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A basic system to organize and manage a game Audio system.

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Audio-Management

1.0 - Audio levels Managing - Introduction

Audio levels are managed by AudioManager singleton which is responsible for saving and loading audio volume into player prefs it requires a scriptable object with the channels default values.

2.0 - SFX - Introduction

SFXs (sound effects) are managed by SFX Manager which is responsible for reproducing SFX audio clips. SFX are reproduced using an instance of an AudioSource moved in a defined position.

2.1 - SFX

Each SFX contains an AudioClip, Pitch and Spatial Blend. SFX can be obtained by an SFX_SO scriptable with the GetSFX method. SFX_SO.GetSFX will return an SFX with all the parameters setted up according to its serialized parameters.

Note

Here's a list of the serialized parameters:

  • List Clips
  • float StartingPitch
  • float PitchVariation
  • float SpatialBlend

Each SFX request is done by invoking the PlaySFX static action directly on SFXManager.PlaySFX(SFX, Vector3) .

AudioClip pooling works on AudioSource.IsPlaying rather than on gameObject.ActiveInHierarchy.

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