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206
Tools/AudioManager/AudioManager.cs
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206
Tools/AudioManager/AudioManager.cs
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using System.Collections;
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using UnityEngine;
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using System;
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public class AudioManager : MonoBehaviour{
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public static AudioManager instance;
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[SerializeField] Sounds soundList = default;
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void Awake(){
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if(instance == null){
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instance = this;
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}else{
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Destroy(gameObject);
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return;
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}
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DontDestroyOnLoad(gameObject);
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foreach(Sounds.List s in soundList.sounds){
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if(string.IsNullOrEmpty(s.name) || string.IsNullOrWhiteSpace(s.name)){
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Debug.LogWarning("The name one sound is empty");
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continue;
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}
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GameObject sound = new GameObject(s.name);
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sound.transform.parent = transform;
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s.source = sound.AddComponent<AudioSource>();
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if(soundList.mainMixer && soundList.sfxMixer){
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if (s.type == Sounds.List.Type.Music)
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s.source.outputAudioMixerGroup = soundList.mainMixer;
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else
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s.source.outputAudioMixerGroup = soundList.sfxMixer;
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}
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s.source.clip = s.clip;
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s.source.volume = s.volume;
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s.source.pitch = s.pitch;
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s.source.loop = s.loop;
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}
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}
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#region Play
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public void Play(string name){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if(s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.Play();
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}
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public void Play(string name, float delay){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.PlayDelayed(delay);
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}
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public void PlayOneShot(string name){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.PlayOneShot(s.clip);
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}
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#endregion
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#region Pause
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public void Pause(string name){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.Pause();
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}
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public void UnPause(string name){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.UnPause();
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}
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#endregion
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#region Stop
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public void Stop(string name){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = s.RandomVolume;
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s.source.Stop();
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}
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public void StopAll(){
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foreach (Sounds.List s in soundList.sounds){
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if (s.source){
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s.source.Stop();
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}
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}
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}
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#endregion
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public AudioSource GetSource(string name){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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return null;
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}
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return s.source;
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}
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#region Fades
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public void FadeIn(string name, float duration){
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StartCoroutine(FadeInCoroutine(name, duration));
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}
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IEnumerator FadeInCoroutine(string name, float fadeTime){
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AudioSource audioSource = GetSource(name);
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if (audioSource != null && !audioSource.isPlaying){
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float volume = audioSource.volume;
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audioSource.volume = 0;
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audioSource.Play();
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while (audioSource.volume < volume){
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audioSource.volume += Time.deltaTime / fadeTime;
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yield return null;
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}
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audioSource.volume = volume;
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}
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}
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public void FadeOut(string name, float duration){
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StartCoroutine(FadeOutCoroutine(name, duration));
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}
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IEnumerator FadeOutCoroutine(string name, float fadeTime){
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AudioSource audioSource = GetSource(name);
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if (audioSource && audioSource.isPlaying){
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float startVolume = audioSource.volume;
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while (audioSource.volume > 0){
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audioSource.volume -= startVolume * Time.deltaTime / fadeTime;
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yield return null;
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}
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audioSource.Stop();
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audioSource.volume = startVolume;
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}
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}
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public void PlayMuted(string name){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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return;
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}
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s.source.pitch = s.RandomPitch;
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s.source.volume = 0f;
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s.source.Play();
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}
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public void FadeMutedIn(string name, float duration){
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StartCoroutine(FadeMutedInCoroutine(name, duration));
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}
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IEnumerator FadeMutedInCoroutine(string name, float fadeTime){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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yield break;
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}
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while (s.source.volume < s.volume){
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s.source.volume += Time.deltaTime / fadeTime;
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yield return null;
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}
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s.source.volume = s.volume;
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}
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public void FadeMutedOut(string name, float duration){
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StartCoroutine(FadeMutedOutCoroutine(name, duration));
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}
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IEnumerator FadeMutedOutCoroutine(string name, float fadeTime){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == name);
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if (s == null){
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Debug.LogWarning("Sound: " + name + " not found!");
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yield break;
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}
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while (s.source.volume > 0){
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s.source.volume -= Time.deltaTime / fadeTime;
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yield return null;
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}
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s.source.volume = 0;
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}
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#endregion
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}
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11
Tools/AudioManager/AudioManager.cs.meta
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11
Tools/AudioManager/AudioManager.cs.meta
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fileFormatVersion: 2
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guid: 7d2879f3876727040b4f0cc799ec7ada
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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Tools/AudioManager/AudioManager.png
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BIN
Tools/AudioManager/AudioManager.png
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Binary file not shown.
After Width: | Height: | Size: 1.6 KiB |
96
Tools/AudioManager/AudioManager.png.meta
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96
Tools/AudioManager/AudioManager.png.meta
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serializedVersion: 11
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mipmaps:
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mipMapMode: 0
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enableMipMap: 1
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sRGBTexture: 1
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linearTexture: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapsPreserveCoverage: 0
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alphaTestReferenceValue: 0.5
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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bumpmap:
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convertToNormalMap: 0
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externalNormalMap: 0
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heightScale: 0.25
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normalMapFilter: 0
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isReadable: 0
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streamingMipmaps: 0
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streamingMipmapsPriority: 0
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vTOnly: 0
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grayScaleToAlpha: 0
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generateCubemap: 6
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cubemapConvolution: 0
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seamlessCubemap: 0
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textureFormat: 1
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maxTextureSize: 2048
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textureSettings:
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serializedVersion: 2
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wrapU: -1
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wrapV: -1
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wrapW: -1
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nPOTScale: 1
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lightmap: 0
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compressionQuality: 50
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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spriteTessellationDetail: -1
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textureType: 0
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textureShape: 1
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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sprites: []
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outline: []
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physicsShape: []
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spriteID:
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spritePackingTag:
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pSDRemoveMatte: 0
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userData:
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50
Tools/AudioManager/Sounds.cs
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50
Tools/AudioManager/Sounds.cs
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using UnityEngine;
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using UnityEngine.Audio;
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[CreateAssetMenu(fileName = "Sounds", menuName = "Tools/Sounds", order = 0)]
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public class Sounds : ScriptableObject{
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[Tooltip("The music mixer.")]
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public AudioMixerGroup mainMixer = default;
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[Tooltip("The SFX mixer.")]
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public AudioMixerGroup sfxMixer = default;
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public List[] sounds;
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[System.Serializable] public class List{
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[Tooltip("Name of the sound. Each name has to be different between each other.")]
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public string name;
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public AudioClip clip;
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[System.Serializable] public enum Type { Music, SFX }
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[Space]
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[Tooltip("Is it part of the music or the SFX?")] public Type type;
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[Space]
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[Tooltip("Default volume of the sound."), Range(0f, 1f)] public float volume;
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[Tooltip("Variance percentage of the volume"), Range(0f, 1f)] public float volumeVariance;
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[Tooltip("Default pitch of the sound."), Range(.1f, 3f)] public float pitch;
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[Tooltip("Variance percentage of the pitch"), Range(0f, 1f)] public float pitchVariance;
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public bool loop;
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[HideInInspector] public AudioSource source;
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float randomVolume;
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public float RandomVolume{
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get{
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randomVolume = volume * (1f + Random.Range(-volumeVariance / 2f, volumeVariance / 2f));
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return randomVolume;
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}
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}
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float randomPitch;
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public float RandomPitch{
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get{
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randomPitch = pitch * (1f + Random.Range(-pitchVariance / 2f, pitchVariance / 2f));
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return randomPitch;
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}
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}
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}
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}
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11
Tools/AudioManager/Sounds.cs.meta
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11
Tools/AudioManager/Sounds.cs.meta
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