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.");
}
}
}