/// <summary> /// Saves the SFX to the SoundManager prefab for easy access for frequently used SFX. Will register the SFX to the group specified. /// If the group doesn't exist, it will be added to SoundManager. public static void SaveSFX(AudioClip clip, SFXGroup grp) { if (clip == null) { return; } if (grp != null) { if (!Instance.groups.ContainsKey(grp.groupName)) { Instance.groups.Add(grp.groupName, grp); #if UNITY_EDITOR Instance.sfxGroups.Add(grp); #endif } else if (Instance.groups[grp.groupName] != grp) { Debug.LogWarning("The SFXGroup, " + grp.groupName + ", already exists. This new group will not be added."); } } SaveSFX(clip); Instance.AddClipToGroup(clip.name, grp.groupName); }
///////////////////////////////////////////////////// /// <summary> /// Saves the SFX to the SoundManager prefab for easy access for frequently used SFX. Will register the SFX to the group. /// </summary> public static void SaveSFX(AudioClip clip, string grpName) { if (clip == null) { return; } SFXGroup grp = Instance.GetGroupByGroupName(grpName); if (grp == null) { Debug.LogWarning("The SFXGroup, " + grpName + ", does not exist. Creating it as a new group"); } SaveSFX(clip); Instance.AddClipToGroup(clip.name, grpName); }