public void playAudio(AudioSource AS, SFX sfxIdx, audioMode aM) { AS.clip = sfx[(int) sfxIdx - 1]; AS.volume = 100; AS.loop = true; if (aM == audioMode.Once) AS.loop = false; AS.dopplerLevel = 1; AS.Play(); }
void playAudio(AudioSource AS, SFX[] sfxIdx, audioMode aM) { aMode = aM; int rng; qued = sfxIdx; switch (aMode) { case audioMode.Once: am.playAudio(AS, sfxIdx[0], audioMode.Once); currentAudio = 0; break; case audioMode.FirstLoop: am.playAudio(AS, sfxIdx[0], audioMode.Once); currentAudio = 0; break; case audioMode.FirstThenNextLoop: am.playAudio(AS, sfxIdx[0], audioMode.Once); currentAudio = 0; break; case audioMode.CycleThroughAll: am.playAudio(AS, sfxIdx[0], audioMode.Once); currentAudio = 0; break; case audioMode.FirstThenCycleThroughAllLoop: am.playAudio(AS, sfxIdx[0], audioMode.Once); currentAudio = 0; break; case audioMode.RandomAll: rng = Random.Range(0, sfxIdx.Length); am.playAudio(AS, sfxIdx[rng], audioMode.Once); currentAudio = rng; break; case audioMode.FirstThenRandom: rng = Random.Range(1, sfxIdx.Length); am.playAudio(AS, sfxIdx[0], audioMode.Once); currentAudio = 0; break; } }
public void playSlipToggle(bool state) { //Debug.Log("Calling slip = " + state + " engine = " + engineStart); if (state && !engineStart) { if (!ASMain.isPlaying) { playAudio(ASMain, new SFX[] { SFX.Skid }, audioMode.FirstLoop); //audio } } else if (!engineStart) { aMode = audioMode.Once; } }