Audio Manager / Getting started
Getting started
Enjoying Audio Manager?Leave a reviewThis guide will help you get up and running with the pack.
Your first steps
Adding audio
- Add the
Soundifyscript to one object in the scene. It is a singleton, so only one instance is allowed at a time. - Press (+) on the
Soundifycomponent to add a new track. A track is a named collection of sounds, such asMusicorSFX. - Press (+) inside the track to add a sound slot. You will need to create a
Soundasset before assigning it. - Right-click in the project and select Create → Soundify → Audio → Sound to create a
Soundasset. Rename it. - Add at least one audio clip to the asset. A sound can hold multiple clips and picks one at random on play.
- Go back to the
Soundifycomponent and assign the sound to the track.
Hover any property to see a tooltip explaining what it does.
Playing audio
- Find where you want to play a sound from and import the namespace:
using ASoundify;
- Call
PlaySound()either by name or by reference:
Soundify.PlaySound("Background Music"); // by name
Soundify.PlaySound(sound); // by reference
Full example:
using UnityEngine;
using ASoundify;
public class AudioTest : MonoBehaviour
{
public Sound sound;
private void Start()
{
Soundify.PlaySound(sound);
}
}
Playing audio without code
- Add the
Audio Playerscript to any game object. - Press (+) to add a new entry and assign the sound you want to play.
- Add the method you want to trigger the sound from, just like a normal Unity Event.
- Press Subscribe to automatically generate the play call in your attached method.
It will automatically generate code to call the
PlaySound()method. Make sure to doublecheck in the code that it generated properly.
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