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Some first day fug fixes.
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7046716893
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7 changed files with 123 additions and 10 deletions
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@ -43,6 +43,9 @@ public class AudioManager : MonoBehaviour{
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}
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#region Play
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/// <summary>Use this to play a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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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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@ -53,6 +56,9 @@ public class AudioManager : MonoBehaviour{
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s.source.volume = s.RandomVolume;
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s.source.Play();
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}
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/// <summary>Use this to play a sound with a specific name and with a certain delay
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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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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@ -63,6 +69,9 @@ public class AudioManager : MonoBehaviour{
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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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/// <summary>Use this to play one shot of a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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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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@ -73,6 +82,9 @@ public class AudioManager : MonoBehaviour{
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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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/// <summary>Use this to play an intro song and then start playing the song loop
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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public void PlayWithIntro(string intro, string song){
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Sounds.List s = Array.Find(soundList.sounds, sound => sound.name == intro);
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if (s == null){
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@ -88,6 +100,9 @@ public class AudioManager : MonoBehaviour{
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}
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#endregion
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#region Pause
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/// <summary>Use this to pause a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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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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@ -98,6 +113,9 @@ public class AudioManager : MonoBehaviour{
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s.source.volume = s.RandomVolume;
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s.source.Pause();
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}
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/// <summary>Use this to unpause a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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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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@ -110,6 +128,9 @@ public class AudioManager : MonoBehaviour{
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}
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#endregion
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#region Stop
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/// <summary>Use this to stop a sound with a specific name
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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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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@ -120,6 +141,9 @@ public class AudioManager : MonoBehaviour{
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s.source.volume = s.RandomVolume;
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s.source.Stop();
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}
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/// <summary>Use this to stop all the sounds
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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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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@ -128,6 +152,9 @@ public class AudioManager : MonoBehaviour{
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}
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}
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#endregion
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/// <summary>This function returns the AudioSource that contains a specific sound
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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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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@ -137,6 +164,9 @@ public class AudioManager : MonoBehaviour{
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return s.source;
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}
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#region Fades
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/// <summary>Use this to start playing a sound with a fade in
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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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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@ -154,6 +184,9 @@ public class AudioManager : MonoBehaviour{
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audioSource.volume = volume;
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}
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}
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/// <summary>Use this to stop playing a sound with a fade out
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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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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@ -173,6 +206,9 @@ public class AudioManager : MonoBehaviour{
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}
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}
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/// <summary>Use this to start playing a sound muted
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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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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@ -183,6 +219,10 @@ public class AudioManager : MonoBehaviour{
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s.source.volume = 0f;
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s.source.Play();
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}
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/// <summary>Use this to fade in a sound that is currently muted
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// <para>WARNING: If the PlayMuted hasn't been called before, this function won't work</para>
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/// </summary>
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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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@ -199,6 +239,9 @@ public class AudioManager : MonoBehaviour{
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}
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s.source.volume = s.volume;
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}
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/// <summary>Use this to fade out a sound and keep playing that muted
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/// <para>It has to be in the Sound asset referenced in the AudioManager instance</para>
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/// </summary>
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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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