using System.Collections; using System.Collections.Generic; using UnityEngine; using FMODUnity; using FMOD.Studio; public class AudioManager : MonoBehaviour { public static AudioManager instance { get; private set; } [SerializeField] public EventReference m_Soundtrack; [SerializeField] public EventReference m_CameraSwitch; private void Awake() { if (instance != null) Debug.LogError("Found more than one Audio Manager in the scene"); instance = this; } private void Start() { StartSoundtrack(); Time.timeScale = .75f; } public void StartSoundtrack() { if (!m_Soundtrack.IsNull) { RuntimeManager.PlayOneShot(m_Soundtrack); } } public EventInstance PlaySound(EventReference sound) { EventInstance soundInst = RuntimeManager.CreateInstance(sound); soundInst.start(); return soundInst; } // Physic's based sounds public void PlayOneShotAttached(EventReference sound, GameObject obj, float force) { RuntimeManager.PlayOneShotAttached(sound, obj, 1f, force * 0.005f); } public void PlayOneShotAttachedBreathing(EventReference sound, GameObject obj, float force) { RuntimeManager.PlayOneShotAttached(sound, obj, force, 0.05f); } public void StopSound(EventInstance soundInst) { soundInst.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); soundInst.release(); soundInst.clearHandle(); } public void PlaySoundOnCameraSwitch() { PlaySound(m_CameraSwitch); } }