Important Scripts:
- Audio Manager
- Audio Zone
- Audio Track (Scriptable Object)
- Audio Preset
- Sound Effects Regestry
SFX Regestry: add your SFX regestry here
Music / Ambient / SFX Source: Add a music source to the scene (at best, directly as a child)
Fade In Duration: float, seconds of fade (music, ambience) Target Vol: gets set by audio Tracks volume
The Audio Zone script gets attatched to any gameObject that has a collider. When the player enters an Audio Zone, music or ambience will play.
Play Always: Should the audio zone always trigger? (Global/ No Collision)Zone Music/ Ambience: The AudioTrack the Zone will trigger
Music/ Ambience Behaviour: Try what works... I myself dont quite understand what I wrote there ;)
A Audio Track is a ScriptableObject that is used to store the music or ambience audio.
Name: ... name lolAudio Type: Ambient / Music / SFX
Volume: 0 to 1
Pitch: -3 to 3
Spatial Blend: 0 to 1
Loop: bool, should the track loop?
Preset: AudioPreset (see below)
The Audio Preset holds information that a Track transfers to the target audio source.
Stereo Pan: well its a Stereo Pan...Reverb Zone Mix: 0 to 1.1
Reverb Effect: Choose a Reverb Effect
Stores all sound effects