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 = "Events/AudioCue Event Channel")] public class AudioCueEventChannelSO : EventChannelBaseSO { public UnityAction OnAudioCueRequested; public void RaiseEvent(AudioCueSO audioCue, AudioConfigurationSO audioConfiguration, Vector3 positionInSpace) { if (OnAudioCueRequested != null) { OnAudioCueRequested.Invoke(audioCue, audioConfiguration, positionInSpace); } else { Debug.LogWarning("An AudioCue was requested, but nobody picked it up. " + "Check why there is no AudioManager already loaded, " + "and make sure it's listening on this AudioCue Event channel."); } } }