private void AddToMap(AudioConfig.SoundBlueprint[] files) { //INIT UI AUDIO int i; int allAudio = files.Length; SoundObject tempSoundObj; AudioClip clip; string audioName; for (i = 0; i < allAudio; i++) { AudioConfig.SoundBlueprint file = files[i]; SoundBank.Type key = file.key; clip = file.clip; audioName = file.name; if (clip) { if (!_levelAudioMap.ContainsKey(key)) { tempSoundObj = new SoundObject(file, audioParent); _levelAudioMap[key] = tempSoundObj; } else { Debug.Log("Key " + key + "exists in the Audio file map which means there are duplicate keys for Level audio in the Audio ScriptableObject"); } } else { Debug.LogError("There is no Audio Clip Attached to " + audioName + " in the Level Audio List"); } } }
public void PlayUISound(AudioFiles.UISoundClip sound) { if (uiSoundLookup == null) { CreateLookups(); } if (!uiSoundLookup.ContainsKey(sound)) { Debug.LogError("No Sound Found in Sound Lookup"); return; } tempSoundObj = uiSoundLookup[sound]; tempSoundObj.PlaySound(); }
//play sound 3D public void PlayGameplaySound(AudioFiles.GameplaySoundClip sound, Vector3 position) { if (gameplaySoundLookup == null) { CreateLookups(); } if (!gameplaySoundLookup.ContainsKey(sound)) { Debug.LogError("No Sound Found in Sound Lookup"); return; } tempSoundObj = gameplaySoundLookup[sound]; tempSoundObj.PlaySound(position); }
private void CreateLookups() { gameplaySoundLookup = new Dictionary <AudioFiles.GameplaySoundClip, SoundObject>(); uiSoundLookup = new Dictionary <AudioFiles.UISoundClip, SoundObject>(); foreach (AudioFiles.AudioBlueprint blueprint in files.gameplaySounds) { tempSoundObj = new SoundObject(blueprint); gameplaySoundLookup.Add((AudioFiles.GameplaySoundClip)Enum.Parse(typeof(AudioFiles.GameplaySoundClip), blueprint.clip.name), tempSoundObj); } foreach (AudioFiles.AudioBlueprint blueprint in files.UISounds) { tempSoundObj = new SoundObject(blueprint); uiSoundLookup.Add((AudioFiles.UISoundClip)Enum.Parse(typeof(AudioFiles.UISoundClip), blueprint.clip.name), tempSoundObj); } }
public void PlaySound(SoundBank.Type key, GameObject obj = null, bool Randompitch = false) { if (_levelAudioMap == null) { return; } if (!_levelAudioMap.ContainsKey(key)) { Debug.LogError(key + " Not Found in Sound Lookup"); } else { SoundObject soundObj = _levelAudioMap[key]; soundObj.PlaySound(obj, Randompitch); } }