private void PlayAudio(AddressableAudioSource clipToPlay) { if (clipToPlay == null) { return; } SoundAmbientManager.StopAudio(playing); playing = clipToPlay; SoundAmbientManager.PlayAudio(clipToPlay); }
private void PlayAudio(AudioClip clipToPlay) { if (clipToPlay == null) { return; } SoundAmbientManager.StopAudio(currentTrack); currentTrack = clipToPlay; SoundAmbientManager.PlayAudio(currentTrack, isLooped: true); }
public override void Process(NetMessage msg) { UIManager.Instance.spawnBanner.Show(msg.Name, msg.TextColor, msg.BackgroundColor); if (msg.PlaySound) { // make sure that all sound is disabled SoundAmbientManager.StopAllAudio(); //play the spawn sound SoundAmbientManager.PlayAudio(msg.SpawnSound); } }
public override void Process() { UIManager.Instance.antagBanner.Show(AntagName, TextColor, BackgroundColor); if (PlaySound) { // make sure that all sound is disabled SoundAmbientManager.StopAllAudio(); //play the spawn sound SoundAmbientManager.PlayAudio(AntagSound); } }
public void Init() { if (isLocalPlayer) { EnableLighting(true); UIManager.ResetAllUI(); GetComponent <MouseInputController>().enabled = true; if (!UIManager.Instance.statsTab.window.activeInHierarchy) { UIManager.Instance.statsTab.window.SetActive(true); } PlayerManager.SetPlayerForControl(gameObject, PlayerSync); if (IsGhost && !IsPlayerSemiGhost) { UIManager.LinkUISlots(ItemStorageLinkOrigin.adminGhost); //stop the crit notification and change overlay to ghost mode SoundManager.Stop("Critstate"); UIManager.PlayerHealthUI.heartMonitor.overlayCrits.SetState(OverlayState.death); //show ghosts var mask = Camera2DFollow.followControl.cam.cullingMask; mask |= 1 << LayerMask.NameToLayer("Ghosts"); Camera2DFollow.followControl.cam.cullingMask = mask; } else if (!IsPlayerSemiGhost) { UIManager.LinkUISlots(ItemStorageLinkOrigin.localPlayer); //play the spawn sound SoundAmbientManager.PlayAudio("ambigen8"); //Hide ghosts var mask = Camera2DFollow.followControl.cam.cullingMask; mask &= ~(1 << LayerMask.NameToLayer("Ghosts")); Camera2DFollow.followControl.cam.cullingMask = mask; } else { //stop the crit notification and change overlay to ghost mode SoundManager.Stop("Critstate"); UIManager.PlayerHealthUI.heartMonitor.overlayCrits.SetState(OverlayState.death); //show ghosts var mask = Camera2DFollow.followControl.cam.cullingMask; mask &= ~(1 << LayerMask.NameToLayer("Ghosts")); Camera2DFollow.followControl.cam.cullingMask = mask; } EventManager.Broadcast(EVENT.UpdateChatChannels); } }