void Start() { SetVolumenGeneral(1); DontDestroyOnLoad(this); //Getting clip group index for easier use clipIndex = new int[groupSizes.Length]; int counter = 0; for (int i = 0; i < groupSizes.Length; i++) { clipIndex[i] = counter; counter += groupSizes[i]; } //Setting cam if not publicly set if (!cam) { cam = Camera.main; } //Making sure audio dad is set up correctly if (!audioDad.GetComponent <AudioDad>()) { audioDad.AddComponent <AudioDad>(); } //Making pools and prespawning PoolManager.MakePool(audioDad); PoolManager.SetPoolLimit(audioDad, clips.Length * 50); PoolManager.PreSpawn(audioDad, clips.Length * 6, false); }
void Start() { for (int i = 0; i < clips.Length; i++) { GameObject temp = new GameObject(); temp.AddComponent <AudioSource>(); temp.GetComponent <AudioSource>().clip = clips[i]; temp.AddComponent <DefaultSound>(); temp.GetComponent <DefaultSound>().dj = temp.GetComponent <AudioSource>(); temp.name = "soundMaker" + i.ToString(); sounds.Add(temp); PoolManager.PreSpawn(sounds[i], (int)Mathf.Round(maxSimultaneousClip[i] / 2)); PoolManager.SetPoolLimit(sounds[i], maxSimultaneousClip[i]); } print("audio manager start ended"); }