/// <summary> /// Plays the emitter if it isn't playing already. /// </summary> public static void PlayEmitterIfNotPlaying(FMODUnity.StudioEventEmitter fmodComponent) { if (!fmodComponent.IsPlaying()) { fmodComponent.Play(); } }
public void AccessoriesButtonClickSound() { if (_noaccessories) { OnDisabled.Play(); } else { OnClick.Play(); } }
/// <summary> /// This function is pretty useless, use the functions already present on the StudioEventEmitter instead. /// <para></para> /// Either play or stop the inserted StudioEventEmitter-component.<para></para> /// TRUE = Play sound. /// <para></para> FALSE = Stop the sound. /// </summary> public static void PlayOrStopSound(FMODUnity.StudioEventEmitter fmodComponent, bool play) { if (play) { fmodComponent.Play(); } else { fmodComponent.Stop(); } }
/// <summary> /// Starts the target emitter to play, and calls the base method, thus invoking the OnTriggered event. /// </summary> public override void Trigger() { // A way to start (or stop) the EventEmitter playing. Although the official documentation has an example using the sendMessage("Play") // method, calling directly the Play() function is way better, because we avoid using Reflection. // See also: https://www.fmod.org/docs/content/generated/engine_new_unity/emitter.html if (action == EventEmitterTriggerAction.PLAY) { targetEmitter.Play(); } else { targetEmitter.Stop(); } base.Trigger(); }