/// <summary> /// Adds an Audio Source to the list managed by AudioManager. /// </summary> /// <param name="aObject"></param> public void addAudioSource(CGameObject aObject) { CAudioSource source = new CAudioSource(aObject); source.setAs3DSource(); addAudioSource(aObject, source); }
/// <summary> /// Adds an Audio Source to the list managed by AudioManager. /// </summary> /// <param name="aObject"></param> public CAudioSource addAudioSource(CGameObject aObject) { CAudioSource source = new CAudioSource(aObject); source.setAs3DSource(); addAudioSource(aObject, source); return(source); }
/// <summary> /// Sets the Cameras Audio Listener and Audio Sources for Music and SFX. /// </summary> /// <param name="aObject"></param> public void setAudioListener(CGameObject aObject) { if (mAudioListener == null) { mAudioListener = new CAudioListener(aObject); } mListenerSourceFX = new CAudioSource(aObject); mListenerSourceFX.setAs2DSource(); mListenerSourceMusic = new CAudioSource(aObject); mListenerSourceMusic.setAs2DSource(); mListenerSourceMusic.component.loop = true; }
public void Awake() { if (_inst != null && _inst != this) { Destroy(this.gameObject); return; } _inst = this; //_sfxKeys = new List<string>(); //Setup music. _music = new CAudioSource("music", _volumeMusic, gameObject); //_sfx = new CAudioSource(_volumeSfx, gameObject); }
private void createSfx(string aId, AudioClip aSfx, float aVolume = 1) { string id = aId; int i = 0; while (isSfxPlaying(id)) { i += 1; id = aId + i.ToString(); } CAudioSource source = new CAudioSource(id, aVolume, gameObject); source.playAudio(aSfx, false); _sfxs.Add(source); }
public void Update() { for (int i = _sfxs.Count - 1; i >= 0; i--) { CAudioSource source = _sfxs[i]; if (source.finishedPlaying()) { source.destroy(); _sfxs.Remove(source); } } if (_music.isPlaying() && _music.finishedPlaying()) { //_music. Debug.Log("music ended!"); } }
/// <summary> /// Used for 3D sounds. Plays a random sound at a desired Objects location. /// Example, PlayRandomRange(object, "foot_pasto_", 0, 11); /// Assumes files to be named: sound_name_number /// </summary> /// <param name="aObject">Object to play at</param> /// <param name="aSoundName">Prefix of sound name</param> /// <param name="aStart">First file starting number</param> /// <param name="aEnd">Last file starting number</param> public void playRandomRangeAt(CGameObject aObject, string aSoundName, int aStart, int aEnd) { mTestTimer += Time.deltaTime; //@Fernando: Added null check in case the audiosource wasn't registered. -Mauri CAudioSource csource = getAudioSource(aObject); if (csource == null) { return; } AudioSource source = csource.component; AudioClip clip = getAudioClip(aSoundName + CMath.randomIntBetween(aStart, aEnd)); if (mTestTimer + CMath.randomFloatBetween(-0.1f, 0.1f) > 0.3f) { // Apply random volume. float vol = CMath.randomFloatBetween(0.7f, 1.0f); // Apply random pitch. source.pitch = CMath.randomFloatBetween(0.75f, 1.25f); source.PlayOneShot(clip, vol); mTestTimer = 0.0f; } }
private void addAudioSource(CGameObject aKey, CAudioSource aProduct) { mAudioSources.Add(aKey, aProduct); }