Пример #1
0
        // Play an audio event.
        //
        // audioEventName is an audio event name from an audio bank
        // Event names are made of segments, ordered right to left in increasing order of specialisation
        // Eg. 'FOOTSTEP', 'GRAVEL, FOOTSTEP', 'WOLF, GRAVEL, FOOTSTEP'
        // The engine will strip the specialisations off, left to right, until it finds a match
        // Use MakeEvent to construct these.
        //
        // source is a GameObject to attach to - if null, uses a global emitter, useful for 2D sounds
        //
        // If successful, returns an AudioEmitter attached to a new GameObject
        public AudioEmitter Play(string audioEventName, GameObject source = null)
        {
            if (string.IsNullOrEmpty(audioEventName))
            {
                return(null);
            }

            //If we're not attaching audio to another game object, assume this is a 2D sound and attach it to this manager
            if (source == null)
            {
                source = this.gameObject;
            }

            if (LogAllEvents)
            {
                Debug.Log("AudioManager: Trying event '" + audioEventName + "'" + (source != null ? (" (source = '" + source.name + "')") : ""));
            }

            // Look up an event from this trigger
            AudioEvent audioEvent = GetSoundForEvent(audioEventName);

            if (audioEvent != null && audioEvent.AudioClip != null)
            {
                var emitter = AudioEmitter.Create(source.transform, audioEvent);
                emitter.Play();
                ActiveEmitters.AddLast(emitter);
                return(emitter);
            }
            else if (LogMissingEvents)
            {
                Debug.Log("$$$$Missing sound event '" + audioEventName + "' (source = '" + source.name + "')");
            }
            return(null);
        }
Пример #2
0
        public void Update()
        {
            // Update the music queue
            if (MusicQueue.Count > 0)
            {
                if (string.IsNullOrEmpty(CurrentMusicEvent))
                {
                    PlayMusic(MusicQueue.Dequeue());
                }
            }

            //Delete any dead emitters
            LinkedListNode <AudioEmitter> currentNode = ActiveEmitters.First;

            while (currentNode != null)
            {
                if (currentNode.Value.Finished)
                {
                    var node = currentNode;
                    currentNode = currentNode.Next;
                    GameObject.Destroy(node.Value.gameObject);
                    ActiveEmitters.Remove(node);
                }
                else
                {
                    currentNode = currentNode.Next;
                }
            }

#if UNITY_EDITOR
            if (LogBankRefCounts)
            {
                foreach (KeyValuePair <string, int> kvp in BankReferenceCounts)
                {
                    Debug.Log(kvp.Key.ToString() + ":" + kvp.Value.ToString());
                }
                LogBankRefCounts = false;
            }
#endif
        }