/// <summary> /// Plays a sound. /// </summary> /// <param name="typeOfSound">Type of sound.</param> public void PlaySound(ShooterAIAudioOptions typeOfSound) { //test if we're even allowed to play sounds if (soundEnabled == false) { return; } //check if the chances come together if (Random.Range(0f, 1f) > chanceForSound) { return; } //initiate the sound that we will play AudioClip soundToPlay = null; //find out which sound to play switch (typeOfSound) { case ShooterAIAudioOptions.Patrol: soundToPlay = patrolSounds[(int)Random.Range(0, patrolSounds.Length)]; break; case ShooterAIAudioOptions.Investigate: soundToPlay = investigateSounds[(int)Random.Range(0, investigateSounds.Length)]; break; case ShooterAIAudioOptions.Engage: soundToPlay = engageSounds[(int)Random.Range(0, engageSounds.Length)]; break; case ShooterAIAudioOptions.Cover: soundToPlay = coverSounds[(int)Random.Range(0, coverSounds.Length)]; break; case ShooterAIAudioOptions.Panic: soundToPlay = panicSounds[(int)Random.Range(0, panicSounds.Length)]; break; case ShooterAIAudioOptions.Charge: soundToPlay = chargeSounds[(int)Random.Range(0, chargeSounds.Length)]; break; } //play the sound c_Audio.PlayOneShot(soundToPlay); }
/// <summary> /// Plays a sound. /// </summary> /// <param name="typeOfSound">Type of sound.</param> public void PlaySound( ShooterAIAudioOptions typeOfSound) { //test if we're even allowed to play sounds if( soundEnabled == false) { return; } //check if the chances come together if( Random.Range(0f, 1f) > chanceForSound ) { return; } //initiate the sound that we will play AudioClip soundToPlay = null; //find out which sound to play switch( typeOfSound) { case ShooterAIAudioOptions.Patrol: soundToPlay = patrolSounds[ (int)Random.Range(0, patrolSounds.Length) ]; break; case ShooterAIAudioOptions.Investigate: soundToPlay = investigateSounds[ (int)Random.Range(0, investigateSounds.Length) ]; break; case ShooterAIAudioOptions.Engage: soundToPlay = engageSounds[ (int)Random.Range(0, engageSounds.Length) ]; break; case ShooterAIAudioOptions.Cover: soundToPlay = coverSounds[ (int)Random.Range(0, coverSounds.Length) ]; break; case ShooterAIAudioOptions.Panic: soundToPlay = panicSounds[ (int)Random.Range(0, panicSounds.Length) ]; break; case ShooterAIAudioOptions.Charge: soundToPlay = chargeSounds[ (int)Random.Range(0, chargeSounds.Length) ]; break; } //play the sound c_Audio.PlayOneShot( soundToPlay); }