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);
}
}