void PlayIdleMusic() { int song = UnityEngine.Random.Range(0, 4); //Debug.Log("Reproduciendo música de reposo"); musicScript.PlaySong(song, 0, 0); }
void PlayIdleMusic() { int song = UnityEngine.Random.Range(0, 2); Debug.Log("Reproduciendo música de reposo: " + song); musicScript.PlaySong(song, 0, 0); /* timeLeft = UnityEngine.Random.Range(minDelay, maxDelay); * resetTimer = false; */ }
// Start is called before the first frame update void Start() { musicScript.PlaySong(0, 0, 0.5f); }
// public void PlaySong(int song, int layer) { grumble.PlaySong(song, layer); }
public void OpenMenu() { gA.PlaySong(0, 0); }
void hitFadeIn() { gA.PlaySong(activeSong, activeLayer, fadeInTime); }
private void Start() { _amp = GetComponent <grumbleAMP>(); _amp.PlaySong(0, 0); }
void Start() { SetUp(); amp.PlaySong(0, 0, 0); Invoke("StartMusic", referenceClip.length - 2.0f); }