I’ve simply sorted the text from above and also included a C# version of the same:
JS:
// define the audio clips
var clipAmb: AudioClip;
var clipEngine: AudioClip;
var clipWeapon1: AudioClip;
var clipWeapon2: AudioClip;
private var audioAmb: AudioSource;
private var audioEngine: AudioSource;
private var audioWeapon1: AudioSource;
private var audioWeapon2: AudioSource;
function AddAudio(clip:AudioClip, loop: boolean, playAwake: boolean, vol: float): AudioSource{
var newAudio = gameObject.AddComponent(AudioSource);
newAudio.clip = clip;
newAudio.loop = loop;
newAudio.playOnAwake = playAwake;
newAudio.volume = vol;
return newAudio;
}
function Awake(){
// add the necessary AudioSources:
audioAmb = AddAudio(clipAmb, true, true, 0.2);
audioEngine = AddAudio(clipEngine, true, true, 0.4);
audioWeapon1 = AddAudio(clipWeapon1, false, false, 0.8);
audioWeapon2 = AddAudio(clipWeapon2, false, false, 0.8);
}
You can then use the audio sources like this:
audioWeapon1.Play();
audioEngine.pitch *= curVelocity/maxVelocity;
C#:
// define the audio clips
public AudioClip clipAmb;
public AudioClip clipEngine;
public AudioClip clipWeapon1;
public AudioClip clipWeapon2;
private AudioSource audioAmb;
private AudioSource audioEngine;
private AudioSource audioWeapon1;
private AudioSource audioWeapon2;
public AudioSource AddAudio(AudioClip clip, bool loop, bool playAwake, float vol) {
public AudioSource newAudio = gameObject.AddComponent(AudioSource);
newAudio.clip = clip;
newAudio.loop = loop;
newAudio.playOnAwake = playAwake;
newAudio.volume = vol;
return newAudio;
}
public void Awake(){
// add the necessary AudioSources:
audioAmb = AddAudio(clipAmb, true, true, 0.2);
audioEngine = AddAudio(clipEngine, true, true, 0.4);
audioWeapon1 = AddAudio(clipWeapon1, false, false, 0.8);
audioWeapon2 = AddAudio(clipWeapon2, false, false, 0.8);
}
You can then use the audio sources like this:
audioWeapon1.Play();
audioEngine.pitch *= curVelocity/maxVelocity;