Пример #1
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 SequenceSoundInstance Play(this SequenceSoundBank soundBank, Vector3 position)
        {
            if (soundBank != null)
            {
                SequenceSoundInstance sound = soundBank.Fetch(RuntimeSoundPool.Instance);
                sound.Play3D(position);
                soundBank.OnPlayed(sound);

                return(sound);
            }

            return(null);
        }
Пример #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 SequenceSoundInstance Play(this SequenceSoundBank soundBank, Transform followTransform)
        {
            if (soundBank != null)
            {
                SequenceSoundInstance sound = soundBank.Fetch(RuntimeSoundPool.Instance);
                sound.Play3D(followTransform);
                soundBank.OnPlayed(sound);

                return(sound);
            }

            return(null);
        }
Пример #3
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 SequenceSoundInstance Play(this SequenceSoundBank soundBank)
        {
            if (soundBank != null)
            {
                SequenceSoundInstance sound = soundBank.Fetch(RuntimeSoundPool.Instance);
                sound.Play2D();
                soundBank.OnPlayed(sound);

                return(sound);
            }

            return(null);
        }