public void PlaySound(string soundName) { PlaySoundSettings settings = new PlaySoundSettings(); settings.Init(); settings.name = soundName; soundController.Play(settings); }
public void PlaySFXCue() { PlaySoundSettings settings = new PlaySoundSettings(); settings.Init(); settings.names = new[] { "Coins", "Whosh", "CrackingIce" }; sfxCue = soundController.Play(settings); }
public void PlayCrackingIce() { PlaySoundSettings settings = new PlaySoundSettings(); settings.Init(); settings.name = "CrackingIce"; crackingIce = soundController.Play(settings); }
public void PlayCoins() { //You should send this struct to soundController in order to play something. PlaySoundSettings settings = new PlaySoundSettings(); settings.Init(); settings.name = "Coins"; //SoundController returns a SoundCueProxy, that can be reused or subscribe to one of it's events. coins = soundController.Play(settings); }
public void PlayMusicWithTag() { PlaySoundSettings settings = new PlaySoundSettings(); settings.Init(); settings.name = "Ballade"; settings.tagName = "classical"; settings.isLooped = true; musicWithTag = soundController.Play(settings); }
public void PlayMusic() { PlaySoundSettings settings = new PlaySoundSettings(); settings.Init(); settings.name = "Ballade"; settings.fadeInTime = 1f; settings.fadeOutTime = 2f; settings.categoryName = "Music"; // search only in that category settings.parent = transform; // Use this parent to put the AudioSource's position here. settings.isLooped = true; music = soundController.Play(settings); }
public void PlaySFXCueLooped() { PlaySoundSettings settings = new PlaySoundSettings(); settings.Init(); settings.names = new[] { "Coins", "Whosh", "CrackingIce" }; settings.isLooped = true; sfxCueLoop = soundController.Play(settings); //You can also check when any cue finished playing sfxCueLoop.OnPlayCueEnded += (cue) => { Debug.LogFormat("Cue with ID {0} finished playing", cue.ID); }; sfxCueLoop.OnPlayEnded += (name) => Debug.LogFormat("Sound \"{0}\" finished playing", name); }
void PlaySound(PlaySoundSettings _Set, AudioSource _CustomSource) { if (_Set.Clip) { if (DIRECT_SOUND) { if (_CustomSource != null) { _Set.Source.volume = _Set.Loudness.DbToVolume(); _Set.Source.PlayOneShot(_Set.Clip); } else { MainSource.volume = _Set.Loudness.DbToVolume(); MainSource.PlayOneShot(_Set.Clip); } } else if (_Set.Mixer != null) { if (_CustomSource != null) { _Set.Source.volume = _Set.Loudness.DbToVolume(); _Set.Source.outputAudioMixerGroup = _Set.Mixer; _Set.Source.PlayOneShot(_Set.Clip); } else { MainSource.volume = _Set.Loudness.DbToVolume(); MainSource.outputAudioMixerGroup = _Set.Mixer; MainSource.PlayOneShot(_Set.Clip); } } else { Debug.LogError("Error: (" + this.ToString() + ") Clip: " + _Set.Clip.name + " is set on Directsound = (" + DIRECT_SOUND + ") but there is no mixer chosen!"); } if (_Set.OnlyOnce)//if the sound should only be played once disable the sound { _Set.Play = false; } } }
public void PlayWhosh() { PlaySoundSettings settings = new PlaySoundSettings(); settings.Init(); settings.name = "Whosh"; whosh = soundController.Play(settings); whosh.OnPlayCueEnded += (Cue) => { settings = new PlaySoundSettings(); settings.Init(); //It is a good practice to reuse the cue you already played. //Because soundCueProxy caches all the data and SoundController //will not have to go through finding it again. settings.soundCueProxy = whosh; soundController.Play(settings); }; }
// Start is called before the first frame update void Start() { if (SceneManager.GetActiveScene().name == "MenuScene") { soundController.SetMute("Effects", false); soundController.SetMute("Music", false); } effectsToggle.SetIsOnWithoutNotify(soundController.IsMute("Effects")); musicToggle.SetIsOnWithoutNotify(soundController.IsMute("Music")); PlaySoundSettings settings = new PlaySoundSettings(); settings.Init(); settings.name = "Music"; settings.isLooped = true; //settings.fadeInTime = 3f; //settings.fadeOutTime = 3f; soundController.Play(settings); }