (soundList.Length <= 0) { return; } for (int i = 0; i < soundCount; i++) { // 앞에 3글자는 인덱스로 씀 string indexStr = soundList[i].name.Substring(0, 3); int index = Utils.IntConvert(indexStr); _soundArray[index] = new SoundStruct(soundList[i] as AudioClip, 1f); } }
public static SoundStruct AddSound2D(string file_location) // This function is used in other scripts to play the sound nondiagetically { SoundStruct sound = CreateSound(file_location); // calls the below function return(sound); //outputs the sound }
private void Start() { vehicle_transform = this.GetComponent <Transform>(); parameter_test = SoundFactory.AddSound("event:/enginetest", null, null); parameter_value = 0f; }