using UnityEngine; using System.Collections; namespace OVR { /* ----------------------- SoundFXRef just a references to a SoundFX.. all the SoundFX methods are called indirectly from here ----------------------- */ [System.Serializable] public class SoundFXRef { public string soundFXName = string.Empty; private bool initialized = false; private SoundFX soundFXCached = null; public SoundFX soundFX { get { if ( !initialized ) { Init(); } return soundFXCached; } } public string name { get { return soundFXName; } set { soundFXName = value; Init(); } } /* ----------------------- Init() ----------------------- */ void Init() { // look up the actual SoundFX object soundFXCached = AudioManager.FindSoundFX( soundFXName ); if ( soundFXCached == null ) { soundFXCached = AudioManager.FindSoundFX( string.Empty ); } initialized = true; } /* ----------------------- Length() ----------------------- */ public int Length { get { return soundFX.Length; } } /* ----------------------- IsValid() ----------------------- */ public bool IsValid { get { return soundFX.IsValid; } } /* ----------------------- GetClip() ----------------------- */ public AudioClip GetClip() { return soundFX.GetClip(); } /* ----------------------- GetClipLength() ----------------------- */ public float GetClipLength( int idx ) { return soundFX.GetClipLength( idx ); } /* ----------------------- PlaySound() ----------------------- */ public int PlaySound( float delaySecs = 0.0f ) { return soundFX.PlaySound( delaySecs ); } /* ----------------------- PlaySoundAt() ----------------------- */ public int PlaySoundAt( Vector3 pos, float delaySecs = 0.0f, float volume = 1.0f, float pitchMultiplier = 1.0f ) { return soundFX.PlaySoundAt( pos, delaySecs, volume, pitchMultiplier ); } /* ----------------------- SetOnFinished() get a callback when the sound is finished playing ----------------------- */ public void SetOnFinished( System.Action onFinished ) { soundFX.SetOnFinished( onFinished ); } /* ----------------------- SetOnFinished() get a callback with an object parameter when the sound is finished playing ----------------------- */ public void SetOnFinished( System.Action onFinished, object obj ) { soundFX.SetOnFinished( onFinished, obj ); } /* ----------------------- StopSound() ----------------------- */ public bool StopSound() { return soundFX.StopSound(); } /* ----------------------- AttachToParent() ----------------------- */ public void AttachToParent( Transform parent) { soundFX.AttachToParent( parent); } /* ----------------------- DetachFromParent() ----------------------- */ public void DetachFromParent() { soundFX.DetachFromParent(); } } } // namespace OVR