// Use this for initialization // Update is called once per frame /*void Update () { if(Input.GetKeyDown (KeyCode.Space)) //GetComponent<ParticleSystem>().Emit(300); photonView.RPC("DoExploder",PhotonTargets.All, new object[]{1500}); else if(Input.GetKeyDown (KeyCode.Return)) //GetComponent<ParticleSystem>().Emit(1500); photonView.RPC("DoExploder",PhotonTargets.All, new object[]{1500}); } */ public void PlaySound(AudioClip clip){ stringclip = clip.ToString(); Debug.Log (stringclip); photonView.RPC("PlaySoundHandler",PhotonTargets.All, null); //explosions photonView.RPC("DoExploder",PhotonTargets.All, new object[]{15}); }
public string GetDescription() { if (audioClipRef == null) { return(audioClipVal != null?audioClipVal.ToString() : "Null"); } else { return(audioClipRef.Key); } }
public static AudioSource CreateClip(AudioClip clip, float volume, float pitch) { if (GameObject.Find(clip.name) != null) return null; AudioSource source = CreateSource(); source.clip = clip; source.volume = volume; source.pitch = pitch; source.spatialBlend = 0; source.gameObject.name = clip.name; Debug.Log((GameObject.Find(clip.ToString()) == null) + " " + clip.ToString() ); source.Play(); // Registrar la fuente de sonido AudioSettings.RegisterClip(source); return source; }
void Awake() { audioSource = GetComponent<AudioSource>(); sound = audioSource.clip; argument = sound.ToString(); string newstring = argument.Replace(" (UnityEngine.AudioClip)", ""); argument = newstring; AudioManager.AddAudioToDictionary(argument, gameObject); AudioManager.AddListener(audioEvent, sound3D); }
public void PlayOneShot(AudioClip clip, float volume = 1f) { if(audio != null) { if(clip !=null && clip.isReadyToPlay) { audio.PlayOneShot(clip, volume); } else { Log.i ("clicp " + clip.ToString() + "is not ready to play..."); } } else { Log.i("audio null..."); } }
void Awake() { // audioSource gets everything AudioSource has. // Then the sound is assigned to audioSource.clip // argument is assigned to sound(AudioClip) to a string. // define newstring assigned to argument to replace the old string with another string, but my question, is how does it know the old string is (UnityEngine.AudioClip) // then argument is assigned to the newstring, which will produce audioClip name audioSource = GetComponent<AudioSource>(); sound = audioSource.clip; argument = sound.ToString(); string newstring = argument.Replace(" (UnityEngine.AudioClip)", ""); argument = newstring; // For Triggers // For 3D audio, you must step in the trigger box for it to play 3D AudioManager.AddAudioToDictionary(argument, gameObject); AudioManager.AddListener(audioEvent, sound3D); }
//Null test for arrays private AudioClip NullTest(AudioClip[] TestArray, int i) { if( (i + 1) <= TestArray.Count()) { if (TestArray[i]) return TestArray[i]; else return ErrorSound; } else { Debug.Log("ERROR: No Audiosource at: " + TestArray.ToString() +" "+ i.ToString()); return ErrorSound; } }