Esempio n. 1
0
        private IEnumerator RunAudioEvent(AudioSource source, AudioEvent audio)
        {
            float currentTime = 0;
            var   attachment  = audio.Attachment;

            if (attachment != null)
            {
                source.transform.parent = attachment;
            }
            else
            {
                source.transform.position = audio.Position;
            }

            source.outputAudioMixerGroup = audio.Group;
            var loop = audio.Loop;

            source.loop = loop;
            var duration = loop ? audio.LoopDuration : audio.Clip.length;

            while ((currentTime += Time.deltaTime) < duration)
            {
                source.transform.position += audio.Velocity * Time.deltaTime;
                var pos = currentTime / duration;
                source.volume = audio.Volume.Evaluate(pos);
                source.pitch  = audio.Pitch.Evaluate(pos);
                yield return(null);
            }

            Pool.Return(source);
        }
Esempio n. 2
0
        public void PlayAudioEvent(AudioEvent audioEvent)
        {
            var source = Pool.Get();

            if (source == null)
            {
                Debug.LogWarning(string.Format("Unable to play audio event {0} because the audio pool was unable to provide an Audio Source", audioEvent));
                return;
            }


            source.PlayOneShot(audioEvent.Clip);
            StartCoroutine(RunAudioEvent(source, audioEvent));
        }