public void StopSound(List <string> soundList, SoundLayer layer) { // if (channelMute[layer] || channelPaused[layer]) // return; // try to stop all sounds in list because can't know which one be played for (int i = 0; i < soundList.Count; i++) { string clipPath = SoundMapping.GetSoundClipPathForEventType(soundList [i]); _player.StopSound(clipPath, layer); } }
public void PlayTimedSound(List <string> type, SoundLayer layer, float timeToPlay) { // if (channelMute[layer] || channelPaused[layer]) // return; string clipPath = SoundMapping.GetSoundClipPathForEventType(type); SoundManagerPlayer.SoundManagerClip smc = _player.PlayTimedSound(clipPath, layer, timeToPlay); if (channelMute[layer]) { smc.MuteClip(); } if (channelPaused[layer]) { smc.PauseClip(); } }
public void PlaySound(List <string> soundList, SoundLayer layer, bool isLooping = false) { // if (channelMute[layer] || channelPaused[layer]) // return; string clipPath = SoundMapping.GetSoundClipPathForEventType(soundList); SoundManagerPlayer.SoundManagerClip smc = _player.PlaySound(clipPath, layer, isLooping); if (channelMute[layer]) { smc.MuteClip(); } if (channelPaused[layer]) { smc.PauseClip(); } }