public SoundEffect(GameObject i_SFX, Transform i_SFXManager, AudioMixer i_mixerToSet) { Available = true; m_SFX_GameObject = i_SFX; m_SFXManager = i_SFXManager; m_SFX_GameObject.transform.parent = i_SFXManager; m_AudioGroup = m_SFX_GameObject.GetComponent <Turing.Audio.AudioGroup>(); m_AudioGroup.SetMixer(i_mixerToSet); }
void OnEnable() { AGTarget = target as AudioGroup; serializedTarget = new SerializedObject(AGTarget); channelsProp = serializedTarget.FindProperty("channels"); loopProp = serializedTarget.FindProperty("loop"); playOnStartProp = serializedTarget.FindProperty("playOnStart"); spatialBlendProp = serializedTarget.FindProperty("spatialBlend"); maxDistanceProp = serializedTarget.FindProperty("maxDistance"); changeVolumeEachLoopProp = serializedTarget.FindProperty("changeVolumeEachLoop"); uniformVolumeProp = serializedTarget.FindProperty("uniformVolume"); useRandomVolumeProp = serializedTarget.FindProperty("useRandomVolume"); randomVolumeRangeProp = serializedTarget.FindProperty("randomVolumeRange"); changePitchEachLoopProp = serializedTarget.FindProperty("changePitchEachLoop"); randomPitchProp = serializedTarget.FindProperty("randomPitch"); pitchProp = serializedTarget.FindProperty("pitch"); pitchRangeProp = serializedTarget.FindProperty("pitchRange"); }