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static void PlayMusic(string name); static void PlaySound(string name, bool pausable = true);
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public void PlayFX (AudioClip clip, SoundFXChannel channel = SoundFXChannel.First, bool forceInterrupt = false) { } public void StopFX (SoundFXChannel channel) { }
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private AudioClip LoadClip(string name) { string path = "Sounds/" + name; AudioClip clip = Resources.Load<AudioClip>(path); return clip; }
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binder.Bind<IAudioController, IAudioPlayer, IMusicPlayer>().To<AudioController>().InSingletonScope();
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var ac = new AudioController(); IAudioController iac = ac; IAudioPlayer iap = ac; IMusicPlayer imp = ac;
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IAudioController
public interface IAudioController : IDisposable { /// <summary> /// Enabled or disables all sounds in game. All music sources sets volume to = 0 and stops their playback; /// </summary> bool SoundEnabled { get; set; } /// <summary> /// Enables or disables all musics in game. All music sources sets volume to = 0 or MusicVolume value; /// </summary> bool MusicEnabled { get; set; } /// <summary> /// Sound volume range 1 - 0 /// </summary> float SoundVolume { get; set; } /// <summary> /// Music volume in range 1 - 0 /// </summary> float MusicVolume { get; set; } }
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IAudioPlayer
public interface IAudioPlayer { /// <summary> /// plays audio clip if sound enabled. /// </summary> /// <param name="clip">Audio clip to play.</param> /// <param name="volumeProportion">volume in range 1 - 0, when plays its also affected by global volume setting.</param> /// <param name="looped">should clip play be looped</param> /// <returns> returns code for this sound call to control playback for concrete clip played.</returns> int PlayAudioClip2D(AudioClip clip, float volumeProportion = 1f, bool looped = false); /// <summary> /// Plays audio clip in concrete 3d position /// </summary> /// <param name="clip">Audio clip to play</param> /// <param name="position">world position of audio source.</param> /// <param name="maxSoundDistance">parameter seted to audioSource.MaxDistance</param> /// <param name="volumeProportion">volume in range 1 - 0, when plays its also affected by global volume setting.</param> /// <param name="looped">should clip play be looped</param> /// <returns></returns> int PlayAudioClip3D(AudioClip clip, Vector3 position, float maxSoundDistance, float volumeProportion = 1f, bool looped = false); /// <summary> /// stop playing concrete clip. /// </summary> /// <param name="audioCode">code, recived from methods PlayAudioClip2D or PlayAudioClip3D</param> void StopPlayingClip(int audioCode); /// <summary> /// Returns true if audio code contains in player and can be controlled. /// </summary> /// <param name="audioCode">audio code</param> /// <returns></returns> bool IsAudioClipCodePlaying(int audioCode); /// <summary> /// Sets global audio listener to concrete position /// </summary> /// <param name="position">v3 in world coordinates</param> void SetAudioListenerToPosition(Vector3 position); /// <summary> /// Set position of source if source exist. /// </summary> /// <param name="audioCode">code of source</param> /// <param name="destinationPos">target position in world coordinates</param> void SetSourcePositionTo(int audioCode, Vector3 destinationPos); }
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IMusicPlayer
public interface IMusicPlayer { /// <summary> /// plays music clip as 2d sound with concrete volume padding. /// </summary> /// <param name="clip">music clip</param> /// <param name="volumeProportion">volume proportions of sound in range of 1 - 0. Its also affected by global music volume settings</param> /// <returns>concrete music playback code for future control</returns> int PlayMusicClip(AudioClip clip, float volumeProportion = 1f); /// <summary> /// stops playing music clip and clear data for this code. /// </summary> /// <param name="audioCode">audio code to find audio clip playback</param> void StopPlayingMusicClip(int audioCode); /// <summary> /// Pauses concrete music clip play, it could be resumed. /// </summary> /// <param name="audioCode"></param> void PausePlayingClip(int audioCode); /// <summary> /// Resumes concrete music clip play if it was paused before. /// </summary> /// <param name="audioCode"></param> void ResumeClipIfInPause(int audioCode); /// <summary> /// Returns true if audio code contains in player and can be controlled. /// </summary> /// <param name="audioCode">audio code</param> /// <returns></returns> bool IsMusicClipCodePlaying(int audioCode); }
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