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SoundManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SoundManager : MonoBehaviour
{
public static AudioClip fallingsound, pointsound, pickupsound, obstaclesound, falling, descendingsound;
static AudioSource audioSrc;
static AudioSource audioSrc2;
void Start()
{
fallingsound = Resources.Load<AudioClip>("fallingsound");
pointsound = Resources.Load<AudioClip>("pointsound");
pickupsound = Resources.Load<AudioClip>("pickupsound");
obstaclesound = Resources.Load<AudioClip>("obstaclesound");
falling = Resources.Load<AudioClip>("falling");
descendingsound = Resources.Load<AudioClip>("descendingsound");
audioSrc = GetComponent<AudioSource>();
audioSrc2 = GetComponent<AudioSource>();
audioSrc2.clip = falling;
audioSrc2.volume = 0.02f;
//audioSrc2.time = 2;
//audioSrc2.loop = true;
}
void Update()
{
}
public static void PlaySound(string clip)
{
switch (clip)
{
case "fallingsound":
audioSrc.PlayOneShot(fallingsound);
break;
case "pointsound":
audioSrc.PlayOneShot(pointsound);
break;
case "pickupsound":
audioSrc.PlayOneShot(pickupsound);
break;
case "obstaclesound":
audioSrc.PlayOneShot(obstaclesound);
break;
case "falling":
audioSrc.PlayOneShot(falling);
break;
case "descendingsound":
// audioSrc.PlayDelayed(2);
audioSrc.PlayOneShot(descendingsound);
break;
}
}
}