public void PlayFromSrc(AudioCue cue, AudioSource src) { if (src == null) { Play(cue); } cue.PlayClipToSource(src); }
public void PlayAudio(AudioCue cue, AudioPlayType type, int priority) //played from generic sources on cam { var item = CreateNewVoiceItemFromCue(cue, type, priority); item.source = GetAudioSourceForTrack(cue.GetTrack()); //equivalent for source-supplied sounds is to find mixer group and assign source to it AttemptAddSoundToList(item); ReviewSoundList(); }
//public void StopSoundtrack() //{ // soundtrackSource.Stop(); //} #endregion #region NEW play audio generic method with different overloads public void PlayAudio(AudioCue cue, AudioPlayType type, int priority, AudioSource source) //played from the supplied source { var item = CreateNewVoiceItemFromCue(cue, type, priority); item.source = source; AttemptAddSoundToList(item); ReviewSoundList(); }
private VoiceItem CreateNewVoiceItemFromCue(AudioCue cue, AudioPlayType type, int priority) { priority = Mathf.Clamp(priority, highestPriority, lowestPriority); var newClip = cue.SelectClip(); VoiceItem item = new VoiceItem { clip = newClip, track = cue.GetTrack(), source = null, //to be assigned loop = IsLooping(type), length = newClip.length, timeEnds = Time.time + newClip.length, priority = priority, isPlaying = false, isGarbage = false }; return(item); }
public void Play(AudioCue cue) { cue.PlayOneShotToSource(m_channels[cue.GetTrack()].audioSource); }
public AudioRequest(AudioCue cue, AudioSource src) { m_cue = cue; m_src = src; }
public void PlayFromSrc(AudioCue cue, AudioSource src) { m_audioAsset.PlayFromSrc(cue, src); }
public void Play(AudioCue cue) { m_audioAsset.Play(cue); }