using UnityEngine; using System.Collections; using UnityEngine.Events; /// /// Event on which AudioCue components send a message to play SFX and music. AudioManager listens on these events, and actually plays the sound. /// [CreateAssetMenu(menuName = "Game Event/Audio Cue")] public class AudioCueEventSO : ScriptableObject { public UnityAction eventRaised; public void Raise(AudioCueSO audioCue, AudioConfigurationSO audioConfiguration, Vector3 positionInSpace) { eventRaised.Invoke(audioCue, audioConfiguration, positionInSpace); } }