Game Development Reference
In-Depth Information
audio.Play();
}
This function takes a string. This string will be used to select the sound to be played.
A good example for this would be if you wanted to play a rain atmospheric sound,
you would have a key that is assigned as Rain in your KeyValuePair list and its
AudioClip value would be a rain sound file.
Within the PlayRepeat function, we use a for loop to iterate through the
KeyValuePair list. If one of the keys in the KeyValuePair list matches the string
passed to the PlayRepeat function, we assign the clip of the AudioSource to that
key's value, which would be an AudioClip . Lastly, we break the for loop, set the
AudioSource loop property to true , and play the sound.
Next, we will add a function that will allow us to play a sound that doesn't loop. Add
this function to the script:
void Play(string atmSong)
{
for(int i = 0; i < atmList.Count; i++)
{
if(atmList[i].Key == atmSong)
{
audio.clip = atmList[i].Value;
break;
}
}
audio.loop = false;
audio.Play();
}
This function will run in the same way as the PlayRepeat function, except we aren't
setting the loop property of the AudioSource list. Since the loop property isn't being
set to true , the sound will only play once.
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