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A Unity script to play a sound effect when script compiling starts and ends.
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using System; | |
using System.Reflection; | |
using UnityEditor; | |
using UnityEngine; | |
// I recommend dropping this script in an Editor folder. | |
// You should have two audio clips somewhere in the project. | |
// You'll need to edit-in the paths of those clips (from your project root folder) in the static initializer below. | |
// Example path: "Assets/Editor/CompileIndicator/start.mp3" | |
namespace Assets.Editor { | |
/// <summary> | |
/// Plays a sound effect when script compiling starts and ends. | |
/// </summary> | |
[InitializeOnLoad] | |
public static class CompileIndicator { | |
private const string CompileStatePrefsKey = "CompileIndicator.WasCompiling"; | |
private static readonly AudioClip StartClip; | |
private static readonly AudioClip EndClip; | |
static CompileIndicator() { | |
EditorApplication.update += OnUpdate; | |
StartClip = AssetDatabase.LoadAssetAtPath<AudioClip>("REPLACE_WITH_PATH_TO_YOUR_START_CLIP"); | |
EndClip = AssetDatabase.LoadAssetAtPath<AudioClip>("REPLACE_WITH_PATH_TO_YOUR_END_CLIP"); | |
} | |
private static void OnUpdate() { | |
var wasCompiling = EditorPrefs.GetBool(CompileStatePrefsKey); | |
var isCompiling = EditorApplication.isCompiling; | |
// Return early if compile status hasn't changed. | |
if (wasCompiling == isCompiling) | |
return; | |
if (isCompiling) | |
OnStartCompiling(); | |
else | |
OnEndCompiling(); | |
EditorPrefs.SetBool(CompileStatePrefsKey, isCompiling); | |
} | |
private static void OnStartCompiling() { | |
PlayClip(StartClip); | |
} | |
private static void OnEndCompiling() { | |
PlayClip(EndClip); | |
} | |
private static void PlayClip(AudioClip clip) { | |
Assembly unityEditorAssembly = typeof(AudioImporter).Assembly; | |
Type audioUtilClass = unityEditorAssembly.GetType("UnityEditor.AudioUtil"); | |
MethodInfo method = audioUtilClass.GetMethod( | |
"PlayClip", | |
BindingFlags.Static | BindingFlags.Public, | |
null, | |
new []{typeof(AudioClip)}, | |
null | |
); | |
method.Invoke(null, new object[]{clip}); | |
} | |
} | |
} |
@manotone Since 2019 you need to use this instead:
public static void PlayClip(AudioClip clip, int startSample = 0, bool loop = false)
{
System.Reflection.Assembly unityEditorAssembly = typeof(AudioImporter).Assembly;
System.Type audioUtilClass = unityEditorAssembly.GetType("UnityEditor.AudioUtil");
System.Reflection.MethodInfo method = audioUtilClass.GetMethod(
"PlayClip",
System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public,
null,
new System.Type[] { typeof(AudioClip), typeof(int), typeof(bool) },
null
);
method.Invoke(
null,
new object[] { clip, startSample, loop }
);
}
If anyone comes here in 2022 the reflected method is now named "PlayPreviewClip".
Use the following in Unity 2021
private static void PlayClip(AudioClip clip, int startSample = 0, bool loop = false)
{
var unityEditorAssembly = typeof(AudioImporter).Assembly;
var audioUtilClass = unityEditorAssembly.GetType("UnityEditor.AudioUtil");
var method = audioUtilClass.GetMethod("PlayPreviewClip",
BindingFlags.Static | BindingFlags.Public,
null,
new[]
{
typeof(AudioClip), typeof(int),
typeof(bool)
},
null);
method.Invoke(null, new object[] { clip, startSample, loop });
}
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Hey, is this working in Unity 2019.3 onwards? I'm using 2019.3.11 and I can't get the sound to play. I added a null check to make sure it was finding the audio clip, so I know the audio is in the right place.
Thanks!