public void ExitEncounter() { // In a full game, your code should remember the player's last area and return there SceneManager.LoadScene("Overworld"); StartCoroutine(AudioFadeScript.FadeOut(battleTheme, 0.5f)); StartCoroutine(AudioFadeScript.FadeIn(mainTheme, 5f)); }
public void FadeInAmbient() { if (!isPlayingAmbient) { isPlayingAmbient = true; StartCoroutine(AudioFadeScript.FadeIn(musicSource, 1f, false)); } }
public void FadeSoundIn() { AudioSource[] soundsInScene = FindObjectsOfType <AudioSource>(); //for eaach audiosource in the scene, the source and fade time are passed to the public static method AudioFadeScript foreach (AudioSource sound in soundsInScene) { StartCoroutine(AudioFadeScript.FadeIn(sound, 1.5f)); } }
public void FlySoundPlay() { // FlySound.Stop(); // FlySound.volume = 0; AudioFadeScript.Instance.StopAllCoroutines(); // doonce = true; if (!FlySound.isPlaying) { StartCoroutine(AudioFadeScript.FadeIn(FlySound, 0.01f)); } }
public void FadeInAudioSource(AudioSource audioSource) { StartCoroutine(AudioFadeScript.FadeIn(audioSource, 0.5f, true)); }
public void FadeIn() { StartCoroutine(AudioFadeScript.FadeIn(music2, 2.5f)); }
public void FadeInBackgroundMusic() { StartCoroutine(AudioFadeScript.FadeIn(audio, FadeInTime)); }
public void EnterEncounter() { SceneManager.LoadScene("BattleScene"); StartCoroutine(AudioFadeScript.FadeOut(mainTheme, 0.5f)); StartCoroutine(AudioFadeScript.FadeIn(battleTheme, 5f)); }