![]() ![]() ![]() Now you’re ready to use it! Scripting with SoundManager Singleton Click and drag the second Audio Source component, then drop it in the “Music Source” property of the Sound Manager component.Click and drag the first Audio Source component, then drop it in the “Effects Souce” property of the Sound Manager component.Add our new Sounce Manager component to the game object.Add two Audio Source components to the game object.Create an empty Game Object and name it “SoundManager”, or whatever you want to name it.To create this setup, follow these steps: In the game editor/UI, you would use this compent like so: GameObject with 2 AudioSource components, and one SoundManager component. It persists between scenes by running the DontDestroyOnLoad() method on its GameObject.When the component Awake()s, it checks the value of the static instance and sets or destroys the value as appropriate. Setting this property to static tells the system to always look in the same memory location for its value. It maintains the singleton pattern by having a static property where it stores itself. It is a Singleton, ensuring that only one instance of itself ever exists.RandomizeSoundEffects() plays one random item from an array of AudioClips, and randomizes the pitch of the clip slightly to provide some additional variation.PlayMusic() plays whatever AudioClip is passed in through the music AudioSource. ![]() Play() simply plays whatever AudioClip is passed in through the sound effects AudioSource.We’re going to use one AudioSource as the game music, and the other to play the sound effects. It expects two AudioSource components be assigned to it.It inherits MonoBehavior, so it can be assigned as a Component to any GameObject.There is a bit going on here, so let’s break it down: Int randomIndex = Random.Range(0, clips.Length) įloat randomPitch = Random.Range(LowPitchRange, HighPitchRange) Public void RandomSoundEffect(params AudioClip clips) Play a random clip from an array, and randomize the pitch slightly. Play a single clip through the music source. Play a single clip through the sound effects source. Set SoundManager to DontDestroyOnLoad so that it won't be destroyed when reloading our scene. If an instance already exists, destroy whatever this object is to enforce the singleton. If there is not already an instance of SoundManager, set it to this. Public static SoundManager Instance = null Public class SoundManager : MonoBehaviour ![]()
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