private void DelayPlaySE() { if (m_footSound == true) { AttachSESource.PlayOneShot(m_seDic[m_nextSEName] as AudioClip); } }
private void DelayPlaySE() { if (AttachSESource.isPlaying == false || overRapSE == true) { //float temporaryShelterOfVolume = AttachSESource.volume; //AttachSESource.volume = temporaryShelterOfVolume;//ボリュームを戻す AttachSESource.volume = PlayerPrefs.GetFloat("SE_VOLUME_KEY", 0.8f); AttachSESource.volume = AttachSESource.volume * _seDic[_nextSEName].volume; //個別に設定されたボリュームを反映 AttachSESource.PlayOneShot(_seDic[_nextSEName].audioClip); } }
//================================================================================= //SE //================================================================================= /// <summary> /// 指定したファイル名のSEを流す。第二引数のdelayに指定した時間だけ再生までの間隔を空ける /// </summary> public void PlaySE(string seName) { if (!_seDic.ContainsKey(seName)) { Debug.Log(seName + "という名前のSEがありません"); return; } _nextSEName = seName; AttachSESource.PlayOneShot(_seDic[_nextSEName]); //Debug.Log("Play[" + seName + "]"); }
public void TryAudio(string seName, float volume) { if (!seDic.ContainsKey(seName)) { Debug.Log(seName + "という名前のSEがありません"); return; } if (!AttachSESource.isPlaying) { AttachSESource.PlayOneShot(seDic [seName] as AudioClip, volume); return; } }
void DelayPlaySE() { AttachSESource.PlayOneShot(seList.FirstOrDefault(s => s.AudioType == _nextSEName).AudioClip); }
private void DelayPlaySE() { AttachSESource.PlayOneShot(_seDic [_nextSEName] as AudioClip); }