public void PlayQueued(string soundId) { SoundEffectController sndController = this[soundId]; if (sndController != null) { sndController.PlayQueued(); } else { Debug.LogWarning("[SoundManager] Can't find sound with id: " + soundId + " for PlayQueued!"); } }
public void OnStartNormalTileDestroySndEvent(NormalTile tile, bool isSingleDestroyed) { if (!isSingleDestroyed) { sndTileMatch.PlayQueued(); } else { // Use another sound effect controller with different properties when multiple tiles will be destroyed one by one // to ensure that the next destroy sound won't stop the previous destroy sound (given the impression of a "machine-gun" sound play sequence). sndTileDestroy.PlayQueued(); } }
public void OnDropTileExited(DropTile dropTile) { sndDropTileExit.PlayQueued(); }
public void OnLockedTileDestroyedSndEvent(LockedTile lockedTile) { sndLockedTileDestroy.PlayQueued(); }
public void OnFrostedPieceLayerDestroyedSndEvent(LayeredBoardPiece boardPiece) { sndFrostPieceLayerDestroy.PlayQueued(); }
public void OnSnowTileLayerDestroyedSndEvent(SnowTile snowTile) { sndSnowTileLayerDestroy.PlayQueued(); }
public void OnStartTileImpactBounceSndEvent(NormalTile tile) { // Plays from 3 random audio clips setup on the sound effect sndTileDropImpact.PlayQueued(); }
public void OnStartDirectionalTileSndEvent(DirectionalDestroyTile directionalDestroyTile) { sndDirectionalTileActivate.PlayQueued(); }