/// <summary> /// Runs the Init setup for the manager if needed.... /// </summary> private void FirstSetup() { // Makes the audio directoy if it doesn't exist in your project // * This will not create a new folder if you already have an audio folder * // * As of V2 it will also create a new Audio Manager audioManagerFile if there isn't one in the audio folder * if (!Directory.Exists(Application.dataPath + "/Audio")) { AssetDatabase.CreateFolder("Assets", "Audio"); if (!Directory.Exists(Application.dataPath + "/Audio")) { AssetDatabase.CreateFolder("Assets/Audio", "Files"); } AssetDatabase.CreateFolder("Assets/Audio", "Files"); AudioManagerFile _newAMF = ScriptableObject.CreateInstance <AudioManagerFile>(); AssetDatabase.CreateAsset(_newAMF, "Assets/Audio/Files/Audio Manager File.asset"); audioManagerScript.audioManagerFile = (AudioManagerFile)AssetDatabase.LoadAssetAtPath("Assets/Audio/Files/Audio Manager File.asset", typeof(AudioManagerFile)); audioManagerScript.audioManagerFile.directory = new List <string>(); } else if (((Directory.Exists(Application.dataPath + "/Audio")) && (!Directory.Exists(Application.dataPath + "/Audio/Files")))) { AssetDatabase.CreateFolder("Assets/Audio", "Files"); AudioManagerFile _newAMF = ScriptableObject.CreateInstance <AudioManagerFile>(); AssetDatabase.CreateAsset(_newAMF, "Assets/Audio/Files/Audio Manager File.asset"); audioManagerScript.audioManagerFile = (AudioManagerFile)AssetDatabase.LoadAssetAtPath("Assets/Audio/Files/Audio Manager File.asset", typeof(AudioManagerFile)); audioManagerScript.audioManagerFile.directory = new List <string>(); } }
/// <summary> /// Runs the Init setup for the manager if needed.... /// </summary> private void FirstSetup() { // Adds an Audio Source to the gameobject this script is on if its not already there (used for previewing audio only) // * Hide flags hides it from the inspector so you don't notice it there * if (audioManagerScript.gameObject.GetComponent <AudioSource>()) { audioManagerScript.gameObject.GetComponent <AudioSource>().hideFlags = HideFlags.HideInInspector; audioManagerScript.GetComponent <AudioSource>().playOnAwake = false; } else { audioManagerScript.gameObject.AddComponent <AudioSource>(); audioManagerScript.gameObject.GetComponent <AudioSource>().hideFlags = HideFlags.HideInInspector; audioManagerScript.GetComponent <AudioSource>().playOnAwake = false; } // Makes the audio directoy if it doesn't exist in your project // * This will not create a new folder if you already have an audio folder * // * As of V2 it will also create a new Audio Manager audioManagerFile if there isn't one in the audio folder * if (!Directory.Exists(Application.dataPath + "/Audio")) { AssetDatabase.CreateFolder("Assets", "Audio"); if (!Directory.Exists(Application.dataPath + "/Audio")) { AssetDatabase.CreateFolder("Assets/Audio", "Files"); } AssetDatabase.CreateFolder("Assets/Audio", "Files"); AudioManagerFile _newAMF = ScriptableObject.CreateInstance <AudioManagerFile>(); AssetDatabase.CreateAsset(_newAMF, "Assets/Audio/Files/Audio Manager File.asset"); audioManagerScript.audioManagerFile = (AudioManagerFile)AssetDatabase.LoadAssetAtPath("Assets/Audio/Files/Audio Manager File.asset", typeof(AudioManagerFile)); audioManagerScript.audioManagerFile.directory = new List <string>(); } else if (((Directory.Exists(Application.dataPath + "/Audio")) && (!Directory.Exists(Application.dataPath + "/Audio/Files")))) { AssetDatabase.CreateFolder("Assets/Audio", "Files"); AudioManagerFile _newAMF = ScriptableObject.CreateInstance <AudioManagerFile>(); AssetDatabase.CreateAsset(_newAMF, "Assets/Audio/Files/Audio Manager File.asset"); audioManagerScript.audioManagerFile = (AudioManagerFile)AssetDatabase.LoadAssetAtPath("Assets/Audio/Files/Audio Manager File.asset", typeof(AudioManagerFile)); audioManagerScript.audioManagerFile.directory = new List <string>(); } }
// Changes the Audio Manager File to what is inputted public void ChangeAudioManagerFile(AudioManagerFile newFile) { audioManagerFile = newFile; UpdateLibrary(); }