Esempio n. 1
0
    static public Sound AddResourceSound(string resourcePath, string name, soundTrack track, string language, bool loop, bool fadeIn, float timeToFadeIn, bool fadeOut, float timeToFadeOut, bool is3D, Vector3 posFor3D, bool isTrigger, GameObject triggerTarget, float triggerTime, string functionForTrigger)
    {
        Sound newSound = ScriptableObject.CreateInstance <Sound>();

        newSound.nameInResourceFolder = resourcePath;
        newSound.name               = name;
        newSound.track              = track;
        newSound.language           = language;
        newSound.loop               = loop;
        newSound.fadeIn             = fadeIn;
        newSound.timeToFadeIn       = timeToFadeIn;
        newSound.fadeOut            = fadeOut;
        newSound.timeToFadeOut      = timeToFadeOut;
        newSound._3D                = is3D;
        newSound.v3Target           = posFor3D;
        newSound.trigger            = isTrigger;
        newSound.targetForTrigger   = triggerTarget;
        newSound.timeToTrigger      = triggerTime;
        newSound.functionForTrigger = functionForTrigger;

        newSound.isStreamSound   = false;
        newSound.isResourceSound = true;

        List <Sound> holder = new List <Sound>();

        for (int i = 0; i < _AllSounds.Length; i++)
        {
            holder.Add(_AllSounds[i]);
        }
        holder.Add(newSound);

        _AllSounds = holder.ToArray();
        return(newSound);
    }
Esempio n. 2
0
    /// <summary>
    /// Use this to add a sound manually, also return the created Sound.
    /// </summary>
    public static Sound AddSound(AudioClip clip, string name, soundTrack track, string language ,float volume, bool loop, bool fadeIn, float timeToFadeIn, bool fadeOut, float timeToFadeOut, bool is3D, Vector3 posFor3D, bool isTrigger, GameObject triggerTarget, float triggerTime)
    {
        Sound newSound = new Sound();
        newSound.clip = clip;
        newSound.name = name;
        newSound.track = track;
        newSound.language = language;
        newSound.volume = volume;
        newSound.maxVolume = volume;
        newSound.loop = loop;
        newSound.fadeIn = fadeIn;
        newSound.timeToFadeIn = timeToFadeIn;
        newSound.fadeOut = fadeOut;
        newSound.timeToFadeOut = timeToFadeOut;
        newSound._3D = is3D;
        newSound.v3Target = posFor3D;
        newSound.trigger = isTrigger;
        newSound.targetForTrigger = triggerTarget;
        newSound.timeToTrigger = triggerTime;

        List<Sound> holder = new List<Sound>();
        for(int i = 0; i < _AllSounds.Length;i++){
            holder.Add(_AllSounds[i]);
        }
        holder.Add(newSound);

        _AllSounds = holder.ToArray();
        return newSound;
    }