Essentielle Ordner, Prefabs, Skriptgerüst für die Audio Planung erstellt, sowie in dem SFX Manager den Skript von meinem anderen Projekt Derma Dread gezogen.
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Assets/Scripts/Audio.meta
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Assets/Scripts/Audio.meta
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fileFormatVersion: 2
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guid: 32c8db53a40c3014dbfdf6a31fef4716
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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Assets/Scripts/Audio/Music Manager.cs
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Assets/Scripts/Audio/Music Manager.cs
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using UnityEngine;
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// Written by Lilia Schwab
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public class MusicManager : MonoBehaviour
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{
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}
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Assets/Scripts/Audio/Music Manager.cs.meta
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Assets/Scripts/Audio/Music Manager.cs.meta
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fileFormatVersion: 2
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guid: e55f1b009693422419012dc1002a0ddf
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Assets/Scripts/Audio/SFX Manager.cs
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Assets/Scripts/Audio/SFX Manager.cs
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using UnityEngine;
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// Written by Lilia Schwab
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public class SFXManager : MonoBehaviour
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{
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public static SFXManager instance;
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[SerializeField] private AudioSource sFXObject;
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private void Awake() {
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if (instance == null) {
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instance = this;
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}
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}
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// Muss noch schauen, wie ich das f<>r das jeweilige Vieh seine seperaten Sounds einstelle und nicht universal
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public void PlaySFXClip(AudioClip clip, Transform spawnTransform, float volume) {
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AudioSource audioSource = Instantiate(sFXObject, spawnTransform.position, Quaternion.identity);
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audioSource.clip = clip;
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audioSource.volume = volume;
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audioSource.Play();
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float clipLength = audioSource.clip.length;
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Destroy(audioSource, clipLength);
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}
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}
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Assets/Scripts/Audio/SFX Manager.cs.meta
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Assets/Scripts/Audio/SFX Manager.cs.meta
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fileFormatVersion: 2
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guid: 48370e214ee4193489b199ffc4cf0a77
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