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/* | |
Sounds can be played with AudioManager.PlayClip() or with an AudioSource in the scene. | |
If they're played with an AudioSource, add a LocalSound component to the object so the | |
sounds can be controlled with volume settings in the pause menu. LocalSound also lets | |
you assign a tag to the sound to fade it from code (see below). | |
*/ | |
using UnityEngine; | |
using System.Collections; | |
public class AudioSample : MonoBehaviour | |
{ | |
public AudioClip theSoundClip; | |
private PlayingSound thePlayer; | |
void Start() | |
{ | |
// Params are: AudioClip clip, bool loop, float baseVolume | |
thePlayer = AudioManager.PlayClip(theSoundClip, true, 0.5f); | |
// Change the pitch: | |
thePlayer.Pitch = 0.5f; | |
// Fade a single sound: | |
// from baseVolume to 0 in 5 seconds | |
StartCoroutine(thePlayer.FadeOut(5)); | |
// from 0 to baseVolume in 5 seconds | |
StartCoroutine(thePlayer.FadeIn(5)); | |
// from current volume to 0.3 in 5 seconds | |
StartCoroutine(thePlayer.FadeTo(5, 0.3f)); | |
// Fade a group of sounds (these static functions wrap the inner coroutines, so you just call them as normal functions) | |
// NOTE: don't actually fade tags within Start(), as the tags may not be registered with the AudioManager until the first frame. | |
// if you want to call a fade at scene start, wrap it in TimeUtils.DelayOneFrame | |
thePlayer.tags.Add("weird"); | |
AudioManager.FadeInTag("weird", 5); | |
AudioManager.FadeOutTag("weird", 5); | |
AudioManager.FadeTagToTarget("weird", 5, 0.3f); // 0.3f in 5 seconds | |
AudioManager.SetTagVolume("weird", 0.3f); | |
} | |
} |
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