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Most SFX implemented #92
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# Conflicts: # .fmod/Metadata/Event/{06a4b985-22c5-49e5-a48d-4c2b44ca8fad}.xml # .fmod/Metadata/Event/{7d63e971-1d9e-4ff6-82a2-16f080b91575}.xml # Assets/Audio/AudioManager.cs # Assets/Player/PlayerController.cs
# Conflicts: # Assets/Audio/AudioManager.cs
# Conflicts: # Assets/Audio/AudioManager.cs # ProjectSettings/QualitySettings.asset
…am, positional sound working
This reverts commit a546ea9.
# Conflicts: # .fmod/Metadata/Asset/{3480c89c-61a2-4bc7-a774-9e1acd381b0c}.xml # .fmod/Metadata/Asset/{37956987-a169-45bc-9962-2491eef131ad}.xml # .fmod/Metadata/Asset/{56d027b2-1c30-4b0f-87c2-ecc73e3db9e4}.xml # .fmod/Metadata/Asset/{61ee42b3-2922-4e9c-871e-4e28cf7572b2}.xml # .fmod/Metadata/Asset/{7d8bdcbe-74dc-4c27-ba71-1d476686a0f5}.xml # .fmod/Metadata/Asset/{8839cce8-64f1-4e46-9b81-3300b2ba7780}.xml # .fmod/Metadata/Asset/{b7724351-7259-4295-a0e6-e75fe2385549}.xml # .fmod/Metadata/Asset/{bff437a1-523b-4670-81da-a07f1ed71101}.xml # .fmod/Metadata/AudioFile/{0f183e41-55c6-42d3-995d-b6c9f62fd07b}.xml # .fmod/Metadata/AudioFile/{1088b2df-d8f8-474e-9eab-161225d9b57f}.xml # .fmod/Metadata/AudioFile/{121e487e-780b-4026-8e4a-cf6e3d4ded6c}.xml # .fmod/Metadata/AudioFile/{13f67be7-3684-4808-9207-68735cedcf6b}.xml # .fmod/Metadata/AudioFile/{16d7460d-7c6f-40ee-979c-09b0b0627f0c}.xml # .fmod/Metadata/AudioFile/{22638fe3-62af-47d4-840b-4c0343b9df65}.xml # .fmod/Metadata/AudioFile/{22d2e8c1-d401-4135-986b-50ce83a95db2}.xml # .fmod/Metadata/AudioFile/{399fa8ce-5e85-4b3d-ab54-11194ae37f31}.xml # .fmod/Metadata/AudioFile/{463ef416-52ba-4fa7-acad-9ca4bf77752b}.xml # .fmod/Metadata/AudioFile/{527c6666-6fca-4e06-8aa5-322f2cec4808}.xml # .fmod/Metadata/AudioFile/{5516b86d-22a0-4168-a1d6-840ac992b497}.xml # .fmod/Metadata/AudioFile/{60fbaf47-7869-43c5-b015-60b30dcab1b4}.xml # .fmod/Metadata/AudioFile/{7ee33588-f891-4157-af8a-f1925b9f25f0}.xml # .fmod/Metadata/AudioFile/{a3dd322f-5cfb-4f41-b1af-41be98c83286}.xml # .fmod/Metadata/AudioFile/{ac4a78be-2c2a-4883-ae06-bcb736b4d372}.xml # .fmod/Metadata/AudioFile/{acebe8df-aff0-4df0-9c14-8a4390b349b5}.xml # .fmod/Metadata/AudioFile/{e228083f-be05-493e-9d27-b274ba26931b}.xml # .fmod/Metadata/AudioFile/{edc3ccf7-b7d0-40c4-9cdc-2ca5399057bf}.xml # .fmod/Metadata/Event/{06a4b985-22c5-49e5-a48d-4c2b44ca8fad}.xml # .fmod/Metadata/Event/{fcbcbb36-468b-444a-9794-051d366c9123}.xml # .fmod/Metadata/ParameterPreset/{c74b2a05-e670-4ef5-9788-55d2344ff4e5}.xml # Assets/Audio/Events/ChainEvent.asset # Assets/Player/ChainManager.cs # Assets/Player/Prefab/PlayerManager.prefab
# Conflicts: # .fmod/Metadata/Event/{ecceccc1-a345-40b3-ab32-168017d4ca32}.xml # Assets/Audio/Events/Office/OfficeBoardClickEvent.asset # Assets/Audio/Events/Office/OfficeBoardHoverEvent.asset # Assets/Audio/Events/Office/OfficeDoorClickEvent.asset # Assets/Audio/Events/Office/OfficeDoorHoverEvent.asset # Assets/Audio/Events/Office/OfficeFolderClickEvent.asset # Assets/Audio/Events/Office/OfficeFolderHoverEvent.asset # Assets/Audio/Events/Office/OfficeTapeDeselectEvent.asset # Assets/Audio/Events/Office/OfficeTapeHoverEvent.asset # Assets/Audio/Events/Office/OfficeTapeSelectEvent.asset # Assets/Scenes/Intro/EntryGate.unity # Assets/View/Dialogue/DialogueTrack.cs
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Can you take a look at the outro scene because it seems broken now?
//Assert.AreEqual(CurrentEntry, entry); | ||
//Assert.AreEqual(_subState, SubState.Dialogue); |
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This shouldn't be commented out
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whoops! left over from a silly bug hunt...
Assets/Framework/StoryBundle.prefab
Outdated
m_EditorHideFlags: 0 | ||
m_Script: {fileID: 11500000, guid: 5c4af37a6a9941ff80ca677dd65e9de5, type: 3} | ||
m_Name: | ||
m_EditorClassIdentifier: | ||
_sound: | ||
Event: {fileID: 11400000, guid: 2668f83afc689754ba6349f9f42aecce, type: 2} | ||
_playOnEnable: 1 | ||
_playOnEnable: 0 |
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Is this desired? An audio emitter won't play anything when this is disabled.
If it's not necessary then the whole component should be removed.
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I just deleted the component; for now the Audio Manager is managing the ambience (and soon music)
There is a fancy new "TapeLocationParameter" for the differing cardboard / tape player sounds - I chose to keep the same OfficeTapeHover event and just change the params: 0 for cardboard (left), 1 for the player. |
Better chain loop, all UI and dialogue sounds, floodlight on sound - I tried to make a loop happen for the floodlights when they are turned on but can't quite figure it out.