예제 #1
0
        public override SoundInstance TestInEditor(ISoundPool soundPool)
        {
            AmbienceSoundInstance sound = Fetch(soundPool);

            if (sound != null)
            {
                if (_audioListener == null)
                {
                    _audioListener = FindObjectOfType <AudioListener>();
                }

                if (_audioListener != null)
                {
                    sound.Play3D(_audioListener.transform.position);
                }
                else
                {
                    sound.Play2D();
                }
                OnPlayed(sound);

                return(sound);
            }

            return(null);
        }
예제 #2
0
        /// <summary>
        /// Fetches and then plays a sound that will follow a transform around.
        /// </summary>
        /// <param name="followTransform">The transform to follow</param>
        public static AmbienceSoundInstance Play(this AmbienceSoundBank soundBank, Transform followTransform)
        {
            if (soundBank != null)
            {
                AmbienceSoundInstance sound = soundBank.Fetch(RuntimeSoundPool.Instance);
                sound.Play3D(followTransform);
                soundBank.OnPlayed(sound);

                return(sound);
            }

            return(null);
        }
예제 #3
0
        /// <summary>
        /// Fetches and then plays a sound at a specific position.
        /// </summary>
        /// <param name="position">The world-space position of the sound emission</param>
        public static AmbienceSoundInstance Play(this AmbienceSoundBank soundBank, Vector3 position)
        {
            if (soundBank != null)
            {
                AmbienceSoundInstance sound = soundBank.Fetch(RuntimeSoundPool.Instance);
                sound.Play3D(position);
                soundBank.OnPlayed(sound);

                return(sound);
            }

            return(null);
        }
예제 #4
0
        /// <summary>
        /// Fetches and then plays a non-spatial sound, ie. one that does not emit from a specific location and rolloff.
        /// </summary>
        /// <param name="soundBank">The sound bank used to set-up the sound instance</param>
        public static AmbienceSoundInstance Play(this AmbienceSoundBank soundBank)
        {
            if (soundBank != null)
            {
                AmbienceSoundInstance sound = soundBank.Fetch(RuntimeSoundPool.Instance);
                sound.Play2D();
                soundBank.OnPlayed(sound);

                return(sound);
            }

            return(null);
        }
예제 #5
0
        public AmbienceSoundInstance Fetch(ISoundPool soundPool)
        {
            if (!IsPlayable())
            {
                return(null);
            }

            AmbienceSoundInstance sound = soundPool.FetchFromPool <AmbienceSoundInstance>();

            sound.name = name;

            for (int i = 0; i < _effects.Length; i++)
            {
                if (!_effects[i].Sound.IsEmpty)
                {
                    sound.AddEffect(_effects[i]);
                }
            }

            for (int i = 0; i < _loops.Length; i++)
            {
                if (!_loops[i].Sound.IsEmpty)
                {
                    sound.AddLoop(_loops[i]);
                }
            }

            if (_outputMixer != null)
            {
                sound.SetMixerGroup(_outputMixer);
            }

            AddFilters(sound);


            return(sound);
        }