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Audio Manager
Gamepangin has provided a system for your in-game audio needs easily. The following are the features provided:
- Play / Stop / Pause / Resume
- Play clip with full settings : loop, volume, pitch, pan, spatial blend, bypasses, priority, reverb, doppler level, spread, rolloff mode, distance
- 2D & 3D spatial support
- Provided Audio Mixer and Track (Master, Sfx, Music, UI)
- Stop / Pause / Resume all tracks
- Stop / Pause / Resume all audio
- Mute / Set volume each tracks
- Integrated with Object Pooling for maximum performance
- Integrated with Save Load for persistence settings
- and more...
Before you can play audio, you must create an AudioClipSettings scriptable object by right clicking on the Project Window > Create > Gamepangin > Audio > Clip

AudioClipSettings Inspector
Before calling the API, make sure you have Audio Manager in your scene. To make it you can use the Gamepangin menu > Audio > Audio Manager
// Play sound via unique id
AudioManager.Instance.PlaySound(string id)
// Play sound via AudioClipSettings reference
AudioManager.Instance.PlaySound(AudioClipSettings clip)
AudioManager.Instance.PauseSound(string id)
AudioManager.Instance.ResumeSound(string id)
AudioManager.Instance.StopSound(string id)
AudioManager.Instance.MuteTrack(AudioManagerTracks track)
AudioManager.Instance.UnmuteTrack(AudioManagerTracks track)
AudioManager.Instance.PauseTrack(AudioManagerTracks track)
AudioManager.Instance.PlayTrack(AudioManagerTracks track)
AudioManager.Instance.StopTrack(AudioManagerTracks track)
AudioManager.Instance.SetTrackVolume(AudioManagerTracks track, float volume)
AudioManager.Instance.PauseAllSounds()
AudioManager.Instance.PlayAllSounds()
AudioManager.Instance.StopAllSounds()
Last modified 8mo ago